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.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Doom 64 Stuff (Updated! 6/26/2010)

Post by SamVision »

Footman wrote:I can't stand those bastards.
I personally think you should implement them at one point because they leave a perfectly good chaingun after dying.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff (Updated! 6/26/2010)

Post by Footman »

SamVision wrote:
Footman wrote:I can't stand those bastards.
I personally think you should implement them at one point because they leave a perfectly good chaingun after dying.
http://www.mediafire.com/?93s4f5lzsncx8d4
There. This file restores the Chaingunner. :)
Uses temporary sprites in the form of the red player palette from Doom 64.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by Footman »

Update released. See first post.
User avatar
Skutarth
Posts: 87
Joined: Sun Aug 13, 2006 11:57 am
Location: Hell

Re: Doom 64 Stuff

Post by Skutarth »

Davidos wrote: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.
Check this out:
http://doom64ex.sourceforge.net/

Since it's developed through reverse engineering, it impressively uses the iwad ripped straight from the N64 cartridge rom (completely unmodified). I recently beat Doom 64 on my real hardware, and this is an excellent reproduction of the game's engine.

Nothing against ZDoom or Footman's work, but the real deal beats out a pwad remake anyday. Perhaps randy can borrow their code?
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

Skutarth wrote:
Davidos wrote: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.
Check this out:
http://doom64ex.sourceforge.net/

Since it's developed through reverse engineering, it impressively uses the iwad ripped straight from the N64 cartridge rom (completely unmodified). I recently beat Doom 64 on my real hardware, and this is an excellent reproduction of the game's engine.

Nothing against ZDoom or Footman's work, but the real deal beats out a pwad remake anyday. Perhaps randy can borrow their code?
I'm very well aware of Kaiser and his work on D64EX. In fact, I borrowed a lot of resources from it and used it for reference for the behavior of just about everything.

My packs aren't a pwad remake of the game. It's just a weapons/monster mod. Play through the old Doom levels or your favorite Megawads D64 style. ;)
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom 64 Stuff

Post by Gez »

Skutarth wrote:Since it's developed through reverse engineering, it impressively uses the iwad ripped straight from the N64 cartridge rom (completely unmodified).
Not exactly. The ROM extractor does a fair bit of conversion; which is why the versions are not all compatible with each others.
Blzut3
 
 
Posts: 3205
Joined: Wed Nov 24, 2004 12:59 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Doom 64 Stuff

Post by Blzut3 »

Skutarth wrote:Nothing against ZDoom or Footman's work, but the real deal beats out a pwad remake anyday. Perhaps randy can borrow their code?
I have been working on (with some help from Kaiser) doom64.wad compatibility for ZDoom: screenshot (GZDoom)
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom 64 Stuff

Post by Gez »

Blzut3 wrote:I have been working on (with some help from Kaiser) doom64.wad compatibility for ZDoom: screenshot (GZDoom)
Oh damn, that makes one of my half-started long-term secret projects useless. :P

One thing that's needed is to turn TICRATE from a constant into a MAPINFO->GameInfo variable. Because it's 35 for all the classic PC games, but it's 30 for Doom 64.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by Footman »

Coming soon:
Image
Image
Brightmaps!

Also coming: View kicks for weapons, correct firing mechanism for fully powered Unmaker, and some bugfixes.
User avatar
Skutarth
Posts: 87
Joined: Sun Aug 13, 2006 11:57 am
Location: Hell

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by Skutarth »

Thanks for the info on Doom64Ex.
I somehow managed to not notice that it was Kaiser's work.
It's been forever since we've talked. Small world, eh?

Footman: You're right that this has it's place. I for some reason didn't think of the merits of playing standard Doom games with Doom 64 assets. Also, you didn't mention that you can also use this on vanilla pwads as well, which is an awesome feature.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by Footman »

Image
Improved Chaingunner. :)
User avatar
scalliano
Posts: 2866
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by scalliano »

Looking very tasty, Footman! Looking forward to the next update.

@SKutarth: Damn right this has it's place - as excellent as D64EX is, from an editing standpoint the prospect of combining D64 with all of GZDoom's perennial awesomeness has the potential to leave it for dust.
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by Footman »

scalliano wrote:Looking very tasty, Footman! Looking forward to the next update.
Unfortunately, this might be a while unless I'm to maintain two different releases; A lot of the recent changes use functions introduced in the 2.4.x and 2.5.x versions of ZDoom, and Skulltag is still using 2.3.0's codebase.
User avatar
scalliano
Posts: 2866
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by scalliano »

I hear that, always a killer. Getting my stuff compatible with ST required a substantial DECORATE re-write, so I know how that goes.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom 64 Stuff (Updated! 8/10/2010)

Post by Gez »

You could always just concentrate on ZDoom and let Skulltag use the previous versions until they update.
Locked

Return to “Abandoned/Dead Projects”