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Immorpher

Doom 64 Reloaded for the Doom 64 Remaster (Steam, GOG, Epic Games, Bethesda.net, Game Pass)

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On 7/20/2023 at 1:49 AM, Edward850 said:

No it's always true. The use of -file disables achievements.

Fair enough. That is a very specific context where achievement progress is restricted 100% of the time. 

 

Take Half Life 2 for example. I played through that game with MMOD and had absolutely no issues unlocking achievements, and that's only one example. I wouldn't be surprised if there are a handful of other exceptions.

 

That is why I stated it wasn't quite true. 🤷🏻‍♂️

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You can't compare entirely different games and expect similar results, that's not how that works.

 

Also we disable achievements when modding because the achievements cease to be relevant, they are for the base game and it's maps. Different maps, different rules. We also can't really tell anymore what the maps are, or the content of the mod itself.

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On 7/24/2023 at 3:01 AM, Edward850 said:

You can't compare entirely different games and expect similar results, that's not how that works.

 

Also we disable achievements when modding because the achievements cease to be relevant, they are for the base game and it's maps. Different maps, different rules. We also can't really tell anymore what the maps are, or the content of the mod itself.

 

Ah yes , I just remembered the other modded game I played without achievements being blocked. It was CoD MW (2009). Anyway, I'm not here with any expectations. I just asked a question and I got the answer. Only reason I mentioned my points of reference is force of habit. When someone says "no this is absolute, no exceptions" and I know otherwise, I feel compelled to say so. Nothing personal.

 

I think you misunderstood my mentioning other games as "if I can do it there, why can't I do it here" but there's no need to talk down to me like I'm some kind of idiot. My  references were anecdotal and counter point to the argument that there aren't exceptions. That's all. 

Edited by Arena Chess : Elaborating on response.

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Bumping this topic just to let you guys know there will be another update to this mega wad.
Ive gone back through it and make a few needed tweaks and also added new effects such as this.

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Ill have it updated by the end of the week once Im sure Ive not broken anything.
You know me... I can break a map by changing a texture lol 

 

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Just added this for the 'final barring any bugs found' update.
I had 'patched over' the broken demo maps with a copy of the title map.
But that's now be replace with this 'story' map.
Coz who wants the story in a 'readme' file anyways????
 

 

 

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7 hours ago, june gloom said:

[asked a silly question without searching, please delete]

Yeah but now I wanna know what the question was lol

 

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There will be another update to this wad.
I've included a way to skip the intro cutscenes to The Marshes and Forbidden Deeper. So thats good for speedrunners.

I've also worked out a map plan of the first four surface levels of the Phobos base. 
So a little restructuring has been done to get the exits looking more natural. 
These two levels... Main Engineering... and Holding Area... would be able to see part of each other with this new plan.
So that has been included.
 

 

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Map plan looks like this... as you can see.... Doomguy landed his ship right near Holding Area... some of the passageways were right beneath his feet!

PLANB.png

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I was playing the EX+ version (that was what my question earlier pertained to) and the rotating light in Staging Area doesn't work. It seems a lot of flashing or strobing lights in general don't work, actually.

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On 10/5/2023 at 11:31 PM, june gloom said:

I was playing the EX+ version (that was what my question earlier pertained to) and the rotating light in Staging Area doesn't work. It seems a lot of flashing or strobing lights in general don't work, actually.

There's an old EX version of Reloaded. It's how it's creation begun. That version is now defunked by this Remaster version.
There is an EX+ port of the Remaster version. But it's not 100% bug/glitchless. 
I myself am not doing any work on this port. I simply allowed it to be ported to EX+ and Super EX+
So I can pass on any bugs/glitches you find and let those guys know.
Gibbon is the guy that created EX+... I think he's taking a long deserved break from it so any bugs you find may well be left unfixed for quite some time.
Styd is in charge of Super EX+... that has extra stuff like missing monsters and the like. I dunno if he has the coding know-wats to fix these lighting issues with EX+ though.
It's difficult to uphold a strong passion to keep working on a project when so few play it... and even fewer stream it. 
With Ex+... Gibbon put his heart and soul into it... and us few Doom64 mappers... still map for Remaster. Simply coz that's where the bulk of our very tiny audience is. 
Even custom Remaster wads are played by very few. And that's an officially released engine. That everyone knows about.
Also... some other clever guys have worked out how to get these custom Remaster wads to work on Real Hardware.
And EX+ wads would be difficult to convert... as EX+ has some of the limitation maxed out too far for Real Hardware to handle.
So the general consensus of us mappers is... yes both EX+ and Super EX+ allow for more things... but next to nobody plays them... and they are not Real Hardware friendly. 

If you have a passing interest in Doom64 then you're best off joining Immorpher's Discord Server as that's were you'll find all us sad losers discussing all things Doom64... Remaster... EX+ etc. 
Here you will only get snippets of information. 

https://discord.com/channels/593915163896315905/711085541957042227

 

 

 

Edited by AtomicFrog

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Okay, I need to ask one very important question: What is the easiest method of playing this mod with any kind of freelook?

 

I understand why freelook isn't supported in the remaster since it's officially considered cheating and also it can cause some graphical problems, but full stop I cannot play without it. I get something akin to simulation sickness where I start to feel out of sync with the character and it makes me really, REALLY uncomfortable for some reason. I can't get used to playing with it turned off. I've heard about a fan patch that adds freelook into the remaster but I couldn't get it to work.

 

Now I know that the mod was created for the original Doom64EX port, which... I think is compatible with GZDoom? (You'll have to bear with me because I know very little about the various Doom 64 ports. I've only beaten the game through a mod made for the ZDoom family and I've since forgotten what it was called.) But I'm fairly certain that version is out of date with the newer stuff added here. Although I've heard that the EX+ port is compatible with the remaster version? Or did someone make a separate version of this mod for said port that I need to download somewhere else. I don't know, if anyone can just point me towards what I need to download I would massively appreciate it.

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6 hours ago, HQDefault said:

Okay, I need to ask one very important question: What is the easiest method of playing this mod with any kind of freelook?

 

I understand why freelook isn't supported in the remaster since it's officially considered cheating and also it can cause some graphical problems, but full stop I cannot play without it. I get something akin to simulation sickness where I start to feel out of sync with the character and it makes me really, REALLY uncomfortable for some reason. I can't get used to playing with it turned off. I've heard about a fan patch that adds freelook into the remaster but I couldn't get it to work.

 

Now I know that the mod was created for the original Doom64EX port, which... I think is compatible with GZDoom? (You'll have to bear with me because I know very little about the various Doom 64 ports. I've only beaten the game through a mod made for the ZDoom family and I've since forgotten what it was called.) But I'm fairly certain that version is out of date with the newer stuff added here. Although I've heard that the EX+ port is compatible with the remaster version? Or did someone make a separate version of this mod for said port that I need to download somewhere else. I don't know, if anyone can just point me towards what I need to download I would massively appreciate it.

If you need mouse look in your life then you can play this wad with EX+
Gibbon fixed EX by changing it's wonky coding to be the same as Remaster coding. 
It has mouse look and jump. And also some of the limitation of Remaster have been extended. 
Unlike the old EX... you will need an official Remaster wad to use it. 

Most of the maps are mouse look and jump friendly... ie... you can't soft lock yourself or throw the map out of sequence.
Just dont do anything silly like jump off the bridges in 'Terror Core'
'Friendly' means you shouldnt be able to break a map unintentionally... it's not there to project idiots from their own idiocy.
EX+ is not 100% bugless so you might run into some janky lighting and other things.

The old EX version of Doom 64 is not compatible with GZ-Doom.  Kaiser 2010
The GZ-Doom port 'Retribution' was a complete remake of the game. Nevander 2017
Doom64CE then built upon 'Retributuion' molecicco 2021
Brutal Doom 64 runs on Zandronum and so is also basically it's own thing. Sergeant_Mark_IV 2016

Reloaded will only work on Remaster and EX+ or Super EX+. Atomic Frog 2022
And long will it remain so lol

Super EX+ is an ongoing project by Styd which adds even more stuff to EX+... like missing monsters and animations.

One thing you might find... it's not a big deal... is that EX+ doesnt play the demo maps like remaster.
I used MAP 03 as a 'story board' map. It plays after the Title map... and then every 30 seconds from the menu.
Im not sure if EX+ plays the demos. EX didn't. 

Latest and hopefully final update to this wad is dated 08/10/23
 

 

Edited by AtomicFrog

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This story map that plays after the title map should be the only thing missing from the game when played in EX+ 
I'm not 100% sure. I've not play tested it in EX+ and don't have any intention of making an EX+ version if it is found not to run properly. 

It would be the job of EX+ to correct any issues with itself. 
 

 

 

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Some very minor changes in this update...

 

28/10/2023

No bugs found but a few corrections made.
Turns out Im an idiot 'who knew' and the base plan Id worked out was a bit wonky.
So the Obelisx Beam has been moved to the correct position. And a few other minor edits. It can now also be seen in 'Staging Area'
Added in a small UAC Cargo Shuttle where the Beam was... just to fill the space. 
There were some linedefs in Staging Area that were 'hidden' and shouldn't of been. So thats also corrected. 
A very few texture tweaks made. 

https://www.moddb.com/games/doom-64/downloads/doom64-reloaded-01-09-2023/#8648521

 

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This is the new base plan.
All of the first four surfaces levels conjoined. 
The Yellow square shows where the Beam can be seen in both Staging Area and Holding Area.

 

Final plan.png

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This plan also has OutPost Omega and Crisis added.
And shows where the Beam in Crisis actually is.
So it's not 100%... but you'd never know.

 

Final plan2.png

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With this project finally all done... and myself completely burnt out from it... I will be amusing myself from time to time just making 'set pieces' for other people to use in their own maps.
And with that said... here is the first one.
U.A.C HAULER CLASS CARGO SHUTTLE
 

This ship also has a military variant for troop transport.

Feel free to add to your maps... recolour and retexture them as you wish.


 

UAC_HAULER.zip

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Should also add... super pleased that Doom 64 Reloaded got a mention in the Reload Mag.
Having your creation mentioned in an actual printed magazine is more than I could have ever imagined.
So a big thanks to the Reload guys.

RELOAD AD.png

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It's hands down one of the best D64 addons I've played, and I've checked a lot of them. I'm probably going to replay this after all these updates. Congrats and thanks again for creating such a great experience for all those 64 fans out there.

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49 minutes ago, NightFright said:

It's hands down one of the best D64 addons I've played, and I've checked a lot of them. I'm probably going to replay this after all these updates. Congrats and thanks again for creating such a great experience for all those 64 fans out there.

Thanks. I'm just hoping now that someday one of the bigger YouTubers like Civvie11 might pick it up and give it some shine to a wider audience. 
It's a shame Doom64 mapping is so niche for the Remaster/EX+ engine as it can do some fantastic things.
I have a feeling that this project will have an extremely slow burn when it comes to gaining mainstream attention. 
But whatever... it is done. Doom64 as it could and should have been. Showing off just what that clunky old engine of 1996 could had given you.
Would love to have a time machine... go back to 1995... and give this wad to the Doom64 Midway team lol.

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MalignantPootis pistol starts FORBIDDEN DEEPER Reloaded.
With a Dusk sound track overlay... as he always does. Sounds really cool.
Forbidden Deeper was created by Kaiser for the TC version of Doom64 some 20 years ago.
Revamped for Reloaded respectfully. 
Kaiser was a member of the original team that made Doom64. 
There are a total of six of his creations in Reloaded.
CRISIS
PANIC
NUKAGE FACILITY
SHADOWS WATCHING
FORBIDDEN DEEPER
DEATH LABS.

'Unofficial' maps don't get any more 'official' then when one of the original dev team makes them.
 

Edited by AtomicFrog

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Oh and I have to share this playthrough of EVIL INTENT by Steppskie... coz it almost made Mr Goodie Two Shoe swear lol. 
EVIL INTENT was made by a very sad old man with far too much time on his hands. 
The UnMaker in Doom64 is often considered to be OP.
Not so much in this map where the average player will find it a necessity. 

 

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