What's stopping that? I was about to download it and check to see for myself, but the download link on the first post doesn't work.AlwaysDoomed wrote:No because the whole wad isn't mod friendly. Sorry =[
Doom 64 Wad Project [GZDoom] Version 1.0 released!
Forum rules
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.
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.
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Ed the Bat
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Fixed the link, thanks for letting me know =D
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Ed the Bat
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Ok, so it looks like almost everything except monsters is already mod-friendly, since pickups and weapons are just replacing the internal ones, so loading another mod on top of this should have no issue. The same could very well be done with the monsters; there's no real reason to give them all new editor numbers.
Moving the playerclass declaration from deprecated KEYCONF to MAPINFO would also make it friendly to custom character mods.
Moving the playerclass declaration from deprecated KEYCONF to MAPINFO would also make it friendly to custom character mods.
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m4lmaster
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
you said no monsters right? arnt the monsters just all a skin over regulars? shouldnt anything using non-customs (i.e. doom 3 monsters) be just fine?AlwaysDoomed wrote:No because the whole wad isn't mod friendly. Sorry =[m4lmaster wrote:do you plan to release a version without any new weapons? so we can play with say...BDSE or Project MSX or Infinitys Requiem? EDIT: it would have been easier to say...just the maps
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
They arnt sprite replacements because all the enemies were tweaked to act more like doom64 monsters. Arachnotrons for example in doom64 shoot two plasmaballs rather than 1. The weapons were edited because some of the acted different from the classics.
Edit* It was never my intention to make this mod friendly because classic doom mods would look really weird with doom64 sprites.
If someone wants to make a version that is mod friendly then go right ahead.
Edit* It was never my intention to make this mod friendly because classic doom mods would look really weird with doom64 sprites.
If someone wants to make a version that is mod friendly then go right ahead.
Last edited by Unholypimpin on Wed Feb 12, 2014 12:13 am, edited 1 time in total.
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Ed the Bat
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Even though they're edited, the non-monster assets use the 'replaces' keyword to simply appear in place of the originals, meaning they are fully mod-friendly. Monsters in this, however, do not; they were given new editor numbers for reasons I really couldn't imagine.
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Ed the Bat
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
I'd like to mention a couple of points.
First, I'm having a little trouble adjusting to the major increase in some of the monsters' projectile speeds. The Baron's fireball makes the player's rockets look pathetic. I'm also getting disoriented by the significant delay in the recoil of the Super Shotgun after it shoots.
Now, a couple of graphical glitches; the blue keycard has a red icon on the HUD, red keycard has a grey icon, and yellow keycard has a brown icon. I get confused about which cards I actually have. The plasma rifle has some black pixels on its animation, which were not present in the originals. The BFG9000 is also floating in space.
I also saw a small typo in the obituary for the Archvile.
If I come across anything else worth mentioning, I'll bring it up.
First, I'm having a little trouble adjusting to the major increase in some of the monsters' projectile speeds. The Baron's fireball makes the player's rockets look pathetic. I'm also getting disoriented by the significant delay in the recoil of the Super Shotgun after it shoots.
Now, a couple of graphical glitches; the blue keycard has a red icon on the HUD, red keycard has a grey icon, and yellow keycard has a brown icon. I get confused about which cards I actually have. The plasma rifle has some black pixels on its animation, which were not present in the originals. The BFG9000 is also floating in space.
I also saw a small typo in the obituary for the Archvile.
If I come across anything else worth mentioning, I'll bring it up.
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Ya I never fixed the red and blue key glitch and the bfg I never corrected its graphic. When I got the weapon sprites they were all misaligned and floating out in space, so the bfg is that way because I never touched the bfg.
Like I said before I stopped working on this project a long time ago so there many things i never got around to editing or fixing. Infact I completely forgot about this project until someone pmed me a few days ago asking about its progress. So I decided to release what little progress iv made with this project so some people might have fun with it or maybe even spark inspiration in them so that they would make their own doom64 project.
Like I said before I stopped working on this project a long time ago so there many things i never got around to editing or fixing. Infact I completely forgot about this project until someone pmed me a few days ago asking about its progress. So I decided to release what little progress iv made with this project so some people might have fun with it or maybe even spark inspiration in them so that they would make their own doom64 project.
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Ed the Bat
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Ah, I didn't catch where work had stopped. Alright.
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cortlong50
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Re: Doom 64 Wad Project [GZDoom]
what he said. kaiser worked his ass off, id like to see people making stuff for it.Average wrote:Have you considered doing this project in Doom64 EX, at all? I reckon that port could really benefit from something like this. Actually, it could benefit from any kind of mapper attention...
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
I don't have a doom64 rom so i can't map for doom64 EX
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Mayhem666
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Pretty interessed in this project. especially the Maps. I'm working since a while ago on a Doom 64 project in wish i needed some mapping. I did alot of spriting edit for making more like doom 64 things. Like weapons, items and monsters. So i'm quit interessed in the Mapping of doom 64 like you did as i see.
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Ya hopefully more people get interested in doom64 mapping because doom64 needs more love.Mayhem666 wrote:Pretty interessed in this project. especially the Maps. I'm working since a while ago on a Doom 64 project in wish i needed some mapping. I did alot of spriting edit for making more like doom 64 things. Like weapons, items and monsters. So i'm quit interessed in the Mapping of doom 64 like you did as i see.
Originally I was gonna map for doom64 EX but I didnt know how to get a doom64 rom so I decided to make it for gzdoom instead.
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Mayhem666
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Well you did a very nice jobs about these maps. i would really want further maps like this ( different kind for lvl type wanted and w/e )AlwaysDoomed wrote:Ya hopefully more people get interested in doom64 mapping because doom64 needs more love.Mayhem666 wrote:Pretty interessed in this project. especially the Maps. I'm working since a while ago on a Doom 64 project in wish i needed some mapping. I did alot of spriting edit for making more like doom 64 things. Like weapons, items and monsters. So i'm quit interessed in the Mapping of doom 64 like you did as i see.
Originally I was gonna map for doom64 EX but I didnt know how to get a doom64 rom so I decided to make it for gzdoom instead.
I want to mod for doom 64 in gzdoom cuzz Doom 64 ex is only for mapping actually theres no personnal actor edit atm.
And also i want a full re-new (Adapted to Gzdoom function ) of it inclued what i said in previous post + new maps. great ambition but alot of work O_-
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!
Thanks!
Ya I wish doom64 ex had decorate and proper scripting, but I think thats too much to ask from kaiser since hes already done so much.
Also doom64 ex is harder to map for because alot of its functions arnt in the wiki.
Doom64 would of been so much more if it was made for the pc instead of the n64.
Ya I wish doom64 ex had decorate and proper scripting, but I think thats too much to ask from kaiser since hes already done so much.
Also doom64 ex is harder to map for because alot of its functions arnt in the wiki.
Doom64 would of been so much more if it was made for the pc instead of the n64.