[Release] The D64ifier - Now modular and no longer in beta!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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thugsta
Posts: 147
Joined: Mon Jan 21, 2019 10:10 am

Re: [Release] The D64ifier... for D64ifying your game.

Post by thugsta »

No worries. Yes this sounds great, any ETA currently for this update?

Also just some small suggestions maybe, for number 6 you can probably add dynamic rain also for exposed areas. Number 7 maybe add a Enhanced number 2 with tracer bullets so there is no hitscans and for 8 have the D3 monsters be extra variants rather then replacers so you have a chance for meeting either version to give a extra monsters to the roster you will meet randomly.

I look forward to your update. Can't wait.
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armymen12002003
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Re: [Release] The D64ifier... for D64ifying your game.

Post by armymen12002003 »

Nice job with this doom 64 holds a special place to me cause it was the very first doom game i ever played are you gonna be adding kick to some of the weapons too?
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

thugsta wrote:any ETA currently for this update?
I had originally wanted to reply to this with "Now!" but that fell through big time because of a few real life issues and also the fact that I don't like the idea of the installer making a custom pack any more and I'd rather have a menu in-game that you can use to turn all the features on and off. No idea how long it will take me to figure that out though so there may be another update in the mean time. We'll see.
armymen12002003 wrote:Nice job with this doom 64 holds a special place to me cause it was the very first doom game i ever played are you gonna be adding kick to some of the weapons too?
Thanks! Yessir. Was working on that just the other day... but then I got sidetracked by Zelda (specifically trying to determine the correct shape/layout of the continent of Hyrule). I'm sure I'll get back over to Doom in the very near future though. :)
thugsta
Posts: 147
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Re: [Release] The D64ifier... for D64ifying your game.

Post by thugsta »

Hope this is still going well and that real life shines bright on the issues you had to take away shadows it might have casted. The custom installer pack sounded genius with a lot of customizability but toggles sound fine too but will be loaded still memory wise for those of low spec hardware (or phones even) as custom pack will just leave those out entirely. Either way i am still looking forward to this and wish you the best with it all.
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SoulCircle
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Re: [Release] The D64ifier... for D64ifying your game.

Post by SoulCircle »

Man, this is such a great mod, I have to admit. I like all the texture and sprite choices for the replacements that you tossed in, it all fits together so well.
I'm more happy to see a mod like this finally come to fruition that is more than just a texture pack. You're doing some really good work and I'll definitely have this in my main list of mods for a while. Keep it up, my dude. If you need some playtesting ahead of a release, hit me up!
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Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

Re: [Release] The D64ifier... for D64ifying your game.

Post by Voltcom9 »

This is some really impressive stuff! I really love the Doom64 aesthetic! Great job on this!
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PandaDoomer
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Re: [Release] The D64ifier... for D64ifying your game.

Post by PandaDoomer »

Must the Cacomental version be the entire mod again, instead of just a patch that swaps the Pain Elemental and Cacodemon? Considering both are already a massive 200+ mb, I think it should perhaps be looked into if it hasn't been already. Downloading another 200+ mb file just for that is beyond excessive.

Edit: Hell, why not a toggle instead of a patch?
Last edited by PandaDoomer on Thu Oct 07, 2021 8:28 am, edited 1 time in total.
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Enjay
 
 
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Enjay »

I just played through Episode 1 and a few select Shores of Hell and Inferno maps with this. Very nice, very nice indeed. I really enjoyed the various "liberties" that you took with the source material. This is a great was to experience the D64 feel but I personally never really enjoyed the most of the D64 levels and this lets me play maps that I do like but with a D64 feel to them.

The only thing that I spotted that was odd was that the cacodemons bleed blue blood but the D64 caco sprites clearly have red blood pouring out of them when they die.
ObsidianPlague
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Re: [Release] The D64ifier... for D64ifying your game.

Post by ObsidianPlague »

It'd be nice if there was a toggle for the music instead of it just being ambience without any option to turn it off.
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Armaetus
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Re: [Release] The D64ifier... for D64ifying your game.

Post by Armaetus »

Been waiting/looking for something like this!

Edit: Works wonderfully but the flashlight makes my GPU (RX 590 8GB) and CPU (Ryzen 7 3700X) struggle frameratewise.

Some reason some monsters (Caco, Hell Knight) were not showing blood splats when shooting them. This is using latest version of GZDoom (4.7.1)
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Hey sorry I've been missing an action for the last couple of months. I was in the middle of working on this when I accidentally fell asleep, and when I woke up I was in this cart and this Nordic dude was like, "You're finally awake! You were trying to cross the border..." and before I knew it shit was getting ridiculous.
Uh... But so yeah... I'll get back to you all on... all that... stuff.
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goldenmob72
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Re: [Release] The D64ifier... for D64ifying your game.

Post by goldenmob72 »

if you ever decide to make more Doom 64 Type Mods, Here's a Sprite sheet of the Doom 64 Hands by 𝐜𝐲𝐛𝐞𝐫
[All Lowercase]
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

What a coincidence - I actually spent the entire weekend working on this. I was really hoping to get it over the final hump and be able to release version 1.0, but it just wasn't in the cards because every time I tried to change or add anything something seemingly unrelated would just randomly stop working. Here's is a video showing the current WiP state of the mod though if anyone is interested: https://youtu.be/TKaMRsPNMtU
Unlike the beta version, the 1.0 version will be composed of modules which can be mixed and matched as follows:
- the core module which handles the GUI, HUD, textures, lighting, and decorations (only one version of this)
- a weapons module (will come in three flavors; purist, enhanced, and realistic, or you can use any other weapons mod instead)
- a monster module (will come in three flavors; purist, enhanced, and enhanced+expanded, or you can use any other monster mod instead)
- a soundtrack module (two flavors; purist and dynamic, which switches from the original ambient soundtrack to metal during combat)
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McTed
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Re: [Release] The D64ifier... for D64ifying your game.

Post by McTed »

Hey can I talk to you on discord? I did an edit of d64ifier and I want to talk to you before it goes any further.
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BrettBotTheCryonaut
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Re: [Release] The D64ifier... for D64ifying your game.

Post by BrettBotTheCryonaut »

Sorry I've never had a reason to use Discord. Just message me on here or email me or something - I'm happy to talk about whatever you need.

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