Cyb Posted July 1, 2003 Head over to the Doom Depot for a release which sparked many an...uh stuff... among Doomers, the Doom 64 TC. If you haven't been paying attention to the various arguments and all sorts of other fun stuff, Doom64 TC has taken all the stuff you loved (or hated) about Doom64 (which would be everything, right down to the maps, which were made by hand) and made it available to play on your magic computer box thingy using jDoom. Okay that's it, go get it and stuff. 0 Share this post Link to post
SyntherAugustus Posted July 1, 2003 3rd!!! Heh. Im up to level 5 and im really impressed with this tc. 0 Share this post Link to post
Amaster Posted July 1, 2003 Yay! No more ROM! Edit: Yargh! Damn my 56k modem. This is gonna take a while. Especially since I demand to have the high quality music. 0 Share this post Link to post
Use Posted July 1, 2003 Awesome. I'll be sure to get this going tonight!! 0 Share this post Link to post
Vile Posted July 1, 2003 Up to map09 so far, absolutely spectacular job converting it. The first new level (07) was also very well done, so congrats to the team. 0 Share this post Link to post
Vegeta Posted July 1, 2003 This deserve to be in "Top news". Good work for the whole team! I downloaded it, and I'm sure that soon I'll be adicted to it :-) 0 Share this post Link to post
Tormentor667 Posted July 1, 2003 Use buttons doesn#t work for me... :( I can't open doors and activate switches (keyconf done) 0 Share this post Link to post
The Flange Peddler Posted July 1, 2003 I think I read somewhere about making sure you had the latest Jdoom if switches or whatever didnt work ? 0 Share this post Link to post
Sporku Posted July 1, 2003 There is only one good word I can think of for this spectacular event that has taken place on the 1st of July, 2003: WOOT! 0 Share this post Link to post
Enjay Posted July 1, 2003 Stunning quality - ABSOLUTely stunning. Well done to the whole team. A massive project, completed to very high standards and very quickly. 0 Share this post Link to post
insertwackynamehere Posted July 1, 2003 I can run it up to the cool begginning video, but if I click anything, it crashes, except ESC, which will bring up the menu, and all the menu buttons crash it. Can someone please help? It says something about not enough allocated memory. EDIT: This is the .out message:Con_Init: Initializing the console. SW_Init: Startup message window opened. Executable: Version 1.7.10 Jun 10 2003 (DGL). Z_Init: Init zone memory allocation daemon. 32.0 Mb allocated for zone. ZoneBase: 0x5270020. Parsing configuration files. W_Init: Init WADfiles. W_AddFile: C:\DOOMCollector'sEdition\Doom2\DOOM2.WAD IWAD identification: 00f36acb W_AddFile: C:\DOOMCollector'sEdition\Doom2\DOOM2.gwa W_AddFile: C:\Doomsday\Data\Doomsday.wad W_AddFile: C:\Doomsday\Data\doom64\doom64_abstin.wad W_AddFile: C:\Doomsday\Data\doom64\doom64_abstin.gwa W_AddFile: C:\DOCUME~1\DAVIDA~1.HOR\Desktop\Games\Doom\d64mus.wad W_AddFile: C:\Doomsday\Data\doom64\Auto\D64_data.pk3 W_AddFile: C:\Doomsday\Data\doom64\Auto\D64_data2.pk3 Parsing user.cfg. Reading definition file: C:\Doomsday\defs\Doom64\doom64.ded 155 sprite names 1333 states 177 things 85 lights 116 sound effects 68 songs 349 text strings 22 particle generators 4 detail textures 76 map infos 12 finales 1585 line types 184 sector types Sys_Init: Setting up machine state. Sys_Init: Initializing keyboard, mouse and joystick. Sys_InitTimer. Sys_InitMixer: SB Live! Wave Device Sfx_Init: Initializing DirectSound... DS_DSoundInit: EAX initialized. Sfx_InitChannels: 16 channels. DM_WinMusInit: 4 MIDI-Out devices present. DM_WinMusInit: MIDI initialized. S_Init: OK. R_Init: Init the refresh daemon. R_InitModels: Initializing MD2 models. R_InitModels: Done in 0.00 seconds. Net_InitGame: Initializing game data. GL_Init: Initializing Doomsday Graphics Library. DG_Init: OpenGL. OpenGL information: Vendor: ATI Technologies Inc. Renderer: Radeon 8500 DDR x86/SSE2 Version: 1.3.3302 WinXP Release Extensions: GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_window_pos GL_S3_s3tc GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_pn_triangles GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_p GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture_env_add GL_EXT_texture3D GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_KTX_buffer_region GL_NV_texgen_reflection GL_NV_blend_square GL_SGI_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control GLU Version: 1.2.2.0 Microsoft Corporation Maximum texture size: 2048 Maximum anisotropy: 16 Con_StartupInit: Init startup screen. doom64 Version 2.0.1 Jun 29 2003 (+D Doomsday) ---------------------------------------------------------------------- Doom64: The Absolution ---------------------------------------------------------------------- P_Init: Init Playloop state. HU_Init: Setting up heads up display. ST_Init: Init status bar. M_Init: Init miscellaneous info. Playing demo "2demo1.cdm"... Cl_AnswerHandshake: myConsole:0, gameTime:3945. Cl_HandlePlayerInfo: console:0 name: Game state: Map=39 Episode=1 Skill=2 Co-op Respawn=no Monsters=yes Jumping=no Gravity=1.0 SetupLevel: map39 (GL data found) GL_VERT v2.0 Level 39: init-map39: no such command or variable. NetCl_UpdPlSt: rdyw=1 Demo playback of player 0 stopped. Demo was 14.63 seconds (512 tics) long. Cl_CleanUp. SetupLevel: map01 (GL data found) GL_VERT v2.0 Level 1: Staging Area Author: Randy Estrella/Samuel Villarreal Z_Malloc: Failed on allocation of 3710814 bytes. Please increase the size of the memory zone with the -maxzone option. 0 Share this post Link to post
Enjay Posted July 1, 2003 Go into the misc tab of the kicks launcher and allocate more memory. The site recommends changing to 128. I set it to 256 and it is working (I have 1GB of RAM to play around with). 0 Share this post Link to post
The Flange Peddler Posted July 1, 2003 Thats a jdoom thing I think. In the kickstart program go to misc. and change allocate dmemory to 128 or something. I've never used Jdoom before tghis, does anyone else get a garbled menu screen? All the gfx are messed up, it was a pain in the arse having to manually change the controls in the config file... Anyway, I've got up to map 7 or so and thiunk it's pretty cool so far. Definately plays differently to classic PC DooM 0 Share this post Link to post
insertwackynamehere Posted July 1, 2003 Thanks alot! I was scared I would'nt be able to play! 0 Share this post Link to post
NightmareZer0 Posted July 1, 2003 Absolutely amazing...BEST TC EVER MADE FOR DOOM. After i say that i'm speechless...good job doom64 team. 0 Share this post Link to post
Vegeta Posted July 1, 2003 I have the same problem, also when I finish a map. I have 64mb RAM, what can I do? The game isn't slow, but if I diminish the RAM it will suck. What can I do, to have a decent frame rate, decent video quality, and avoid the crash problem? Also, how can I do to play the large music wad, I downloaded it, but I can't make it work. 0 Share this post Link to post
The Flange Peddler Posted July 1, 2003 You have to add the wad in the wads submenu in the game menu in kickstart (if that makes sense). Most of the music seems to be quite ambient from what I've heard. NOt sure what you can do with the memory thing though (apart form allocat emore if you can). 0 Share this post Link to post
NightmareZer0 Posted July 1, 2003 i have 2 questions about map 01. Is the camera still in the map? and is it still possible to go to map32 from map01 (did you put the serect exit in?) 0 Share this post Link to post
Use Posted July 1, 2003 Been playing it for about 2 hours, full music wad and the works. Outstanding! Jdoom is doing fine, no issues at all. Running at 1024x768. This more fun than playing the original. 0 Share this post Link to post
Melfice Posted July 1, 2003 I just want to say, when everyone gets to it, that Map 27: Forbidden Deeper, was the product of my evil mind. You will die, I guarantee it :P. Anyways, carry on! 0 Share this post Link to post
Vile Posted July 1, 2003 One question, on map31 I'm able to reach the symbol for the new weapon but it won't let me pick it up, saying I don't have the courage for it. On that note, I also don't know how to select the weapon now that I have it, guess I need to investigate that.. 0 Share this post Link to post
Melfice Posted July 1, 2003 Just go into the control panel or change the key to 8 for the Laser Rifle. And as for tha artifact, if you don't pick them up in order, then you can't pick the others up. So, if you don't get them from start to finish in that order, you can't use them later. 0 Share this post Link to post
Ichor Posted July 1, 2003 In the controls menu, the option is something like "Laser Gun". I just bound the '8' key to it, like with Quake's Thunderbolt. 0 Share this post Link to post
insertwackynamehere Posted July 1, 2003 I just discovered the true status bar (I'd been using jDoom's status bar) and also realized that no clipping is idspispopd not idclip and also that it says Developers Mode On, not No Clipping Mode On. A bunch of other stuff different, too, cheatcode messagewise. 0 Share this post Link to post
pickle965 Posted July 2, 2003 Very nice work, I've been playing it all evening. Map 11 was insane. Besides not being able to get coop working over LAN, this TC is damn good! 0 Share this post Link to post
Kaiser Posted July 2, 2003 insertwackynamehere said:I just discovered the true status bar (I'd been using jDoom's status bar) and also realized that no clipping is idspispopd not idclip and also that it says Developers Mode On, not No Clipping Mode On. A bunch of other stuff different, too, cheatcode messagewise. I thought I took Noclip out? pickle965 said:Very nice work, I've been playing it all evening. Map 11 was insane. Besides not being able to get coop working over LAN, this TC is damn good! I do believe there is a team in the making that will make a expansion pack with full multiplayer support....if it ever does work.. 0 Share this post Link to post
Grazza Posted July 2, 2003 Deathman said:I thought I took Noclip out?It seems jDoom accepts both idclip and idspispopd with both the Doom2 and Doom iwads. 0 Share this post Link to post
Kaiser Posted July 2, 2003 DAMNIT! oh well. there is a new cheat anyways for Noclip that was just used for testing, but I forgot to take it out, so it can still be used. the cheat code for noclip is "DDISUCK" 0 Share this post Link to post