Doom 64 Stuff (Update. 10/1/2010)
Re: Doom 64 Stuff
GZDoom and D64 ...
I think I'm gonna faint!
I think I'm gonna faint!
Re: Doom 64 Stuff
Ya can say anythin' ya want, but this feels alot better than that crap 'Doomsday' gave us.
Naw, it isn't bad, but I just hate the doomsday engine with a firey passion for screwing up my vista 64 bit laptop.
Naw, it isn't bad, but I just hate the doomsday engine with a firey passion for screwing up my vista 64 bit laptop.
Re: Doom 64 Stuff
Whoa, Chris, your stuff is severely outdated. This mod uses some DECORATE functions that aren't supported by older versions.
I'd suggest updating ASAP.
I'd suggest updating ASAP.
Re: Doom 64 Stuff
Footman wrote:... severely outdated... ... aren't supported by older versions...
Lolwutt?
Re: Doom 64 Stuff
It would make sense that new features aren't supported by builds older than the features in question, wouldn't it?
- Chris Neilson
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Re: Doom 64 Stuff
I use skulltag 98a, play on doom64 work fine and reloading crash when i exit game and reload goto crash.
- PlayerLin
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Re: Doom 64 Stuff
Also, his GZDoom is TOO OLD.Footman wrote:D64STMons.pk3 is for use with Skulltag only. Not GZDoom.Chris Neilson wrote:I get error:
http://img402.imageshack.us/img402/6634/gzdoom64.png
I use Gzdoom when loading goto error. on decorate actor are missing or not found.
help plz
It's 1.0.24 on 2.5 years ago... current official version is 1.4.3.
I don't think this mod works without any problems on the old GZDoom.

BTW, D64STMons.PK3 & 64testST.wad shouldn't load when running with GZDoom, they're ST only.
EDIT : Try run this mod with ST 98a and the latest 98b branch SVN(r2645), both works fine. (Except some warnings messages on r2645.)
- Chris Neilson
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Re: Doom 64 Stuff
YesPlayerLin wrote: Also, his GZDoom is TOO OLD.
It's 1.0.24 on 2.5 years ago... current official version is 1.4.3.
I don't think this mod works without any problems on the old GZDoom.
BTW, D64STMons.PK3 & 64testST.wad shouldn't load when running with GZDoom, they're ST only.
EDIT : Try run this mod with ST 98a and the latest 98b branch SVN(r2645), both works fine. (Except some warnings messages on r2645.)
Spoiler:
Re: Doom 64 Stuff
This might be a stupid question but, are those levels from the original D64 version? Can't remember any of them...
Does the unmaker actually work the way it did on D64? I didn't get a chance to use it.
Does the unmaker actually work the way it did on D64? I didn't get a chance to use it.
Re: Doom 64 Stuff
What, the levels in the texture pack? No I made those from scratch as some examples for the pack.Davidos wrote:This might be a stupid question but, are those levels from the original D64 version? Can't remember any of them...
Does the unmaker actually work the way it did on D64? I didn't get a chance to use it.
The Unmaker works as it does in the Doom 64 TC. I'm still a novice at DECORATE and I don't know how to render the lasers seen in the original game.
Re: Doom 64 Stuff
Unfortunately, ZDoom doesn't support any such feature that would allow you to make such beams unless you want to try and get really hacky with models in GZDoom (and even then I don't think they'd be able to take pitch into account... would they?).
Re: Doom 64 Stuff
They do if you use "PITCHFROMMOMENTUM" in MODELDEF.Xaser wrote: (and even then I don't think they'd be able to take pitch into account... would they?).

Re: Doom 64 Stuff
Well, damn! Shows how much I know... very handy feature, that. 

Re: Doom 64 Stuff
I don't suppose you couldn't just use rails to mimic the effect on later levels...
Kind of hack up the auto-aim effect to make it focus on single enemies...
I only remember it shooting three lasers sometimes after having used it alot or whatever, it's been ages since I touched my Nintendo 64.
Don't suppose ya could mimic this effect with red transparent laser sprites with a wide variety of angles XD
Kind of hack up the auto-aim effect to make it focus on single enemies...
I only remember it shooting three lasers sometimes after having used it alot or whatever, it's been ages since I touched my Nintendo 64.
Don't suppose ya could mimic this effect with red transparent laser sprites with a wide variety of angles XD
Re: Doom 64 Stuff
When in doubt, pester Kaiser.Davidos wrote:I don't suppose you couldn't just use rails to mimic the effect on later levels...
Kind of hack up the auto-aim effect to make it focus on single enemies...
I only remember it shooting three lasers sometimes after having used it alot or whatever, it's been ages since I touched my Nintendo 64.
Don't suppose ya could mimic this effect with red transparent laser sprites with a wide variety of angles XD

He's worked on Doom 64 EX, which was a great help in ensuring things were as accurate as possible.
Don't quote me on this, but I think the lasers in the N64 game are flat 3D models. As in they only have width and length, no height. I'm not 100% sure.