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Nevander

[v1.4a] Doom 64: Retribution

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Sorry to bump this one. How goes the current development status?

Taking a break or so? It's alright, I just wanted to be sure and check on this one.

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I recently recovered from a potential hard drive failure so I lost a few days of time to work on things, but as of now I am finishing up the sector colors of the new maps and will then proceed to testing the compiled WAD of 1.5. Release will be a few days or so after that just to make sure I don't screw anything up like last time and forget to make a critical change.

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Posted (edited)

First of all, let me say this port is amazing.

 

Just a quick question for my own sanity, is the dynamic lighting a feature unique to GZDoom/Retribution? Or did the original Doom 64 have that as well?

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The dynamic lights you see in front of things like locked doors, monitors and the like, as well as when you fire weapons are a new addition for extra atmosphere. Original Doom 64 only had the actual map colors for walls and stuff. Dynamic lights can be turned off in the options so I don't need to make it an option since it already exists, for those who don't like the dynamic lights being added. I imagine anyone who likes dynamic lights to begin with won't mind the extra ones so long as they aren't crazy. I tried to keep them relatively subtle.

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I don't know if this was addressed here already, but with GZDoom now supporting D64 typed gradient lights. Will they be implemented in future builds?

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Posted (edited)

The plan is to have two versions eventually, but only once all planned maps are done. That way the only maintenance is minor bug fixing and stuff.

 

One version will be v1.0 up through 1.x or whatever number it happens to reach. This version is for running on GZDoom 2.2.0+ and will not require newer versions that support the gradient lighting. This is mainly for myself more than everyone else, since my PC has problems running later versions of GZDoom smoothly. 2.2.0 is as high as I can go and not hit performance problems. I want there to be a version that everyone can run more or less.

 

The other version will be 2.0 or whatever comes after the one above. This version will be the exact same as the first above, except every map will have the gradient lighting (or as much as I can accomplish with GZDB). I have still not been told how to change colors via ACS assuming it's even possible yet.

 

This might sound tedious and it may be, but I don't know what else to do to keep everyone as well as myself happy.

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Tried this for the first time today, it plays great! Very faithful rendition of the original game. I like the added introduction with the prologue and the newer difficulties. It's great to see Doom 64 getting love all these years later. 

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Hey Nevander!

I really love your awesome mod of Doom 64 and i'm waiting for the Retribution campaign.

I know that you're working hard in those levels and you've already finished the original campaing but could you change the hell skyboxes to the original ones?maxresdefault.jpg83FD7D29-D608-4288-BA65-591F46030863.png.ad123130a09353ca79350db58e5b5665.png

 

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You can already make them look like that if you turn on texture filtering. The only versions of the fire skies that I can find that are pre-filtered are from the old Absolution TC and I'd rather not use those, unless someone can link me to properly made unfiltered D64 fire skies. I'd also rather not have pre-filtered fire sky textures because then you can't have the crisp pixel fires as in the current version.

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On 12/4/2016 at 2:02 AM, Nevander said:

Planned for the future:

  • All new 9-level episode featuring the cut weapon and maps from alpha and beta screenshots designed to bridge the gap between Doom 64 and DOOM 2016, the "Retribution" episode

Can't wait, man! Might I recommend using the 8 bonus tracks from
Doom 64: Official Soundtrack - 20th Anniversary Extended Edition?

Its on BandCamp for $18, uploaded by Aubrey Hodges himself. However, I can send you the FLAC files if you like.

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Posted (edited)

A complete playthrough of this version of D64 on "Watch Me Die!" with all kills and secrets. Doing Absolution Levels by the time this post was made.

Edited by A_D_M_E_R_A_L

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Posted (edited)

I see you had the same idea as me and loaded Enjay's Waterlab GZD sounds with it.

 

edit: or I guess it may actually be the sound caulking thing that that was based on.

Edited by SiFi270

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