Kaiser Posted June 25, 2009 Almost after a year since its first appearance, the actual official release of Doom64EX is out. The Doom64EX engine is based on the Doom3D source port. Doom64EX is a free clone of the Nintendo 64 game Doom 64 (developed by Midway). The goal is to perfectly recreate Doom 64 in every way possible and to support Win32 platforms. Doom64EX aims to:Recreate the behavior to the original game as close as possibleProvide the same look and feel as the original gameSupport custom content that can also be compatible with the N64 versionBe the stepping stone for original open source FPS gamesFeatures:Integrated Boom/MBF features (only bug fixes to the original Doom code)Internal tools to test resources such as sprites and textures (Work in Progress)Debugging features for custom level creationUSF Music playbackFull 32-Bit colorxternal MP3/OGG supportHigh resolution modesConsole and QUAKE-style key bindingsVisit the Doom64EX website, download it, view the original thread, or watch the Showcase Demo and Multiplayer Demo. Note that the source code isn't available for download yet, but the SVN will always be available. Full documentation on the Doom 64 engine as well as editing specs is currently in the works. 0 Share this post Link to post
Mechadon Posted June 25, 2009 Oh my god yes! I was just thinking about this the other day. Glad to see it's still being worked on :D 0 Share this post Link to post
Kaiser Posted June 25, 2009 Mechadon said:Oh my god yes! I was just thinking about this the other day. Glad to see it's still being worked on :D Also, FYI, there's been a great amount of changes since the one posted at the Wads&Mods forum, so its worth checking out. 0 Share this post Link to post
HackNeyed Posted June 25, 2009 YAY! This is wonderful! It even runs on my EEE PC. Now I just need to get it to run in 640x400 mode... Maybe autorun too... Ah! found it... Wouldn't have anything to do with id if I didn't have to bust out Notepad. Major thanks Kaiser! :D 0 Share this post Link to post
JadedLexi Posted June 25, 2009 Fucking awesome, I'll be sure to try this out when I get home from my trip. 0 Share this post Link to post
CODOR Posted June 25, 2009 Awesomeness. I had to track down and buy a copy of Doom64 when I first heard about this... 0 Share this post Link to post
DeumReaper Posted June 25, 2009 Wow definitely a big performance difference from the earlier version. However it crashes to desktop when I load saves, anyone else getting this problem? 0 Share this post Link to post
Kaiser Posted June 25, 2009 DeumReaper said:Wow definitely a big performance difference from the earlier version. However it crashes to desktop when I load saves, anyone else getting this problem? Send the savegame file to me and I'll try to debug it 0 Share this post Link to post
MP2E Posted June 25, 2009 Oh my god Kaiser I love you. Haha, I've been checking the SVN out for quite a while, but I've been too lazy to download VC6 to compile, because no matter what I did with VC9 it refused to compile!(this is most likely do to my very lacking C++ knowledge) Glad to see a release, checking out now 0 Share this post Link to post
kristus Posted June 25, 2009 exp(x) said:What's the status of its Linux support? I didn't know Linux supported D3D. 0 Share this post Link to post
Jets Posted June 25, 2009 Hi and thanks Kaiser for this release. Few comments: - Random savestates crash - Brightness & gamma setting are too low on my pc (but v1.1c ok) (manually with i_brightness "800.000000" & i_gamma "100.000000" is ok here !) - My (logitec mx510) Mouse Wheel not working recognized (v1.1c ok) config in 1.1c: bind mouse5 "nextweap 1" bind mouse6 "prevweap 1" - permanent horizontal line: http://img514.imageshack.us/i/image6zvw.jpg/ http://img514.imageshack.us/img514/5562/image7kjy.jpg D64Ex Info: http://img514.imageshack.us/i/image1mgi.jpg/ Thank you for your attention and sorry for my poor english. My System (old but ok with 1.1c): -Xp Pro x86 SP3 -Dx 9.0c (March 2009) -Ati 9800Xt -P4c 3.2GHz - Ram 2GB -All drivers is up to date. 0 Share this post Link to post
SaladBadger Posted June 25, 2009 I didn't know Linux supported D3D. A SDL/OpenGL version was in the works. I don't think it has been linux-tested though. And I was going to check this out last night, but considering my internet was failing, I couldn't. I'm checking it out now. EDIT:Actually, scratch that. This appears to be the SDL/OpenGL version. Unless the docs are lying to me. 0 Share this post Link to post
MP2E Posted June 25, 2009 Jets said:Hi and thanks Kaiser for this release. Few comments: - Random savestates crash - Brightness & gamma setting are too low on my pc (but v1.1c ok) (manually with i_brightness "800.000000" & i_gamma "100.000000" is ok here !) - My (logitec mx510) Mouse Wheel not working recognized (v1.1c ok) config in 1.1c: bind mouse5 "nextweap 1" bind mouse6 "prevweap 1" - permanent horizontal line: http://img514.imageshack.us/i/image6zvw.jpg/ http://img514.imageshack.us/img514/5562/image7kjy.jpg D64Ex Info: http://img514.imageshack.us/i/image1mgi.jpg/ Thank you for your attention and sorry for my poor english. My System (old but ok with 1.1c): -Xp Pro x86 SP3 -Dx 9.0c (March 2009) -Ati 9800Xt -P4c 3.2GHz - Ram 2GB -All drivers is up to date. I can confirm 1 and 2, the ONLY save I tried managed to crash on me, and I needed to manually edit the config to see anything(my monitor is quite dark, though). 3 would be due to SDL I'm afraid, SDL doesn't really handle mousewheels, but according to the "TODO.txt" mousewheel binding support is planned. I haven't seen the horizontal line thing, but then again I haven't checked. Also, yes, this version is ported to OGL and SDL, and so far all the dependancies look to be cross compatible. I haven't actually tried to compile in linux yet, though. ( give it a shot? ;) ) 0 Share this post Link to post
Kaiser Posted June 25, 2009 Please note that the config file from 1.1c is NOT compatible with this version. Try deleting the config and launch the game again. Also for savegame bugs, please send me the savegame file so I can debug it. The permanent lines is the result of the textures not being in powers of two, which is a pain to work with when you have to pad them and auto adjust the UVs to support that. This is still being looked into right now but I am not concidering that high priority at the moment. 0 Share this post Link to post
Quasar Posted June 25, 2009 MP2E said:I can confirm 1 and 2, the ONLY save I tried managed to crash on me, and I needed to manually edit the config to see anything(my monitor is quite dark, though). 3 would be due to SDL I'm afraid, SDL doesn't really handle mousewheels, but according to the "TODO.txt" mousewheel binding support is planned. I haven't seen the horizontal line thing, but then again I haven't checked. Also, yes, this version is ported to OGL and SDL, and so far all the dependancies look to be cross compatible. I haven't actually tried to compile in linux yet, though. ( give it a shot? ;) ) SDL does handle mousewheel, as buttons 4 and 5 (not 5 and 6 as previously mentioned). However the handling is somewhat wonky from a programming POV in my experience. The horizontal line thing is obviously a filtering problem with vissprites (the player's gun). Possibly using wrapping texture coordinates instead of clamping? Just a semi-educated guess. 0 Share this post Link to post
Gez Posted June 25, 2009 Randy Heit said:There's a reason I don't use SDL on Windows :P 0 Share this post Link to post
Dragonsbrethren Posted June 25, 2009 Excellent release, Kaiser. I hope those editing docs are ready soon; I can't wait to see what people are able to do with this engine. 0 Share this post Link to post
CodeImp Posted June 25, 2009 This deserves a place in the sourceports list. I don't know why I haven't added this earlier. Added now. 0 Share this post Link to post
Kaiser Posted June 25, 2009 Quasar said:The horizontal line thing is obviously a filtering problem with vissprites (the player's gun). Possibly using wrapping texture coordinates instead of clamping? Just a semi-educated guess. There is clamping, but I pad the width and height and scale the textures if there's no extension that supports non-power of 2 textures. I can't seem to understand why clamping is still not working. Dragonsbrethren said:Excellent release, Kaiser. I hope those editing docs are ready soon; I can't wait to see what people are able to do with this engine. Unfortuently, there's A LOT to cover, but hopfully I'll get that done soon. 0 Share this post Link to post
MP2E Posted June 26, 2009 Bug report, I was playing this with my friend over Hamachi today(I highly recommend it, it was excellent! I ping about 168 to him and yet I didn't lag at all in D64), And I find that in MAP03 the red key did not spawn when we tried to. We hit the switch but the key didn't appear, breaking the map and making us have to go forward without it. There were a few other map breaking things, but they were mainly due to the wad not being accustomed to 2 players... Also, if you type "noclip" into the console(doesn't matter if you're server OR client) and you try to go through a wall, you instantly disconnect from each other. This makes sense, but perhaps you could make a way to keep noclip from working, or better yet, maybe it could be implemented(sometimes doors get stuck because it's meant for one person going in, so a quick noclip can fix that in some instances). Also, ironically, the few times I tried I couldn't get the saves to crash after that one time it occurred, however, if I can get it to crash again I will upload the save for you. 0 Share this post Link to post
Kaiser Posted June 26, 2009 Yeah.. you probably want to avoid doing that. Doom64's levels aren't designed for co-op either, so its no surprise that two players could of broken something in that map. I am assuming you had jumping enabled as well. 0 Share this post Link to post
MP2E Posted June 26, 2009 Kaiser said:Yeah.. you probably want to avoid doing that. Doom64's levels aren't designed for co-op either, so its no surprise that two players could of broken something in that map. I am assuming you had jumping enabled as well. Nah, we tried to keep it as close to Doom64 as possible(we tried noclip twice however, once when my teamate couldn't get in a room on MAP33 after I went in, and... one of the other secret maps in which my teamate died, and he was unable to get back to where I was) I'm not sure what happened with the red key on MAP03, we followed the regular flow of them map, and I saw your multiplayer video, in which the Red key DID spawn correctly. Ahhh well, I'll keep looking. That noclip bug is something, though. EDIT: Another bug found, if you delete the IP in the launcher and close out, it crashes until you edit Launcher.cfg to have some sort of value in it. 0 Share this post Link to post
Remilia Scarlet Posted June 26, 2009 FYI, it works under Linux with Wine as long as you launch it from the Launcher, don't move your mouse from clicking "Launch" until you see the title screen, and don't run it in windowed mode. Otherwise it seems fine, and some of those issues could be my crappy Intel 945GM chip or version of Wine (1.0.1). Runs great in Windows for me, though. I haven't had a crash yet, though Launcher never wants to launch the game. 0 Share this post Link to post
Kaiser Posted June 26, 2009 DJ_Haruko said:though Launcher never wants to launch the game. It expects the exe to be in the same directory as the launcher. Otherwise it won't be able to detect it. 0 Share this post Link to post
SonicIce Posted June 26, 2009 So how is this compared to the Doom 64 Absolution total conversion? (which ran on Doomsday) 0 Share this post Link to post
cybdmn Posted June 26, 2009 Whenever i start it, i get one of the following errors: ERROR - I _PNGREADDATA: FAILED ON SETJMP ERROR - M_READFILE: COULDNNT READ FILE DOOM64: USFLIB An older Version of Doom64EX runs well, did i miss something? My WAD is 16.347.272 Bytes in size. Tried it on two computers. 0 Share this post Link to post
esselfortium Posted June 26, 2009 SonicIce said:So how is this compared to the Doom 64 Absolution total conversion? (which ran on Doomsday) A direct comparison. 0 Share this post Link to post
Kaiser Posted June 26, 2009 cybdmn said:Whenever i start it, i get one of the following errors: ERROR - I _PNGREADDATA: FAILED ON SETJMP ERROR - M_READFILE: COULDNNT READ FILE DOOM64: USFLIB An older Version of Doom64EX runs well, did i miss something? My WAD is 16.347.272 Bytes in size. Tried it on two computers. * First re-run wadgen to generate a new iwad * Make sure Doom64.USFLIB is present in the same directory as Doom64.exe Your iwad should be < 12mb now. SonicIce said:So how is this compared to the Doom 64 Absolution total conversion? (which ran on Doomsday) This is also explained in FAQ.txt included with the package. But yeah what Essel said. And I will continue on using that image everytime that question is brought up. 0 Share this post Link to post