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Mechadon

Doom 64 for Doom II - v1.4 released, /idgames link is up

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21 minutes ago, Mechadon said:

Hey these are great!  I'll happily add them to the first post.  Nice work @Terraformer9x, thanks for taking the time to make them :)

 

I've updated the wad with your new BOSSBACK graphic and tweaked the file name a bit.  The file is being hosted on my webspace.  If you want to setup a mirror link to it, send it my way and I'll get it posted.

 

Thanks and you're welcome! :D

 

I'll get a mirror set up shortly.

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Hello @Mechadon,

Thanks for your project - I really enjoyed the ride.

I saw packaging and a floppy disk for the project in @Dexiaz's trailer, which I really liked. Are these available as images to download?

Many thanks and best regards

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5 hours ago, talond66 said:

I saw packaging and a floppy disk for the project in @Dexiaz's trailer, which I really liked. Are these available as images to download?

 

 

Sorry, I don't understand which images you want to download. The "boxart" is just GFX used directly from the PWAD.

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On 5/30/2021 at 7:15 PM, Mechadon said:

I'm not entirely sure to be honest.  It's been a while since I've messed with anything related to the project, so please bear with me.  I believe the widescreen statusbars were only meant to work in ports like GZDoom.  I do remember having issues with them in Zandronum (pretty sure I made a bug report about it too, so maybe it got addressed at some point).  I dug through PrBoom+'s options, but it doesn't seem like there's a way to get wide-screen statusbars or graphics to work.  I did the same with Eternity and had the same results.

 

Maybe wide-screen graphics for those ports would be a good feature request?  Unless I'm missing something and they are already supported.

The latest version of dsda-doom now has support for it, so I'm good.  Thanks for getting back to me!

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Out of curiosity, is there a way to modify MAP02 in SLADE without breaking it?

 

I want to enable the extra multiplayer monsters in single-player, but doing so in MAP02 causes softlocks, such as the Terraformer not activating.

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44 minutes ago, Rudolph said:

Out of curiosity, is there a way to modify MAP02 in SLADE without breaking it?

 

I want to enable the extra multiplayer monsters in single-player, but doing so in MAP02 causes softlocks, such as the Terraformer not activating.

In PrBoom+um and dsda-doom, there's a -coop_spawns parameter that will enable the coop thing placements without having to modify the map. There's also the -solo-net parameter, which also works in older versions of PrBoom+ and Crispy Doom, that simulates a coop game with one player (including multiplayer behavior such as respawning after death and weapons not disappearing after picking them up). GZDoom also lets you load a map in multiplayer mode, e.g. "map map02 coop" in the console.

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@Shepardus Thanks, I might try that.

 

However, I only care about the extra monsters: Doom 64's early levels are way too generous in terms of supplies. Even editing the more powerful power-ups or replacing them with lesser ones seems to break MAP02 for some reason.

 

Also, it seems that enabling multiplayer-only Pain Elementals causes them to be unable to spawn Lost Souls.

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7 hours ago, Rudolph said:

Also, it seems that enabling multiplayer-only Pain Elementals causes them to be unable to spawn Lost Souls.

 

That's due to a limitation on vanilla Doom that Pain Elementals won't spawn Lost Souls if there are already more than 20 of them in the map. You can see that same limitation on Doom II's MAP09 in Ultra-Violence, there's a Pain Elemental near one of the lifts that will be unable to attack you.

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Really? That is odd. I am using GZDoom and the 'Limit Pain Elementals' Lost Souls' option is set to "No".

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I had a quick question regarding the four maps which have Boom-compatible versions (02, 19, 27, and 30).  Are there any noticeable differences in the maps that would indicate which version is being used?  I'm experimenting a bit in DSDA-Doom and wanted to know what would happen if I loaded one of these maps using -complevel 9.

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I'm pretty sure the lone difference between the vanilla and boom maps are the conveyor belt voodoo dolls.  Aside from that, the maps should be identical.  The only other difference between them are the map lump names (ie. MAP02 vs. MAP02B).

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Considering the more advanced scripting Doom 64 uses, Boom's Voodoo scripts would probably be a necessity for more vanilla-focused source ports. If this is a GZDoom only project (couldn't be fucked to read lmao), I could probably recreate Doom 64 in Boom as a side project from the megawad I am currently developing 🤔

 

It might be nice to have a version of Doom 64 that can record demos since neither D64EX nor the Nightdive remaster do so. 

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5 hours ago, Sr_Ludicolo said:

Considering the more advanced scripting Doom 64 uses, Boom's Voodoo scripts would probably be a necessity for more vanilla-focused source ports. If this is a GZDoom only project (couldn't be fucked to read lmao), I could probably recreate Doom 64 in Boom as a side project from the megawad I am currently developing 🤔

 

It might be nice to have a version of Doom 64 that can record demos since neither D64EX nor the Nightdive remaster do so. 

This is a vanilla-compatible wad.

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43 minutes ago, Sr_Ludicolo said:

 

Wonder how the scripting works, then?

 

Imitated by vanilla tricks. Some of scripts were simplified or not implemented at all (like earthquake effect)

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