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Enjay
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Haloless0320 said:
Just curious,whats different on this one Kaiser?

The big difference is that the other one (which, yes, Kaiser is more familiar with than anyone) was "merely" a recreation of the game in another source port (based on Doomsday). This one is actually running the actual data used by the N64 using an engine custom modified to play it as closely as possible to the original. It's the closest you will get to a PC port of the N64 game. If you compare the two side-by-side, you will see that there is a significant improvement with this one.

Old Post 07-11-08 17:51 #
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Patrick
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Haloless0320 said:
I've got a question.I'm not trying to be an asshole and if I come across as one I'm sorry but didn't someone already make an exact clone of Doom 64 called Absolution for Doomsday?Just curious,whats different on this one Kaiser?


the Doomsday one was ok, but not quite accurate. i thought it was a bit weird with all the Doomsday effects and such.

Old Post 07-11-08 17:56 #
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Kaiser
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Haloless0320 said:
I've got a question.I'm not trying to be an asshole and if I come across as one I'm sorry but didn't someone already make an exact clone of Doom 64 called Absolution for Doomsday?Just curious,whats different on this one Kaiser?


When I did the TC, I had to re-create the maps by tracing over screenshots of automaps in Deepsea, then I had to guess estimate texture offsets and texture placements. There are a good number of areas that is NOT identical to the original. Everything in Doom64 EX is straight out of the original game, no re-creations, no gimmicks. I want to make this as close as possible to the original and with the little experience I had with programming and with what I could do with Doomsday 6 years ago, I just could not achieve what I was hoping for.

There are also a lot of minor (probably un-noticable) gameplay changes in Doom64 that varied from the original game, such as enemy behavior, game loop stuff etc.

Visuals were the biggest complaint I had with the TC, because I was basically forcing a source port (Doomsday) to do things that it was never intended to do (fire skies, lighting, force hi-res sprites, force hud size etc).

The whole goal of Doom64 EX is to completly satisfy myself and others who want to completly experience Doom64 'as is' if it were to be officially ported to the PC. Another main reason is to let modders experience customizing Doom64 without feeling that they are just modifying a 'TC' but to feel that they're modifying the actual game itself. Creating custom levels for the TC isn't exactly user friendly.

Old Post 07-11-08 18:03 #
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Kaiser
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DaniJ said:

EDIT: Disabling the music stops the exitlevel crash and allows me to at least play the game.
Specs: Vistax64, C2Duo 3.2ghz, 2Gb RAM, GF8800 GTX



Damn..

Yeah, I just tried playing music on my vista machine at work (lolz) and the engine is not responding. I can assume that music is not working on Vista machines. This is more likely related to Project 64's code unless it could be something else. If you have a machine with Windows XP or below, see if D64Ex works with music on.

Old Post 07-11-08 18:13 #
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InsanityBringer
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Intrestlingly the music actually works perfectly on both of my vista machines.

Old Post 07-11-08 18:16 #
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Kaiser
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InsanityBringer said:
Intrestlingly the music actually works perfectly on both of my vista machines.


Hmm.. I'll need to investigate this more.
If anyone else who has a vista machine, please report if the game stops responding with music on..

Old Post 07-11-08 18:17 #
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Gez
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Weird, I have Vista and music works. However, it's Vista x32, not Vista x64.

Old Post 07-11-08 18:18 #
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DaniJ
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If I set the compatibility mode for Doom64.exe to Windows XP SP2 then I can play with music and exit levels without crashing. I'll try to take a look at the problem at the same time I look into the memory leak, as it will obviously be easier for me, to at least find the cause of the crash, given that I'll be able to recreate it on my Vista64 dev system.

Old Post 07-11-08 18:30 #
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Death-Destiny
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I've played a few of the maps and I didn't get any lag and the music worked despite using Vista, though I don't know if that would change if I played longer.

I agree with what's been said about the weapon's firing rate. Even though the weapon's rate of fire is the same, the clock rate makes them fire much faster. I've been able to win fights with the SSG and chaingun I couldn't win on the N64 because of this. The unimproved Unmaker seems to fire almost as fast in this TC as in the N64 with some of the Demon Keys. The firing rate ought to be adjusted to fit the PC clock rate instead of matching the N64 clock rate exactly.

Speaking of the Unmaker, there was a window on MAP19: "The Spiral" that it couldn't shoot through. I was trying to kill the Pain Elementals that appeared after I got the soulsphere. I don't remember if that happened in the N64 since I think I used a different weapon there, but it seems bizarre since the other projectile and hitscan weapons can go through the window. I can't imagine why this would happen. =/

See? The shots are blocked in midair.
http://img393.imageshack.us/img393/2753/sshot007wx0.png

My other weapons work, though.
http://img393.imageshack.us/img393/2741/sshot003hj3.png
http://img393.imageshack.us/img393/9974/sshot004yk7.png

Old Post 07-11-08 19:28 #
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Kaiser
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Death-Destiny said:
I agree with what's been said about the weapon's firing rate. Even though the weapon's rate of fire is the same, the clock rate makes them fire much faster. I've been able to win fights with the SSG and chaingun I couldn't win on the N64 because of this. The unimproved Unmaker seems to fire almost as fast in this TC as in the N64 with some of the Demon Keys. The firing rate ought to be adjusted to fit the PC clock rate instead of matching the N64 clock rate exactly.

Speaking of the Unmaker, there was a window on MAP19: "The Spiral" that it couldn't shoot through.



Enemies on the N64 were a lot slower as well, but like I said, all the speed/frame tics/states are completly yanked from the rom. So if you were able to win with the SSG and Chaingun, you could of probably done the same on the N64. Keyboard+Mouse makes a huge difference than that of the consoles, especially if you're used to the PC controls.

As for the bug, post that on the sourceforge tracker page. Its a lot easier for me to keep track of the bugs there than it is here.

Old Post 07-11-08 19:39 #
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Quasar
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EE's heap won't save you from memory leaks. If you use the zone logging and heap dump features, it will help you find them, though. You may be allocating some things at PU_STATIC that should be allocated at PU_LEVEL. Anything that ties into the level itself should be PU_LEVEL tagged so that it gets dumped by Z_FreeTags.

Old Post 07-11-08 19:59 #
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DaniJ
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DaniJ said:
How do I bring up the console?
Kaiser said:
Hit ~
Not working for me. What are you using for input, DirectInput circa DX6?

Old Post 07-11-08 21:13 #
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Gez
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You may be suffering from the Vista console key problem. It has plagued many games, old and new.

One solution that works at least for Oblivion (since I've seen it in an Oblivion forum) is to disable the Microsoft Infrared Transmitter device in Start->Control Panel->Device Manager->User Device Manager.

For some reason, it's the IR transmitter thingie that screws up proper detection of the console key in games.

Old Post 07-11-08 21:42 #
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Kaiser
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Quasar said:
EE's heap won't save you from memory leaks. If you use the zone logging and heap dump features, it will help you find them, though. You may be allocating some things at PU_STATIC that should be allocated at PU_LEVEL. Anything that ties into the level itself should be PU_LEVEL tagged so that it gets dumped by Z_FreeTags.


I'll give that a try soon..

Old Post 07-11-08 22:01 #
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DaniJ
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Gez said:
You may be suffering from the Vista console key problem. It has plagued many games, old and new.

One solution that works at least for Oblivion (since I've seen it in an Oblivion forum) is to disable the Microsoft Infrared Transmitter device in Start->Control Panel->Device Manager->User Device Manager.

For some reason, it's the IR transmitter thingie that screws up proper detection of the console key in games.

Good call. Seems I am indeed suffering from that issue. Simply unplugging the receiver fixed the problem.

After a quick search of MSDN I found no reference to this issue or whether it is a problem that will be fixed.

I know this isn't a problem for most people but it would be nice if DoomEX allowed me to bind the "open/close console" key to something else so I don't have to mess with my receiver or in Device Manager when I want to play.

Old Post 07-11-08 22:37 #
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Kaiser
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DaniJ said:
If I set the compatibility mode for Doom64.exe to Windows XP SP2 then I can play with music and exit levels without crashing. I'll try to take a look at the problem at the same time I look into the memory leak, as it will obviously be easier for me, to at least find the cause of the crash, given that I'll be able to recreate it on my Vista64 dev system.


My best bet is to take a look at usflib, since it relies on threads, which could be the culprit.

Last edited by Kaiser on 07-12-08 at 04:43

Old Post 07-12-08 03:26 #
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hardcore_gamer
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If this is THE Doom 64 game and the levels are taken directly from the ROM then how did you create the custom levels?

Old Post 07-12-08 18:10 #
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Patrick
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hardcore_gamer said:
If this is THE Doom 64 game and the levels are taken directly from the ROM then how did you create the custom levels?


Doom Builder 64

More Hacking

Old Post 07-12-08 18:21 #
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Patrick
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ok, im getting a weird problem. It starts to load, then it freezes and pops this up:
http://img291.imageshack.us/img291/5156/errored5.png

any ideas?

Old Post 07-12-08 18:58 #
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Kaiser
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Patrick Pineda said:
ok, im getting a weird problem. It starts to load, then it freezes and pops this up:

any ideas?



questions ahoy:

* Have you generated the iwad from the rom? If so, what is the size of the iwad and the size of the rom?
* Is the iwad in the same directory as the executable?
* Can you run the game with music turned off?
* Can you run the game in windowed mode?
* Whats your video card etc?

Old Post 07-12-08 19:02 #
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Patrick
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Kaiser said:


questions ahoy:

* Have you generated the iwad from the rom? If so, what is the size of the iwad and the size of the rom?
* Is the iwad in the same directory as the executable?
* Can you run the game with music turned off?
* Can you run the game in windowed mode?
* Whats your video card etc?



first of all, i might note that it has worked before. it suddenly stopped working for whatever reason:

*I generated the Iwad from the rom Doom64(U)[!].z64. The size of the rom is 8192 kb, the size of the WAD is 15965 kb. This rom runs fine with project 64.

*yes

*no

*no

*it's an on-board video card, how do i find what it is specifically? I'm running 1.8 GHZ Pentium M, 1GB Ram. It's a laptop

I can also see what visual studio says about it.

Old Post 07-12-08 19:19 #
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hardcore_gamer
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Patrick Pineda said:


Doom Builder 64

More Hacking



Does that mean you used Doom builder to make the maps or does the

"Doom Builder 64" link mean that there is a new version of Doom Builder?

And if you did just use Doom Builder then what did you use to load the textures and sprites from? The wad generated from the ROM? And if so then what configuration did you choose when you started a new map?

Old Post 07-12-08 20:36 #
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Patrick
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hardcore_gamer said:


Does that mean you used Doom builder to make the maps or does the

"Doom Builder 64" link mean that there is a new version of Doom Builder?

And if you did just use Doom Builder then what did you use to load the textures and sprites from? The wad generated from the ROM? And if so then what configuration did you choose when you started a new map?



It means that Kaiser has made a new version of doom builder for editing Doom 64. He has not released it yet as far as I know. But it is a new program based on Doom Builder

Old Post 07-12-08 22:24 #
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hardcore_gamer
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Patrick Pineda said:


It means that Kaiser has made a new version of doom builder for editing Doom 64. He has not released it yet as far as I know. But it is a new program based on Doom Builder



LOL sounds great! But why create a "new" Doom Builder instead of just creating a new configuration.file for the old Doom Builder?

Old Post 07-12-08 22:43 #
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Patrick
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hardcore_gamer said:


LOL sounds great! But why create a "new" Doom Builder instead of just creating a new configuration.file for the old Doom Builder?



compatibility issues? I think? not sure, it might be a new config anyways. see my old doom 64 thread. im just too lazy to find it for you.

Old Post 07-12-08 22:50 #
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Nemark
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This is a really cool idea, but if you need the Doom 64 rom to make this work, why not just play the rom in an emulator? Then you'd get the full Doom 64 experience.

Anyways, I'll keep my eye on this until all the bugs are ironed out and maybe the extra levels and Outcast levels from The Absolution TC are added. Until then, I'll play my cart or rom of Doom 64 for the main game and The Absolution TC for the extra content and computer controls.

Old Post 07-12-08 22:52 #
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Gez
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Nemark said:
This is a really cool idea, but if you need the Doom 64 rom to make this work, why not just play the rom in an emulator? Then you'd get the full Doom 64 experience.


About any traditional Doom source port: "This is a really cool idea, but if you need the Doom IWAD to make this work, why not just play the game in DOSBox? Then you'd get the full Doom experience."

OpenGL rendering, mouselook, jump, custom level-loading... The aim isn't to play Doom 64 as in an emulator, it's to play it in a faithful but still advanced source port.

Requiring the ROM is exactly the same as requiring the IWAD -- distributing it along the port would be nothing less than software piracy.

Old Post 07-12-08 23:02 #
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Patrick
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Nemark said:
This is a really cool idea, but if you need the Doom 64 rom to make this work, why not just play the rom in an emulator? Then you'd get the full Doom 64 experience


the idea was to make this as though it were ported to the PC (in essence, this is what it does without the hastle of an emulator) it supports things like mouse, etc. Editing is a huge factor as well. this also improves all the flaws with the Doom 64 TC. This is the true Doom 64, but for PC.

Last edited by Patrick on 07-13-08 at 07:15

Old Post 07-12-08 23:52 #
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Enjay
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Having played it using an emulator, I have to say that this port is a far, far, far better experience.

Old Post 07-13-08 00:01 #
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Fisk
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@Janitor: Agreed. I've toyed with an "early" version of Builder64, and I must say, I am very pleased. You guys will love this program once it hits the net.

Old Post 07-13-08 01:47 #
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