Lul.
Decided to upload a new version:
-Cyberdemon and Mother Demon can drop the Unmaker or the Keys on death, depending on the status of the player that killed them.
--If you don't have any, you get the Unmaker, if you have the Unmaker, you get the first key and so it goes.
-Mother Demon now replaces Mastermind, she's a half weaker to the Unmaker so you may wanna kill some cybies if you wanna ease the fight.
-Unmaker now does more damage, and the fast laser does a bit more damage than the normal one.
-Tweaks to the refire states of the pistol, shotgun and super shotgun to behave as in D64.
-Changed all the replaces to DoomEdNums definitions, remember to use the new actor names in the spawn commands and such.
-Both Huds can now display the current Demon Key level.
-Added Animdefs file.
[Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- YukiHerz
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
New update, fixed vanilla map events that triggered after defeating certain monsters (for fuck sake) and other minor things.
Also new, an extra pk3 containing modified weapons:
-The Shotgun and Super Shotgun have pc-styled anims (by Cage).
-The Chaingun is smoother (again, from Cage's resources).
-The Plasma Rifle has the extra PC frame (yes, Cage stuff) and actual muzzle flashes based on the PC's rifle.
-Shotguns and Chaingun have pitch effects.
Planned stuff for the extra pk3:
-Modify other weapons, add new weapons.
-Modified monsters, Chaingunner, more Nightmares, improved bosses...
-Map Pack.
Also new, an extra pk3 containing modified weapons:
-The Shotgun and Super Shotgun have pc-styled anims (by Cage).
-The Chaingun is smoother (again, from Cage's resources).
-The Plasma Rifle has the extra PC frame (yes, Cage stuff) and actual muzzle flashes based on the PC's rifle.
-Shotguns and Chaingun have pitch effects.
Planned stuff for the extra pk3:
-Modify other weapons, add new weapons.
-Modified monsters, Chaingunner, more Nightmares, improved bosses...
-Map Pack.
- Devianteist
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- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
I've tried going through and reworking the maps in GZDoom, and holy crap is it a super chore. I honestly don't see any way of doing it in plain old ZDoom.HazeBandicoot wrote:What does this exactly have?
-Almost everything that matters, no maps, because i don't think they can be converted with ease.
- YukiHerz
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
That's why it would be best to make a new map pack for this.
- YukiHerz
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
New update:
Main File (Text64.pk3):
-Mainly pk3's file ordering and stuff.
-Added BloodColor properties to monsters.
-Added Dead Things, replacing vanilla dead things which usually displayed a wrong sprite, these are the two gibbed marines, the zombieman, shotgunguy, imp, demon and caco.
Extra mod (Yuki64.pk3):
-Added the Vicious Imp (Archvile replacement), the Death Noble (Revenant Replacement), Nightmare Demon and Nightmare Cacodemon (They don't replace anything), along with a secret boss-level monster in reference to another user, dig yourself to learn which one.
--Fully recolored sprites for these new monsters, maybe in the future they shall get custom ones, Language entry with (US)English and (South LatAm)Spanish.
What's Coming next?:
-Final preparations for mapping.
-GL additions (This doesn't mean i'll be dropping Software quality, still trying to make a good custom palette).
Enjoy the mod!
Main File (Text64.pk3):
-Mainly pk3's file ordering and stuff.
-Added BloodColor properties to monsters.
-Added Dead Things, replacing vanilla dead things which usually displayed a wrong sprite, these are the two gibbed marines, the zombieman, shotgunguy, imp, demon and caco.
Extra mod (Yuki64.pk3):
-Added the Vicious Imp (Archvile replacement), the Death Noble (Revenant Replacement), Nightmare Demon and Nightmare Cacodemon (They don't replace anything), along with a secret boss-level monster in reference to another user, dig yourself to learn which one.
--Fully recolored sprites for these new monsters, maybe in the future they shall get custom ones, Language entry with (US)English and (South LatAm)Spanish.
What's Coming next?:
-Final preparations for mapping.
-GL additions (This doesn't mean i'll be dropping Software quality, still trying to make a good custom palette).
Enjoy the mod!
-
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
So, i updated this and, the SuperShotgun doesn't emit a muzzleflash after firing.
- YukiHerz
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
Oops.
Fixed that and the dead things being able to resurrect by attacking them, also added dynamic lights to most things that could use them, Text64.pk3.
Fixed that and the dead things being able to resurrect by attacking them, also added dynamic lights to most things that could use them, Text64.pk3.
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
Now im having an error at line 163 of weapons.txt: Invalid state parameter: "{"
Seems like you added the shaking to it, but it is making the PK3 not load.
You also removed the shotgun muzzle
Seems like you added the shaking to it, but it is making the PK3 not load.
You also removed the shotgun muzzle

- YukiHerz
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Re: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
Sounds like you need to update your gzdoom.
Also re-uploaded one last time for today, with the fix for the shotgun's muzzle, i forgot to change it from TNT1 to its actual sprite.
If anyone wants to take a hand at mapping then please go ahead, i myself am trying to get the inspiration, you may use extra textures other than those you should have in doom64.pk3, don't wanna limit your creativity but try to keep it in the style of Doom 64.
Also re-uploaded one last time for today, with the fix for the shotgun's muzzle, i forgot to change it from TNT1 to its actual sprite.
If anyone wants to take a hand at mapping then please go ahead, i myself am trying to get the inspiration, you may use extra textures other than those you should have in doom64.pk3, don't wanna limit your creativity but try to keep it in the style of Doom 64.