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    64 Times the Doom TC


    Cyb

    Head over to the Doom Depot for a release which sparked many an...uh stuff... among Doomers, the Doom 64 TC. If you haven't been paying attention to the various arguments and all sorts of other fun stuff, Doom64 TC has taken all the stuff you loved (or hated) about Doom64 (which would be everything, right down to the maps, which were made by hand) and made it available to play on your magic computer box thingy using jDoom. Okay that's it, go get it and stuff.

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    Yay! No more ROM!

    Edit: Yargh! Damn my 56k modem. This is gonna take a while. Especially since I demand to have the high quality music.

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    Up to map09 so far, absolutely spectacular job converting it. The first new level (07) was also very well done, so congrats to the team.

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    This deserve to be in "Top news".

    Good work for the whole team! I downloaded it, and I'm sure that soon I'll be adicted to it :-)

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    There is only one good word I can think of for this spectacular event that has taken place on the 1st of July, 2003: WOOT!

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    Stunning quality - ABSOLUTely stunning. Well done to the whole team. A massive project, completed to very high standards and very quickly.

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    I can run it up to the cool begginning video, but if I click anything, it crashes, except ESC, which will bring up the menu, and all the menu buttons crash it. Can someone please help? It says something about not enough allocated memory.



    EDIT: This is the .out message:

    Con_Init: Initializing the console.
    SW_Init: Startup message window opened.
    Executable: Version 1.7.10 Jun 10 2003 (DGL).
    Z_Init: Init zone memory allocation daemon.
      32.0 Mb allocated for zone.
      ZoneBase: 0x5270020.
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: C:\DOOMCollector'sEdition\Doom2\DOOM2.WAD
      IWAD identification: 00f36acb
    W_AddFile: C:\DOOMCollector'sEdition\Doom2\DOOM2.gwa
    W_AddFile: C:\Doomsday\Data\Doomsday.wad
    W_AddFile: C:\Doomsday\Data\doom64\doom64_abstin.wad
    W_AddFile: C:\Doomsday\Data\doom64\doom64_abstin.gwa
    W_AddFile: C:\DOCUME~1\DAVIDA~1.HOR\Desktop\Games\Doom\d64mus.wad
    W_AddFile: C:\Doomsday\Data\doom64\Auto\D64_data.pk3
    W_AddFile: C:\Doomsday\Data\doom64\Auto\D64_data2.pk3
    Parsing user.cfg.
    Reading definition file: C:\Doomsday\defs\Doom64\doom64.ded
      155 sprite names
     1333 states
      177 things
       85 lights
      116 sound effects
       68 songs
      349 text strings
       22 particle generators
        4 detail textures
       76 map infos
       12 finales
     1585 line types
      184 sector types
    Sys_Init: Setting up machine state.
    Sys_Init: Initializing keyboard, mouse and joystick.
    Sys_InitTimer.
    Sys_InitMixer: SB Live! Wave Device
    Sfx_Init: Initializing DirectSound...
    DS_DSoundInit: EAX initialized.
    Sfx_InitChannels: 16 channels.
    DM_WinMusInit: 4 MIDI-Out devices present.
    DM_WinMusInit: MIDI initialized.
    S_Init: OK.
    R_Init: Init the refresh daemon.
    R_InitModels: Initializing MD2 models.
    R_InitModels: Done in 0.00 seconds.
    Net_InitGame: Initializing game data.
    GL_Init: Initializing Doomsday Graphics Library.
    DG_Init: OpenGL.
    OpenGL information:
      Vendor: ATI Technologies Inc.
      Renderer: Radeon 8500 DDR x86/SSE2
      Version: 1.3.3302 WinXP Release
      Extensions:
          GL_ARB_multitexture            GL_ARB_point_parameters       
          GL_ARB_texture_border_clamp    GL_ARB_texture_compression    
          GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
          GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
          GL_ARB_texture_env_dot3        GL_ARB_texture_mirrored_repeat
          GL_ARB_transpose_matrix        GL_ARB_vertex_blend           
          GL_ARB_window_pos              GL_S3_s3tc                    
          GL_ATI_element_array           GL_ATI_envmap_bumpmap         
          GL_ATI_fragment_shader         GL_ATI_map_object_buffer      
          GL_ATI_pn_triangles            GL_ATI_texture_mirror_once    
          GL_ATI_vertex_array_object     GL_ATI_vertex_streams         
          GL_ATIX_texture_env_combine3   GL_ATIX_texture_env_route     
          GL_ATIX_vertex_shader_output_p GL_EXT_abgr                   
          GL_EXT_bgra                    GL_EXT_blend_color            
          GL_EXT_blend_func_separate     GL_EXT_blend_minmax           
          GL_EXT_blend_subtract          GL_EXT_clip_volume_hint       
          GL_EXT_compiled_vertex_array   GL_EXT_draw_range_elements    
          GL_EXT_fog_coord               GL_EXT_packed_pixels          
          GL_EXT_point_parameters        GL_EXT_rescale_normal         
          GL_EXT_secondary_color         GL_EXT_separate_specular_color
          GL_EXT_stencil_wrap            GL_EXT_texgen_reflection      
          GL_EXT_texture_env_add         GL_EXT_texture3D              
          GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map       
          GL_EXT_texture_edge_clamp      GL_EXT_texture_env_combine    
          GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
          GL_EXT_texture_lod_bias        GL_EXT_texture_object         
          GL_EXT_vertex_array            GL_EXT_vertex_shader          
          GL_HP_occlusion_test           GL_KTX_buffer_region          
          GL_NV_texgen_reflection        GL_NV_blend_square            
          GL_SGI_texture_edge_clamp      GL_SGIS_texture_border_clamp  
          GL_SGIS_texture_lod            GL_SGIS_generate_mipmap       
          GL_SGIS_multitexture           GL_WIN_swap_hint              
          WGL_EXT_extensions_string      WGL_EXT_swap_control          
      GLU Version: 1.2.2.0 Microsoft Corporation
      Maximum texture size: 2048
      Maximum anisotropy: 16
    Con_StartupInit: Init startup screen.
    doom64 Version 2.0.1 Jun 29 2003 (+D Doomsday)
    ----------------------------------------------------------------------
    Doom64: The Absolution
    ----------------------------------------------------------------------
    P_Init: Init Playloop state.
    HU_Init: Setting up heads up display.
    ST_Init: Init status bar.
    M_Init: Init miscellaneous info.
    Playing demo "2demo1.cdm"...
    Cl_AnswerHandshake: myConsole:0, gameTime:3945.
    Cl_HandlePlayerInfo: console:0 name:
    Game state: Map=39 Episode=1 Skill=2 Co-op
      Respawn=no Monsters=yes Jumping=no Gravity=1.0
    SetupLevel: map39 (GL data found)
    GL_VERT v2.0
    
    Level 39: 
    
    init-map39: no such command or variable.
    NetCl_UpdPlSt: rdyw=1
    Demo playback of player 0 stopped.
    Demo was 14.63 seconds (512 tics) long.
    Cl_CleanUp.
    SetupLevel: map01 (GL data found)
    GL_VERT v2.0
    
    Level 1: Staging Area
    Author: Randy Estrella/Samuel Villarreal
    
    Z_Malloc: Failed on allocation of 3710814 bytes.
      Please increase the size of the memory zone with the -maxzone option.

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    Go into the misc tab of the kicks launcher and allocate more memory. The site recommends changing to 128. I set it to 256 and it is working (I have 1GB of RAM to play around with).

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    Thats a jdoom thing I think. In the kickstart program go to misc. and change allocate dmemory to 128 or something.

    I've never used Jdoom before tghis, does anyone else get a garbled menu screen? All the gfx are messed up, it was a pain in the arse having to manually change the controls in the config file...

    Anyway, I've got up to map 7 or so and thiunk it's pretty cool so far. Definately plays differently to classic PC DooM

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    I have the same problem, also when I finish a map. I have 64mb RAM, what can I do? The game isn't slow, but if I diminish the RAM it will suck. What can I do, to have a decent frame rate, decent video quality, and avoid the crash problem?

    Also, how can I do to play the large music wad, I downloaded it, but I can't make it work.

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    You have to add the wad in the wads submenu in the game menu in kickstart (if that makes sense). Most of the music seems to be quite ambient from what I've heard.

    NOt sure what you can do with the memory thing though (apart form allocat emore if you can).

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    i have 2 questions about map 01. Is the camera still in the map? and is it still possible to go to map32 from map01 (did you put the serect exit in?)

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    Been playing it for about 2 hours, full music wad and the works. Outstanding! Jdoom is doing fine, no issues at all. Running at 1024x768. This more fun than playing the original.

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    I just want to say, when everyone gets to it, that Map 27: Forbidden Deeper, was the product of my evil mind. You will die, I guarantee it :P. Anyways, carry on!

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    One question, on map31 I'm able to reach the symbol for the new weapon but it won't let me pick it up, saying I don't have the courage for it. On that note, I also don't know how to select the weapon now that I have it, guess I need to investigate that..

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    Just go into the control panel or change the key to 8 for the Laser Rifle.

    And as for tha artifact, if you don't pick them up in order, then you can't pick the others up. So, if you don't get them from start to finish in that order, you can't use them later.

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    In the controls menu, the option is something like "Laser Gun". I just bound the '8' key to it, like with Quake's Thunderbolt.

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    I just discovered the true status bar (I'd been using jDoom's status bar) and also realized that no clipping is idspispopd not idclip and also that it says Developers Mode On, not No Clipping Mode On. A bunch of other stuff different, too, cheatcode messagewise.

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    Very nice work, I've been playing it all evening. Map 11 was insane. Besides not being able to get coop working over LAN, this TC is damn good!

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    insertwackynamehere said:

    I just discovered the true status bar (I'd been using jDoom's status bar) and also realized that no clipping is idspispopd not idclip and also that it says Developers Mode On, not No Clipping Mode On. A bunch of other stuff different, too, cheatcode messagewise.



    I thought I took Noclip out?


    pickle965 said:

    Very nice work, I've been playing it all evening. Map 11 was insane. Besides not being able to get coop working over LAN, this TC is damn good!



    I do believe there is a team in the making that will make a expansion pack with full multiplayer support....if it ever does work..

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    Deathman said:

    I thought I took Noclip out?

    It seems jDoom accepts both idclip and idspispopd with both the Doom2 and Doom iwads.

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    DAMNIT!

    oh well.

    there is a new cheat anyways for Noclip that was just used for testing, but I forgot to take it out, so it can still be used.

    the cheat code for noclip is "DDISUCK"

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    Deathman said:

    I thought I took Noclip out?


    So YOU are the one responsible!!!!

    *angry glare*

    Heh, IMO, you guys should have allowed jumping and all that, but whatever, heh. The TC kicks too much ass for words.

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