Doom 64: Retribution
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sherberttcat
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Re: [1.0] Doom 64: Retribution - Launch Trailer!
Aw yiss! I am one happy gamer!
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Wiw
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Uh... there seems to be something wrong with my HUD...
http://i.imgur.com/POPtkyC.png
I'm not sure what I did, but nothing I've tried makes it fit properly.
EDIT: Never mind, updating to a newer version seems to have fixed it. Loving it so far, the eerie atmosphere really sells it for me!
http://i.imgur.com/POPtkyC.png
I'm not sure what I did, but nothing I've tried makes it fit properly.
EDIT: Never mind, updating to a newer version seems to have fixed it. Loving it so far, the eerie atmosphere really sells it for me!
Last edited by wildweasel on Mon Apr 03, 2017 1:43 pm, edited 1 time in total.
Reason: Large images should be either thumbnailed or URL-linked instead of embedded.
Reason: Large images should be either thumbnailed or URL-linked instead of embedded.
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Nevander
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
What version were you on that had the messed up HUD? And which version did you change to? This will be good info to go into the readme for others who may have the same problem.
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Wiw
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Honestly I don't remember what version I had, all I know is that it was a development build. But I changed to 2.5pre-259-g4b127c7.
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Nevander
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Well the HUD should work fine even in 1.8.6 so something else must have been afoot. I'd say the best thing to always do for something not working right is to start over with a fresh INI. I even keep a backup with pre-configured settings to where everything is how I like it, but with no mods have being loaded yet so I always have a "default" config state to return to.
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Atendega
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
So we still don't have a faithful D64 port that doesn't have weird, totally subjective changes, huh? If anything, personal preferences like that should be non-default, toggleable options.Nevander (@ Doomworld) wrote:Some lifts may have been adjusted to make them less annoying. Personally I can't stand slow lifts that wait for a solid few seconds before reversing. I had kept the switch speeds fast for both classic and modern because the normal switch speeds just feel so clunky these days. It worked back when everything else was at the same speed/FPS/ticrate but with rendering interpolation and whatever else, the slow switch speeds feels like an unnecessary slowdown to the gameplay.
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zrrion the insect
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
You could totally edit the mod yourself you know.
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Atendega
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Yes, obviously that is always an option, but it's pretty clearly not relevant to the point I was trying to make. What I'm saying is that a TC whose main selling point is accuracy and faithfulness shouldn't have random changes made to suit the author's tastes. At that point, you should probably stop calling it "accurate" and "faithful".zrrion the insect wrote:You could totally edit the mod yourself you know.
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JohnnyTheWolf
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Is the lift switch speed really that important to a mod's authenticity to you? 
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Atendega
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
It a mod specifically touts its accuracy, yes. I can totally understand fixing obvious bugs from the original. But making totally subjective changes to the way the game plays, even though it could be accurately recreated, is not what I expect from a TC that specifically sells itself based on its faithfulness to the source material.
Don't get me wrong, this is far closer than we've ever been to a perfect recreation of Doom 64 in (G/Q)ZDoom, and it's super fun to play. But it makes the conscious choice not to be as accurate as it could be, based on the whims of its creator.
Don't get me wrong, this is far closer than we've ever been to a perfect recreation of Doom 64 in (G/Q)ZDoom, and it's super fun to play. But it makes the conscious choice not to be as accurate as it could be, based on the whims of its creator.
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JohnnyTheWolf
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
I am still not sure how altering the lifts' switch speed can have a significant impact on the gameplay.
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wildweasel
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Personally, I'd argue that the subjectivity of a change as minor as the speed of a single lift is itself subjective.JohnnyTheWolf wrote:I am still not sure how altering the lifts' switch speed can have a significant impact on the gameplay.
In other words, o p i n i o n s (shrug)
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Raziel236
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
I never got to play D64, but always wanted to, the atmosphere and lighting and overall general style just seemed so great, so I'm happy. : )
So playing this I'm realising quite a few things about D64 -
-it's easier than doom2
-lost souls are a bitch
-ammo is super resplendant
-traps
-switches and mad nonsensical! things happening in the environment
-the pistol is as useless as ever
-the hud is hard to see
-explosive barells are even more useless than in doom2.
I'm quite enjoying it! The shotgun just is beast.
So playing this I'm realising quite a few things about D64 -
-it's easier than doom2
-lost souls are a bitch
-ammo is super resplendant
-traps
-switches and mad nonsensical! things happening in the environment
-the pistol is as useless as ever
-the hud is hard to see
-explosive barells are even more useless than in doom2.
I'm quite enjoying it! The shotgun just is beast.
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Nevander
- Posts: 2254
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
Atendega wrote:So we still don't have a faithful D64 port that doesn't have weird, totally subjective changes, huh? If anything, personal preferences like that should be non-default, toggleable options.
Even with the changes that are present, it's more faithful and accurate than any other attempt. I don't know why you keep giving me shit for this. Don't like it, go play EX.Atendega wrote: Yes, obviously that is always an option, but it's pretty clearly not relevant to the point I was trying to make. What I'm saying is that a TC whose main selling point is accuracy and faithfulness shouldn't have random changes made to suit the author's tastes. At that point, you should probably stop calling it "accurate" and "faithful".
The things you keep insisting on calling subjective changes are things I changed because it felt as if it needed to be changed to be a smoother and fresh experience. Going back and playing EX after playing my version feels so clunky and slow. Do you really expect me to make everything 100% identical to EX, even down to the specific timings and tic delays for every single lift in every single map? That is a pointless exercise because then I'd just have basically made EX in GZDoom. Some changes are necessary to give the TC it's own identity. Lastly like I said above even with these changes (and you said this yourself) it's the closest attempt so far of any accurate recreation of the original.Atendega wrote:It a mod specifically touts its accuracy, yes. I can totally understand fixing obvious bugs from the original. But making totally subjective changes to the way the game plays, even though it could be accurately recreated, is not what I expect from a TC that specifically sells itself based on its faithfulness to the source material.
Don't get me wrong, this is far closer than we've ever been to a perfect recreation of Doom 64 in (G/Q)ZDoom, and it's super fun to play. But it makes the conscious choice not to be as accurate as it could be, based on the whims of its creator.
So with that I say again don't like it, go play EX.
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JohnnyTheWolf
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Re: [v1.0] Doom 64: Retribution - Launch Trailer!
To bring some positivity back to the thread, I recently decided to try Hectic on Doomslayer. It took me a few tries, especially in the Blue Key room, but damn did I feel proud once I prevailed over those Barons of Hell - and that is coming from someone who rarely get excited when playing Doom mapsets anymore.
Oh man, I wish I could have recorded the high-pitched noise my voice produced once I cleared that fucking level...
Oh man, I wish I could have recorded the high-pitched noise my voice produced once I cleared that fucking level...