Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)
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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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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
A pretty neat TC but I have a suggestion now as a modder:
Can you place a lump for certain mods like Hideous Destructor to detect it since it uses lump detections. I'll be glad if it is now in the next update.
Can you place a lump for certain mods like Hideous Destructor to detect it since it uses lump detections. I'll be glad if it is now in the next update.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
I'm fairly ignorant as to the inner-workings of HD. What would I need to add, and why? What part of this mod fails to work properly with HD?Renegade4339 wrote:A pretty neat TC but I have a suggestion now as a modder:
Can you place a lump for certain mods like Hideous Destructor to detect it since it uses lump detections. I'll be glad if it is now in the next update.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
None, as far as I know. Played through several maps with HDest without much issues. Not sure what Renegade's talking about, here.
EDIT: From what I've read, Renegade's planning to make a mod for HDest that adds in the Unmaker. I suspect the query here is so that when loaded with ConPri, the spawns could appear where they should be in D64.
EDIT: From what I've read, Renegade's planning to make a mod for HDest that adds in the Unmaker. I suspect the query here is so that when loaded with ConPri, the spawns could appear where they should be in D64.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
That sounds more like something that should be on the Unmaker mod, not Consolation Prize. Using a LevelPostProcessor, the mod can detect the unique map it's loaded on and place the appropriate spawns accordingly, before the game even loads.


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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
Certain actors in Doom 64, like the Unmaker and Mother Demon, are handled in Consolation Prize with placeholder actors that spawn vanilla actors and can be replaced as seen fit. In addition, the player is granted an inventory item called "PlayingDoom64" whenever they spawn or respawn. Combine this with ZScript, and you've got a few options.ZikShadow wrote:From what I've read, Renegade's planning to make a mod for HDest that adds in the Unmaker. I suspect the query here is so that when loaded with ConPri, the spawns could appear where they should be in D64.

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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
So many Doomers are greedy, selfish, or downright dicks. But then, you got guys like you who are true heroes. Thank you so very much, I literally hoped someone with the know-how, would do this soon. 

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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
Unrelated to that discussion, but the custom gravity conflicts with HD's own, and the CVAR to disable it doesn't work as expected because it forcibly sets gravity to 1.0 when disabled. Changing the script to just not do anything when d64_playergravity is 0 fixes this and works as normal with other mods that aren't crazy enough to mess with the default gravity.Kinsie wrote:What part of this mod fails to work properly with HD?
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
Late, but consider it done.Eric_ wrote:Unrelated to that discussion, but the custom gravity conflicts with HD's own, and the CVAR to disable it doesn't work as expected because it forcibly sets gravity to 1.0 when disabled. Changing the script to just not do anything when d64_playergravity is 0 fixes this and works as normal with other mods that aren't crazy enough to mess with the default gravity.Kinsie wrote:What part of this mod fails to work properly with HD?
N64 Update
Changes in Version 1.6a
- Changed up D64 Gravity option to only lower gravity at level start and do nothing if turned off, to accomodate Hideous Destructor and other mods with changed gravity.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
Lost Levels was great and more people should play it, only thing I can provide is encouragement, however.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
Wait, is Id Software and Night Dive Studios okay with fan ports of The Lost Levels?
I get that Doom 64 is in a legal gray zone, given how it is a 20-year old game that has been out of circulation for a while, but The Lost Levels were created specifically for the official re-release.
I get that Doom 64 is in a legal gray zone, given how it is a 20-year old game that has been out of circulation for a while, but The Lost Levels were created specifically for the official re-release.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N6
I don't think there's any legal gray zone for Doom 64, because that game is actually being sold again (on multiple platforms), so if you want to support Kaiser, you could buy this new port. I thought modern console compat and the new episode was well worth the price of admission, and it's a good way to play the game. Being able to turn off the blur filter was a great bonus to me, as well.
To actually get this new episode, I think that you would do the same thing as Doom64EX used to do. You provided Doom64EX with a ROM dump of an actual Doom 64 cartridge, and then it would convert that into a .wad file with al the assets and content for 64EX to read. Assuming you dumped your own cartridge, this would then be entirely legal, so similarly, assuming you bought the PC version of the new Doom 64 ports, you would use some kind of program to turn that into a .wad file for other ports to use, and this would be a legal way to go about it.
It'd be like buying classic Doom from GOG and then using them with GzDoom.
To actually get this new episode, I think that you would do the same thing as Doom64EX used to do. You provided Doom64EX with a ROM dump of an actual Doom 64 cartridge, and then it would convert that into a .wad file with al the assets and content for 64EX to read. Assuming you dumped your own cartridge, this would then be entirely legal, so similarly, assuming you bought the PC version of the new Doom 64 ports, you would use some kind of program to turn that into a .wad file for other ports to use, and this would be a legal way to go about it.
It'd be like buying classic Doom from GOG and then using them with GzDoom.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)
Made a couple of things for personal use, wanted to post them here in case somebody finds them useful (both are for Doom 64):
- This patch replaces liquid textures, so that Doom 64 can be played with Liquid Texture Pack.
- This patch is only for Hideous Destructor and replaces some monsters with chaingunners, revenants and arch-viles: HDChainReplacer replaces 16% of ImpSpawner; revenants replace 40% of knights, 20% of mancubi, 10% of arachnotrons; arch-viles replace 28% of barons and 14% of arachnotrons. This is barely tested, might or might not be balanced—I found some spots where an unfortunate spawn might become a problem, but hopefully, manageable in multiplayer.
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Re: Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)
hey there,does anyone know of a way to make either of the mods compatible with other music packs?