I personally think you should implement them at one point because they leave a perfectly good chaingun after dying.Footman wrote:I can't stand those bastards.
Doom 64 Stuff (Update. 10/1/2010)
Re: Doom 64 Stuff (Updated! 6/26/2010)
Re: Doom 64 Stuff (Updated! 6/26/2010)
http://www.mediafire.com/?93s4f5lzsncx8d4SamVision wrote:I personally think you should implement them at one point because they leave a perfectly good chaingun after dying.Footman wrote:I can't stand those bastards.
There. This file restores the Chaingunner.

Uses temporary sprites in the form of the red player palette from Doom 64.
Re: Doom 64 Stuff (Updated! 8/10/2010)
Update released. See first post.
Re: Doom 64 Stuff
Check this out: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.
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?
Re: Doom 64 Stuff
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.Skutarth wrote:Check this out: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.
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?
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.

Re: Doom 64 Stuff
Not exactly. The ROM extractor does a fair bit of conversion; which is why the versions are not all compatible with each others.Skutarth wrote:Since it's developed through reverse engineering, it impressively uses the iwad ripped straight from the N64 cartridge rom (completely unmodified).
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Re: Doom 64 Stuff
I have been working on (with some help from Kaiser) doom64.wad compatibility for ZDoom: screenshot (GZDoom)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?
Re: Doom 64 Stuff
Oh damn, that makes one of my half-started long-term secret projects useless.Blzut3 wrote:I have been working on (with some help from Kaiser) doom64.wad compatibility for ZDoom: screenshot (GZDoom)

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


Brightmaps!
Also coming: View kicks for weapons, correct firing mechanism for fully powered Unmaker, and some bugfixes.


Brightmaps!
Also coming: View kicks for weapons, correct firing mechanism for fully powered Unmaker, and some bugfixes.
Re: Doom 64 Stuff (Updated! 8/10/2010)
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.
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.
Re: Doom 64 Stuff (Updated! 8/10/2010)

Improved Chaingunner.

Re: Doom 64 Stuff (Updated! 8/10/2010)
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.
@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.
Re: Doom 64 Stuff (Updated! 8/10/2010)
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.scalliano wrote:Looking very tasty, Footman! Looking forward to the next update.
Re: Doom 64 Stuff (Updated! 8/10/2010)
I hear that, always a killer. Getting my stuff compatible with ST required a substantial DECORATE re-write, so I know how that goes.
Re: Doom 64 Stuff (Updated! 8/10/2010)
You could always just concentrate on ZDoom and let Skulltag use the previous versions until they update.