Doom 64 Stuff (Update. 10/1/2010)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
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scalliano
Posts: 2861
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Doom 64 Stuff

Post by scalliano »

GZDoom and D64 ...

I think I'm gonna faint!
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Doom 64 Stuff

Post by Davidos »

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.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

Whoa, Chris, your stuff is severely outdated.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.
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Doom 64 Stuff

Post by Davidos »

Footman wrote:... severely outdated... ... aren't supported by older versions...

Lolwutt?
Gez
 
 
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Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom 64 Stuff

Post by Gez »

It would make sense that new features aren't supported by builds older than the features in question, wouldn't it?
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Chris Neilson
Posts: 160
Joined: Tue Sep 25, 2007 6:45 am
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Re: Doom 64 Stuff

Post by Chris Neilson »

I use skulltag 98a, play on doom64 work fine and reloading crash when i exit game and reload goto crash.
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PlayerLin
Posts: 585
Joined: Sun Nov 11, 2007 4:20 am
Graphics Processor: nVidia with Vulkan support
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
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Re: Doom 64 Stuff

Post by PlayerLin »

Footman wrote:
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
D64STMons.pk3 is for use with Skulltag only. Not GZDoom.
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. :p
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.)
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Chris Neilson
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Re: Doom 64 Stuff

Post by Chris Neilson »

PlayerLin 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. :p
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.)
Yes
Spoiler:
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Doom 64 Stuff

Post by Davidos »

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.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

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.
What, the levels in the texture pack? No I made those from scratch as some examples for the pack.

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.
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Xaser
 
 
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Re: Doom 64 Stuff

Post by Xaser »

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?).
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Enjay
 
 
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Re: Doom 64 Stuff

Post by Enjay »

Xaser wrote: (and even then I don't think they'd be able to take pitch into account... would they?).
They do if you use "PITCHFROMMOMENTUM" in MODELDEF. :)
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Xaser
 
 
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Re: Doom 64 Stuff

Post by Xaser »

Well, damn! Shows how much I know... very handy feature, that. :)
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Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Doom 64 Stuff

Post by Davidos »

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
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

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
When in doubt, pester Kaiser. :P
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.
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