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nelguy

D64 on the GZDoom console

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Since D64 is technically a Doom engine game, is there any way to get Doom 64 Retribution or any GOOD Doom 64 WAD or ipk3 game recognized in the GZDoom console?

PLEASE LET ME KNOW.

 

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If I recall correctly, there were talks of Doom 64 IWAD support for GZDoom at one point, but for one reason or another, it never got implemented. I think the gist of the issue at hand was that Doom 64 in itself doesn't contain a WAD file, so one would have to be generated with the WadGen application that comes with Doom 64 EX. Or it might be that I'm misremembering the whole thing.

 

In any case, you should be able to make an IWAD version of Doom 64: Retribution by adding an IWADINFO lump into it and saving it as either .iwad or .ipk3, whichever format it's in. It's been ages since I touched Retribution and it's been long since off my hard drive, so I forget if it's in .wad or .pk3 format.

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I have no idea what "recognized at the GZDoom console" is supposed to mean.

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46 minutes ago, Gez said:

I have no idea what "recognized at the GZDoom console" is supposed to mean.

The Launcher bit when you start up GZDoom. It incidentially looks a lot like a console window similar to Quake 3's.

 

Given that OP however does not know how to do this and has made another thread asking how to, + OP's thread posting in general (There are multiple) id say OP is at the very least a curious  and aspiring bee, but as an aspiring bee he does not know yet where to get the honey. :)

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Yeah well my protip is to start by learning to read the wikis. And also learn to second-guess yourself a bit: just because you can do something doesn't mean you should. I haven't seen anything that would justify making a Retribution mod into an IWAD a good idea.

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Maybe in march when Doom 64 PC it's launched, maybe will contain a proper .WAD to launch standalone.

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Direct support for Doom 64 may indeed happen after the rerelease. Not directly after, though, and it'll also depend on whether the rerelease's source code is at least partly released, or at the very least if Doom64 EX's code is still usable with it.

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There might not be a big chance of the re-release source code getting partially released, but given Nightdive's track record with Turok they will likely have a way to add mods and access some of the assets. But the guys who are behind GEC Master Edition / DZDoom and recently the PS1 Doom reverse engineering project are also reverse engineering the Doom 64 assembly code. Now it just depends if how much of that gets added into GZDoom or becomes its own thing like DZDoom.

Edited by Immorpher

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5 hours ago, Gez said:

I have no idea what "recognized at the GZDoom console" is supposed to mean.

I was wondering the same thing yesterday when I saw this thread...

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