yorivdood Posted February 13, 2020 (edited) ~Super Mario 64 Doom~ ~v4~ Now the mod has more of a total conversion feel to it. The classic weapons had sprite and sound replacements. There are now 13 playable characters, and merely by changing the player skin will their special moves be usable, and you can even while in game. A lot of player bugs were fixed (as noted below) and the mod was tested online successfully on ZDaemon with all playable characters working. There is a text file in the zip which contains the mod scripts that are in each map, in case anybody would like to add some maps using these texture resources as well as their own. The new map (map05) has a special polyobject effect which I have not seen in any other wad, but is very reminiscent of the Mario 64 map 'Whomp's Fortress'. A variation of the standard disappearing / reappearing 3D bridge found in map01. (13 total Player Characters) Newest Updates: Spoiler BOTH: -Added 7 new player characters. Player characters list is now: 1 - Mario 2 - Donkey Kong 3 - Kart Bowser 4 - Kart Toad 5 - Kart Yoshi 6 - Link 7 - Luigi 8 - Mr. Game & Watch 9 - Pikachu 10 - Princess Peach 11 - Sonic 12 - Waluigi 13 - Wario -Player fixes: -Player jump, pain and special attack sprite things are now positioned correctly onto the player's movement, and also added the NOBLOCKMONST flag to them so now they do not get stuck on monster block lines nor go off the screen. -Now first person mode view is less obstructed by the player sprite things. -Removed player color translations. -Fixed Luigi Long Jump special double jumping in mid air. -Player standing animation changer now checks if player is off of ground along with speed being more than 0. -Added unique wall press and falling sounds for player characters (falling sounds only made in GZDoom). -Fixed Super Star Powerup sometimes not giving player invulnerability effect. -Now the player can pickup coins and items while on the Player Spiny Shell or Player Cloud. -Added player character specific powerup sounds. -Final super star moments now translate special player sprites. -Set player corpses to stay instead of disappear. -Map fixes: -Updated maps 01 and 05 with new sectors. -Added more things to Special stages. -Added the SM64 style health HUD graphic. -Fixed Red Piranha Plant Weapon (Shotgun), Green Piranha Plant Weapon (Super Shotgun) sprites. -Changed Big Bullet Bill Launcher weapon sprites. -Changed Mario head graphics in status bar. -Lowered Blue / Red Magikoopa projectile damage to 2. _____________________________________________________________________________________ ZDAEMON: -Fixed Luigi Long Jump special's thrust angle not being straight at high speed. -Fixed Kart Yoshi's Boost special's thrust angle not being straight at high speed. -Fixed player standing animation being stuck after pain state until shooting weapon. _____________________________________________________________________________________ GZDOOM: -Fixed player standing animation duration. New Maplist (TBA): Spoiler map01 - First Map Of The Mario Mod map02 - Specal Stage 1 map03 - Castle 64 map04 - Specal Stage 2 map05 - Kart Track map06 - Specal Stage 3 map07 - World 1-1 map08 - Specal Stage 4 map09 - UNNAMED map10 - Specal Stage 5 map11 - Wrong Castle map12 - Specal Stage 6 map13 - Mario 64 Winter Map map14 - Specal Stage 7 map15 - Ghost Town map16 - Specal Stage 8 map17 - Another Kart Track map18 - Specal Stage 9 map19 - Mario 64 Sand Map map20 - Specal Stage 10 map21 - Night Map map22 - Specal Stage 11 map23 - Bowser's Castle map24 - Specal Stage 12 map25 - Final Battle Screenshots: GZDoom Kart Bowser / Kart Toad car sounds fix: Spoiler In script 101, under the comment '//Kart Bowser, Toad and Yoshi Player Character', replace the second 'if statement': if (playerCharacter[playerTID-5000] == 4) With: if ((playerCharacter[playerTID-5000] == 2)|(playerCharacter[playerTID-5000] == 3)|(playerCharacter[playerTID-5000] == 4)) Be sure to have 'classic dropoff' and 'classic blast physics' cvars disabled. Download: V3 (4/27/2020): http://www.mediafire.com/file/7w8h4k16d926tr7/Super_Mario_64_Doom_v4.zip/file Older Versions: V3 (3/22/2020): http://www.mediafire.com/file/n41skuc5aaf17y3/Super_Mario_64_Doom_v3.zip/file V2 (3/5/2020): https://www.mediafire.com/file/558jaws7as38szp/Super_Mario_64_Doom_v2.zip/file V1 (2/13/2020): http://www.mediafire.com/file/446m08e5uzruojn/Super_Mario_64_Doom.zip/file Edited April 30, 2020 by yorivdood 5 Share this post Link to post
Mario123311 Posted February 14, 2020 Hey, cute little tech demo! It's very janky but also very impressive, Especially with how you have the health system and triple jump working. Thought I'd give you a bit of advice as a friend brought up how you seem to be mostly using resources (I presume as placeholders) from his old SDM remaster: First off, I'm not sure what version of G/ZDoom you are testing this with, But GZDoom has advanced a lot further with the usage of ZScript and a few other trinkets. I think you may be using either an outdated editor (which in this case, You are better off upgrading to SLADE) just because all the assets seem to be converted to Doom Pallete. the latest ZDoom and GZDoom allow for true color PNGs which is pretty much the norm for most modern mods these days. ZScript is something I especially reccomend looking into as it could help your stomping mechanics feel a lot less janky and more Mario-ish. https://youtu.be/oOU4dWI_DcI Aside from that, If there is anything that I think may help: I just want to say you can use resources or code from an old player replacement mod I was making. 1 Share this post Link to post
yorivdood Posted February 14, 2020 (edited) Hi, thanks for the reply and opinion. I used ACS only so that it is compatible with both dehacked and Decorate. Zscript can indeed be used for more functionality, but I have fixed the mario walking issue found in GZDoom. You can even try it, just add these lines under the MarioPlayer's See block in the DECORATE lump: ________________________ Melee: PLAY F 6 Bright Goto Spawn Missile: PLAY F 6 Goto Spawn Pain: Goto Spawn ________________________ Edited March 5, 2020 by yorivdood 0 Share this post Link to post
yorivdood Posted February 17, 2020 (edited) I appreciate all of your assistance in creating this mod. Due credits were included in the update posted above. Edited March 5, 2020 by yorivdood 0 Share this post Link to post
yorivdood Posted March 5, 2020 (edited) - Edited March 22, 2020 by yorivdood 0 Share this post Link to post
yorivdood Posted March 22, 2020 Hi. I don't mean to cause a ruckus, but I find this update to be more unique than the previous (final, FINAL thread bump by me for this mod!). Please give it a go whenever possible. Thanks! 0 Share this post Link to post
yorivdood Posted April 27, 2020 Hey, Please check out this awesome new update, many fixes. Thanks. 0 Share this post Link to post
Mario123 Posted August 21, 2021 this doom mod is lost media somebody has a copy of this plis reupload it 0 Share this post Link to post
ThatRandomMan96 Posted June 4 (edited) Took me a decent bit to find it, but here's v4 reuploaded to my mediafire accounthttps://www.mediafire.com/file/if9jy94grrca4t2/Super_Mario_64_Doom_v4.zip/file 0 Share this post Link to post
ThatRandomMan96 Posted June 4 On 8/20/2021 at 11:43 PM, Mario123 said: this doom mod is lost media somebody has a copy of this plis reupload it Not anymore it isn't 0 Share this post Link to post