Doom 64: Retribution

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_mental_
 
 
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by _mental_ »

A few comments about setup instructions.

You are providing 32-bit FluidSynth DLL only. So music won't work if 64-bit GZDoom is used.
The solution is to provide the corresponding libfluidsynth64.dll file.

You can set required CVARs from command line without editing .ini file. Changing user's settings is probably bad idea though.
One of possible solutions is to use separate .ini for the mod:

Code: Select all

gzdoom.exe -iwad doom2 -file D64RTR[v1.0].WAD -config gzdoom-d64rtr.ini "+snd_mididevice -5" +fluid_patchset .\DOOMSND.SF2
Of course, this must be in the batch file located in the same folder with executable, IWAD and mod files. Absolute paths can be use to avoid this limitation.
osjclatchford
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Re: [WIP] Doom 64: Retribution - Launch Trailer!

Post by osjclatchford »

Nevander wrote:Version 1.0 of the total conversion is released! Have fun guys.

Please report any bugs here or on ModDB, I will be adding a bug reporting template to make it easier in a little while.
just wow! toggleable weapon options is a great idea. I have been having so much fun. it looks fantastic and feels just right. Like everyone else I've been waiting 20 years for this and I have to say it does NOT disappoint. the little extras like the intro and the 'fun' mapset are the kinda things that people have been wanting...

I've also been a little busy myself as I felt it needed a little 'je ne sais quoi' and as such could not resist :D :
osjc_addon_preview.jpg
essentially some minor changes to blood/monster deaths and some camera-shaking shockwaves added for the bfgball and rockets...although for the life of me I've no idea why the changes I made to the barrel don't appear... :?

*edit* also tweaked the bulletpuffs...



I made this addon purely for my own personal preference but, before I'm asked, should you want a bit of the osjc 'oldskool' magic too just whack this: http://www.mediafire.com/file/ynzlnk8f2 ... 64_fix.zip on after loading the main pack... :wink:
Last edited by osjclatchford on Fri Mar 31, 2017 10:25 am, edited 1 time in total.
JohnnyTheWolf
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by JohnnyTheWolf »

At last! :wub:

How does Doomslayer mode work, exactly? I started playing it and so far I noticed enemies are deadlier - though not faster - and some items have been removed.

EDIT: I see monsters all get replaced by their toughest variant - except for the Imp, which can still be fought alongside the Nightmare Imp. How come?

Also, upon reaching the secret exit to Hectic, the final secret did not register.

EDIT #2: I am not sure the "Press Use to Skip" notification is really needed. Such hand holding has no place in Doom, as anyone who played Doom at least once in their lifetime knows intermission screens can be skipped at any time. If anything, I find it more distracting than anything else.

EDIT #3: Replacing Mancubi by Barons in MAP29 on Doomslayer difficulty seems to be an odd move, as it makes the sequence actually much easier!

EDIT #4: Still on MAP29, replacing the Berserker Pack with a regular Large Medkit prevents me from backtracking to the Yellow Door, as I cannot pick it up at full health and thus the second ambush does not happen and the door leading to the starting area does not open. Unless there is something else I am missing, I guess this is where my first run on Doomslayer ends... :?
Last edited by JohnnyTheWolf on Fri Mar 31, 2017 11:54 am, edited 1 time in total.
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YukiHerz
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by YukiHerz »

Congrats on release!
I look forward to playing this asap.
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MrRumbleRoses
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Re: [WIP] Doom 64: Retribution - Launch Trailer!

Post by MrRumbleRoses »

osjclatchford wrote:
Nevander wrote:Version 1.0 of the total conversion is released! Have fun guys.

Please report any bugs here or on ModDB, I will be adding a bug reporting template to make it easier in a little while.
just wow! toggleable weapon options is a great idea. I have been having so much fun. it looks fantastic and feels just right. Like everyone else I've been waiting 20 years for this and I have to say it does NOT disappoint. the little extras like the intro and the 'fun' mapset are the kinda things that people have been wanting...

I've also been a little busy myself as I felt it needed a little 'je ne sais quoi' and as such could not resist :D :
osjc_addon_preview.jpg
essentially some minor changes to blood/monster deaths and some camera-shaking shockwaves added for the bfgball and rockets...although for the life of me I've no idea why the changes I made to the barrel don't appear... :?

*edit* also tweaked the bulletpuffs...



I made this addon purely for my own personal preference but, before I'm asked, should you want a bit of the osjc 'oldskool' magic too just whack this: http://www.mediafire.com/file/ynzlnk8f2 ... 64_fix.zip on after loading the main pack... :wink:
where's the other stuff?
Nevander
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by Nevander »

JohnnyTheWolf wrote:stuff
Doomslayer mode is like a harder UV, it's not 100% finished and needs tweaking and as you said MAP29 becomes problematic. The Imp and Nightmare Imp both show up because I used difficulty spawn swaps in MAPINFO, which happen prior to DECORATE replacements. Therefor I can't replace Imps with Nightmare Imps.

I will check out the secret exit to Hectic, but my guess is that you may have gone over that sector fast enough so the radius of the player gets onto the teleporter edge before the player thing "enters" the secret sector.

I added skip prompts to be as user friendly as possible. They should be out of the way enough.

The MAP29 monster swap is a bug apparently, will be fixed in version 1.1 of the TC.
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scalliano
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by scalliano »

And with that, the Z-based lineup is finally complete.

Amazing work here. Also, the classic animation option is a godsend. Personally, I don't really care for "smooth" animations in Doom as a general rule, so it's great to be able to go oldskool style.
JohnnyTheWolf
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by JohnnyTheWolf »

I am replaying this on Watch Me Die and I see you have also replaced the Mancubi in MAP29 - in this case, by Hell Knights. Why is that? :?

I mean, I do not necessarily mind this change, but I thought the aim of this project was to faithfully recreate Doom 64.
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leodoom85
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by leodoom85 »

Nevander, good news. I tested the mod in Zandronum 3.0 alpha-161030-r2038 and it works flawlessly, except that doesn't allow the colored lighting like GZDoom but apart from that, you CAN play this mod in Zandronum. You can add that to the OP if you want...
Nevander
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by Nevander »

JohnnyTheWolf wrote:I am replaying this on Watch Me Die and I see you have also replaced the Mancubi in MAP29 - in this case, by Hell Knights. Why is that? :?

I mean, I do not necessarily mind this change, but I thought the aim of this project was to faithfully recreate Doom 64.
Yes the swapped monsters is a bug. I noted that in my reply above. In the spawn script for them they must have been swapped around by mistake.
JohnnyTheWolf
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by JohnnyTheWolf »

Sorry! I thought only the Barons on DS were supposed to be a bug. :?
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Agitatio
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by Agitatio »

I have this mod in my autoload, which replaces most of the sounds and replaces repeating sounds with unique ones. So far I've noticed that it makes chaingun use the sound from it, not the default one. Is it fixable on your side or should I just remove it form autoload?
Nevander
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by Nevander »

I'm guessing that mod uses the same sound file name as I did (since I just replaced all Doom 2's default sounds). What you could do is try loading the sound mod before loading the TC. You will have to do this manually though, since autoload gets handled last IIRC. Personally I'd just remove it from autoload. All of the sounds in the TC are high quality FLACs from the source, some of those sound a little... odd. :?
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Agitatio
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by Agitatio »

Nevander wrote:I'm guessing that mod uses the same sound file name as I did (since I just replaced all Doom 2's default sounds). What you could do is try loading the sound mod before loading the TC. You will have to do this manually though, since autoload gets handled last IIRC. Personally I'd just remove it from autoload. All of the sounds in the TC are high quality FLACs from the source, some of those sound a little... odd. :?
I use PC Doom Flavor version. It's pretty much an upgrade of Perk's Improved Sounds. I thought autoload loads before everything else. No biggie. I'll just remove it from autoload while playing D64R.
osjclatchford
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Re: [1.0] Doom 64: Retribution - Launch Trailer!

Post by osjclatchford »

oh shit... just realised that the link I posted before for my little addon is a link to the completely wrong file: http://www.mediafire.com/file/u282ao8b8 ... _addon.zip try this one :oops:
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