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molecicco

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Everything posted by molecicco

  1. Download it here: https://www.moddb.com/mods/doom-ce SUMMARY This mod builds on the PSX DOOM Total Conversion and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and adds many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom) into ZScript, while looking at the reverse engineered source code and existing source ports of these games for reference. In addition to that, the mod is highly modular and also includes many optional "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods. Since it runs on the latest GZDoom (4.10+, currently), that means that it is compatible with other mods. It's been tested with mods such as Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others (NOTE: Support is more limited in Doom 64 because most mods depend on Doom 2 textures and Doom 2's actor heights). HIGHLIGHTS PSX DOOM software lighting emulation (brightness fades with distance). DOOM 64 with gradient and additive lighting. Can also be enabled in PSX DOOM to give it a different look. Options to restore the PSX DOOM aspect ratio or to use the Nintendo 64's 3-Point filter. The mod is powered by ZScript to make it more accurate to the original. PSX DOOM TC Lost Levels can be integrated into the regular episodes to provide the full PC level set. Bonus episodes and maps for DOOM 64 from the Absolution TC era. Customizable speeds: approximate them to the slower framerate of the originals or make them faster for a bigger challenge. Option to restore Arch-Viles in PSX DOOM, Spider Masterminds in PSX FINAL DOOM, Absolution TC exclusive monsters and Doom 2 monsters (Revenants, Arch-Viles, etc) in DOOM 64. The Red and Green Demon Keys exclusive to the Outcast Levels TC are included in that episode. Choose to play with the dark ambient Console soundtrack, the action oriented PC soundtrack, or both, in which action fades into ambient after the music finishes. AI interpolated DOOM 64 animations and Smooth Doom adapted to PSX DOOM. 2x AI upscaled textures. PBR materials. Brightmaps for sprites and textures. Play with a fullscreen hud styled like DOOM 64 or the default GZDoom hud. Ambient sounds for decorations (torches, barrels, etc). Enemies and the player produce footstep sounds. Optional story texts taken from the manuals or readme files if they were fanmade. Two new difficulties: Nightmare/Hardcore is UV with fast monsters and no respawns, and Ultra-Nightmare/Doomslayer is a modified version of the difficulty introduced in DOOM 64: Retribution. Integrates Nashgore with slight tweaks and bug fixes. Higher quality and more varied sound effects. High quality soundtracks. Many more miscellaneous small details. Some non-vanilla friendly screenshots: INCLUDED MAPS PSX DOOM CE Evil Unleashed/Ultimate DOOM: PSX campaign. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. Hell on Earth/DOOM II: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. No Rest For The Living: A reimagination of the Xbox mapset. The maps included here are based on conversions by Dexiaz and Salahmander2 for the PSX Doom TC. Bonus maps: Tech Gone Bad and Phobos Mission Control by BlackxZodiac13, originally created for the PSX Doom TC (based on the maps by John Romero). PSX FINAL DOOM CE Master Levels: PSX campaign. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. TNT: Evilution: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. The Plutonia Experiment: PSX campaign. The maps included here are based on conversions made for the PSX Doom TC. Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. Bonus maps: DeXiaZ's Mausoleum by Dexiaz and Last Gateway to Sin by BaronOfStuff, originally created for the PSX Doom TC. DOOM 64 CE The Absolution/DOOM 64: The original campaign. The Lost Levels: These maps are exclusive to Doom 64's 2020 remaster by Nightdive. They are only available if the included installer finds a valid installation of the 2020 release. The Doomsday Levels: Maps that were exclusive to Kaiser's 2003's Absolution TC and its Outcast Levels expansion, merged into a single episode. The maps included here are based on conversions made by Nevander for Doom 64: Retribution. Redemption Denied: A 2005 mapset by Steven Searle and AgentSpork for the Absolution TC. The maps included here are based on conversions made by Nevander for Doom 64: Retribution. The Reckoning: A 2008 mapset by Steven Searle for the Absolution TC. These maps included here are based on conversions made by thexgiddoomerx for Doom 64 EX. Bonus maps: Waste Processing and Mining Front by Maverick and Temple Ruins and Temple Grounds by Henri Leto, standalone maps made for the Absolution TC, are included. They are based on conversion made by thexgiddoomerx for Doom 64 EX. FEATURE PRESETS Since almost every feature is optional, the mod contains four presets for different levels of enabled "enhancements": Faithful, Faithful Enhanced, Modern (default) and Experimental. When starting the mod for the first time, you will be prompted on what preset to use. They can be changed later by going into the Features Menu and choosing Choose Features Preset. Faithful: Features will be set as faithful as possible to the original. Faithful Enhanced: Some enhancements such as smooth animations, ambient sounds, gore and particles trails will be enabled, but gameplay will remain faithful to the original. Modern (default): More features including subtle gameplay changes will be enabled. Some monsters that weren't available in the console campaigns (Arch-Viles, etc) are also added. Experimental: Same as Modern, but with new visuals and music style will change over time. AUTO-LOADED ADDONS There's two download flavors: Lite and Full. Lite is just the base mod for those who don't want any additional features other than those built inside the mod. Full is a massive ~1GB download because it bundles several addon pk3s that get automatically loaded when starting the mod. Each can be safely deleted or moved to a different folder to skip auto-loading them if you prefer not using it. Maps.LostLevels: Adds missing PC levels into the PSX DOOM campaign, and the 2020 bonus episode into DOOM 64. BGM.Extended: Extended, higher quality Console soundtrack by Aubrey Hodges. Some bonus tracks are also mapped to some maps when this is present. GFX.Brightmaps: Brightmaps, textures that remain bright regardless of how dark the room is (like switches, monsters' eyes, etc.). GFX.Decals: Higher quality decals. You may want to remove this to have more crispy, pixelated, vanilla-friendly decals. GFX.Extra: Smoothened wall/floor animations, glowing floors, and liquids will produce splashes. GFX.Parallax: Adds a 3D-like relief effect to liquids. GFX.PBR: Changes how textures react to lighting. Gives a glossy or metallic effect to textures. SFX.HQ: Upscaled, higher quality sounds and adds some additional sounds to some monsters. Comparison videos (outdated, but they give the idea): ...and on top of that, there are several megawads that have been ported to work with this mod, should you want to play new levels: Rumble Pak by @Antnee @Koko Ricky @DMPhobos @SteelPH @hardcore_gamer @jdagenet @Kore @riderr3 @RileyXY1 @sector666 @snapshot TheAgaures @Yummy Pie, ported by @molecicco. It consists of a selection of maps released standalone and as part of Community Chest 64. The UnMaking by @scwiba, ported by @molecicco (original megawad thread) Beta64 by @Antnee, ported by @molecicco (original megawad thread) Episode 1 for DOOM 64 (Knee Deep In The Dead) by @Z0k, ported by @molecicco (original megawad thread) PlayStation DOOM Reloaded by @RHG 45 and Yikesdude754, ported by @styd051 (original megawad thread) Fall of Triton by @RHG 45, ported by @styd051 (original megawad thread) Plutiona 2 & PCRP by (various mappers), originally ported for the PSX TC by @Cryo, ported to this mod by @molecicco (original megawad thread) Megawad screenshots: INSTALLATION Check out the ModDB page for detailed instructions, but TL;DR: for PSX DOOM you need the DOOM 2 IWAD, and for DOOM 64 you need the 2020 DOOM 64 remaster installed, and must run an installer batch file that is included with the download. DISCLAIMER I am not associated with any of the authors of the Total Conversions or any other resource included in this package. All credit belongs to them! There is a credits menu where all the resources and their authors are listed. If you enjoy a specific feature that is not original to this mod, make sure to try out their individual, separate mods. While special care has been taken to be respectful to the original games, this mod does not aim for total accuracy. For that, please check out source ports such as PsyDoom or the official DOOM 64 remaster. More videos: Edit: Added this awesome video by Wedgeridoon't
  2. It is, it wont' happen unless you are using that ccmd. You can use "special exit_normal 0" or "special exit_secret 0" as alternatives. The reason it happens is there is an unreachable dummy map definition in order to hook the custom outro cutscene before the default cast call is displayed, which is gzdoom's default behavior for outros when there is no next map.
  3. I watched some videos of people playing with mods, and noticed that custom udmf thing flags were not being transferred to actors replaced by mods. In Doom 64 this would cause, for example, to spawn everything as soon as the map started instead of waiting for the correct trigger. I've uploaded a new version (4.10.0) with a workaround that fixes it. I wasn't involved with this mapset so I'm not familiar with it, it was submitted by @styd051. Pinging him in case he wants to fix the bug or add more information. The Faithful preset disables secret notifications because they didn't exist in the original, but you can re-enable them at the Features Menu > Interface Features > Show Secret Notifications. It's can also be done through GZDoom's menu: HUD Options > Message Options. You can customize your automap colors to show secret lines on GZDoom's Automap Options > Set Custom Colors, but you may need to disable Allow Map Defined Colors first. I can't reproduce this. The ending maps were removed many versions ago when GZDoom added support for custom scripted cutscenes. Are you loading a custom mapinfo with older definitions?
  4. In 3.8.1, I've added an option in the special effects menu to toggle if lightning flashes sky sectors or just the skybox. Due to tic rate differences between the engines, frame tics are rounded to their pc doom equivalents. The chaingun is a particular case where tics are rounded up and down on each frame to achieve the same damage rate as the original, that's why the sound doesn't feel consistent. This, as well as other bugs have been fixed in 3.8.1 (actually a couple of versions ago). Texture filtering is controlled by gzdoom. It's actually disabled by default. You can disable it in gzdoom's texture menu. The only filter I added is if you load 3PointFilter.pk3, but you need to load that file manually and is intended for doom 64. Once you choose a defaults preset it should save all settings in the ini, you don't need to set it each time you launch the game. Resetting to a defaults preset doesn't touch any filtering cvar, so I'm not sure what's going on here.
  5. lol what. Do you have voxel doom or other mods on your gzdoom autoload? Remember that after 4.9, it's reading the ini from your user folder unless you've explicitly created a portable one.
  6. Only the latest wad from Nightdive works. It got updated several months ago. The valid hashes are: - MD5: 0AABA212339C72250F8A53A0A2B6189E - SHA1: D041456BEA851C173F65AC6AB3F2EE61BB0B8B53 - SHA256: 05EC0118CC130036D04BF6E6F7FE4792DFAFC2D4BD98DE349DD63E2022925365
  7. Turn off gzdoom's built-in texture filtering, and load 3PointFilter.pk3 that is included with this mod :) Yes there are, but only after it gets out of beta. I got in touch with one of the Master Edition mappers and we agreed that it's better to wait until all the bugs are fixed before I attempt a conversion.
  8. Actually, my preferred settings for this mod are the ones that keep it as faithful as possible, with a couple of exceptions. I also don't load any addon except for brightmaps, so I understand. The videos in the previous posts are how I play it (except for the crt filter and vanilla essence of course). As for Vanilla Essence, I've only ever used it to record that video. I don't see the need to integrate it with this mod because it already works perfectly on its own. These are the settings I have saved, but don't remember if I changed something after I finished recording:
  9. If you download the latest version (3.6.3, which I've just uploaded), there is an option called "Use PC skies" that you can disable to change it back to a fire sky. You will need to re-enter the level though. The option has been there for a long time, but it wasn't working properly until now.
  10. Leaked footage of a lost doom 64 build before some monsters were cut: That last video inspired me to make this haha. Could've made it more convincing with more effort!
  11. A new version (3.6.0) is up on ModDB. Highlights: @DrPyspy shared with me the complete frames for the Archvile early, and gave me permission to include them in this release. No more mini mother demon! I recommend disabling the upscales and smooth/interpolated animations because they butcher the great art! If you're disabling stuff, why not use the opportunity to also disable the PBR addon and extra particles and gore as well. The game looks and feels better than you think without them. Doom 64 sector light effects have been replaced with Thinkers that essentially function like the originals instead of hacking the Doom ones (please report new bugs that may appear because of this). Because the originals have very strong strobing effects, a slider to control their intensity has also been added. In PSX Doom, you can now switch super shotgun sprites between Final Doom style and the classic one. All non-gameplay maps have been reimplemented as GZDoom cutscenes, except for the title sequences. No more fake maps between levels. Improved mod compatibility and various bug fixes. NOTE: Saved games from previous versions won't work! This version has breaking changes, so any map packs from ModDB's addons tab need to be downloaded again. The Doom 64 Lost Levels wad also needs to be generated again using the patcher. A clip of Dark Citadel featuring the new Revenant and Archvile: The complete Doom 64 monster roster if the extra monsters are enabled: In addition, I released an experimental addon back in December that lets you play PSX Doom CE (or Final Doom or any CE map pack) with Doom 64 graphics and gameplay: https://www.moddb.com/mods/doom-ce/addons/psx-doom-64. Hangar: Plutonia's Congo (features Craneo's Chaingunner and DrPySpy's Revenant and Archvile): EDIT: One more video, this time in low fidelity using a heavily configured Vanilla Essence:
  12. you’re not supposed to run doom 64 with it, use it with any of the psx dooms instead.
  13. I don't think there's any, but you can see Revenant blasting me in the face right at the end of the video :D I just posted version 3.5.1 fixing this and an issue in PSX CE where enhanced particles would never spawn. It's a pretty minor bugfix that is only relevant for people who use the particle effects that are part of the experimental preset.
  14. I've released version 3.5.0 at ModDB. Some highlights: Updated for GZDoom 4.9. The "Use PC Speed" option in PSX Doom now also changes the frame speed of monsters. The Reckoning, Temple Ruins and Temple Grounds now have secrets tagged. Changed the Doom 64 Archvile sprite for a work-in-progress one by DrPySpy. Lowered the Doom 64 Revenant's missile damage by half, and its speed by 3. The BGM.Arranged addons are no longer included in the Full download, and are now in ModDB's addons page. In addition to that, I've also uploaded an addon that lets you play the PSX campaigns using Doom 64's gameplay and visual style. It is not perfect, but you can think of it as a sort of more faithful D64ifier for the PSX campaigns. Original textures are from Super Doom 64 by StrikerMan780. The Icon of Sin texture is from the D64ifier by Cryonaut.
  15. Looks like they're not using the latest version (of both CE and the UnMaking addon), I fixed the barrel not spawning in map10 a couple of months ago. It was related to a change in gzdoom where things would get spawn-blocked where they wouldn't in previous versions and viceversa. I suggest upgrading to the latest, because I'm sure it caused side effects in other maps as well. As for the map13 platform, it's been like that since the start, I thought it was a troll move from you lol. It raises for some seconds right at the end and then lowers again. Seems like the highlighted lines in the macro didn't translate well to gzdoom. I'll look into it.
  16. These artifacts are a product of how the interpolation was made. Unfortunately the generated pngs are blurry and distorted like that so there's nothing that you can do except disabling smooth monsters. The real solution would be for someone to create better and more competent sprites, or to clean them up manually. Sure! I estimate I'll be publishing an new version in 2 weeks, so if you have it ready by then I'll include it. If not, I can always include it in the next one.
  17. Thanks, there must be a different way of tagging them in Doomsday that wasn’t accounted for. That explains why none of the bonus maps contain any secrets too. I based these conversions from the conversions xthegiddoomerx made for EX which had no secrets, and when I went to the editor to look at the original maps, I couldn’t find any either. I’ll correct this for the next update.
  18. Version 3.4.0 is up. https://www.moddb.com/mods/doom-ce The highlights are: Even more bugfixes. Doomslayer/Ultra-Nightmare difficulties have been reworked based on play tester feedback (thanks Steppskie and Zoya). The levels are still in no way balanced for it, but it should be less tedious than having to fight dozens of additional hell knights and barons. The difficulty is now composed of the following modifiers: Monster health is reduced by 20% Player damage taken is increased by 20% Ammo pickups are downgraded to their lowest tier (e.g box of shells to a single shell). Ammo is worth 300%. Monsters have a chance to change the frame rate of their next animation, making them faster and more unpredictable. Monsters have a high chance to stop being stunned by pain and may counter attack if they get into a pain state. Monsters have a chance to stop infighting. Monsters that shoot projectiles have 33% chance to fire one that has higher speed. Monsters are more aggressive. Added an option to style messages like the originals. Added new cast of characters cutscenes that are more faithful to the originals. You can rotate the sprites by pressing the movement keys and the extra monster types will appear if the options to add them are enabled. Added an option to show a small icon on the fullscreen hud when berserk is active. A couple of Doom 64's Lost Levels received very minor bug fixes, so if you are interested in that, you will need to delete your generated doom64.iwad and doom64.ce.lostlevels.pk3 and run the installer again. The level packs converted by me in ModDB's Addons tab have also received updates, so you will need to re-download those as well. That's how the maps they were converted from were. I suppose I could get creative and mark some secrets, but they would be "unofficial".
  19. Yes, no problem, however I recommend you make a sub-mod that only applies your changes instead of duplicating the whole thing. Not only will it save a lot of disk space for people who want both versions, it will also make it easier to stay compatible with the upstream, which I'm still updating. Otherwise, you will need to keep synchronizing your changes manually and people will need to download two huge mods each time.
  20. This works differently here because everything is ZScripted. It is trivial to make spawned monsters not count using ZScript by changing their COUNTKILL flag as soon as they get spawned (though it is not implemented in this mod because that is not how the original worked). Are you using the latest version? This bug got introduced on 3.3.0 but I fixed it on 3.3.1, unless I missed something else. Item counts for spawned items were also broken. EDIT: To clarify, spawned monsters do get added to the kill count, that's how the original worked. There was a bug on 3.3.0 where monster spawners were counting towards the kill count, making reaching 100% impossible. Spawn-blocked monsters were also counting because GZDoom changed the behavior when an Actor's Destroy() method is called. Before it used to remove them from the kill count, but after 4.8 they remain in the counter. I fixed all of this in 3.3.1.
  21. The originals don't have a title screen, instead they play the intro and take you to a menu screen after it's done or if you skip it. Here, the main menu is overlaid over everything like in PC Doom, so in this mod the intro *is* the title screen. Technically it is possible to recreate the original menu, but I actually prefer it this way. In gzdoom's option menu, go to Option Search and search for "ENDOOM", then disable the option to "Show ENDOOM screen". This used to be disabled by default, perhaps it's something they changed for the latest gzdoom version.
  22. The footsteps are not part of that addon. There's plenty of compatible footstep mods out there that you can use instead. Here are some suggestions: https://forum.zdoom.org/viewtopic.php?t=60401 https://forum.zdoom.org/viewtopic.php?t=61915 https://forum.zdoom.org/viewtopic.php?t=65173
  23. Only five artifacts exist in the game (3 regular + 2 outcast exclusive). The one you mention is the one in Nebula, as listed above. You only have one chance to pick it up. If you approach it, it will disappear and you will not be able to get it unless you restart the level. Instead, what you must do is wait until you reach the area of the fight between the Cyberdemon and Motherdemon, and open a secret passage that lets you pick it up from behind.
  24. I've released version 3.3.1 on ModDB. It's a very small update, mostly to push some bug fixes on Doom 64, which had broken monster and item counts (I'm sorry completionists!). If you use the Full version of 3.3.0, you can just grab the Lite version and overwrite every file in your existing installation with it. None of the addons included in the Full version have received any changes. The highlights are: - PSX: Added an option to display the Williams logo video on startup. - PSX: [Main Processing] Fixed the Spider Mastermind getting stuck in a wall (reported by @Omega Tyrant) - 64: Fixed monsters spawners incorrectly increasing monster and item counts. - 64: Fixed some cases where waterfall animations would not work without the "Extra" addon. - 64: [Main Engineering] Fixed chaingunners spawning even if the option to enable Doom 2 monsters was disabled. These are the maps where the artifacts are located: (if Outcast monsters are enabled) Portal: Red artifact Darkened: Cyan artifact Traps: Brown artifact Nebula: Purple artifact Radiant: Green artifact (if Outcast monsters are disabled) Traps: Brown artifact Nebula: Cyan artifact Radiant: Purple artifact Let's hope @styd051 notes this down for a potential future patch! Solution inside the spoiler: This map is super cryptic and I remember it taking me over an hour to finish. I also thought it was bugged at first, but it turns out the blue key was hidden behind a puzzle:
  25. Pinging @styd051 since he made that addon, I still haven’t played it yet so I can't help this time.
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