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About CoTeCiO

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  1. CoTeCiO

    Community Chest 64

    'Bout time!! I've been waiting for something like this for quite a while! I hope this will motivate other mappers and modders to create even more ambitious projects for D64EX. If you guys are interested in custom music, I might try to make a couple of tracks, although I've never played around with the D64 soundfont, so I don't know if I would get good results. And the white elephant... Is there any possibility of this being ported eventually to the real Doom 64? I don't know how's the state of console Doom 64 modding, but it would be a thing to at least consider, I suppose.
  2. Yeah, I noticed that when I ported the map, but I didn't want to make the area smaller or something just to get rid of that little thing. It doesn't affect gameplay, it's just a bit annoying.
  3. I see the point in complaining about the lack of builds and source code, it goes against what a community is, in my opinion. I'm not very fond of this secretive, "closed-source" style of managing projects, specially when based on open-source software, it kind of goes against the philosophy of it. It's a lot better when done the open way, for example, Blzut3 is making nighly builds of ECWolf (which is based on Wolf4SDL, another open-source Wolf3D port), with work-in-progress new features, constantly despite not releasing a stable release in almost two years, Doom 64 for Doom II was done the same way too, which was open for everyone to play around with and yet a lot of people voluntarily waited for the project to be done before playing through it and a lot of feedback and bug reporting came from people who decided to pick the beta builds and try them. I did something similar with my mod Town Infection, I was releasing and showing the beta versions as I was making them and so and so forth. I don't see why this project has to be different. The only reason that comes to mind is the expectation that releasing it suddenly is going to have more impact on the community by taking it by storm, which may backfire if people lose interest and move on. My point is, that PSX Doom rule is ridiculous and your reason to have it there is not good enough. Why worry so much about releasing the maps for PSX Doom Master Edition if, even further, the tools to create a full PSX image are unavailable (which is even another point to consider, keeping useful tools for yourself), nobody is going to go through the hassle of importing each map to play individually, one by one. And if some do, oh well, I know most people are going to wait for it to be finished because they would have to build the CD image for the mod to play it, not something people would like to do over and over again when the project is still being worked on. Also, this reminded me of something. A while back I saw a thread in the ZDoom forums of a tool to make vanilla maps look like Doom 64 ones that looked great and well... Unfinished, abandoned and unavailable. I'm not saying Erick is going to abandon this project, but not everybody makes the working files available once a project gets abandoned and it is a possibility. A real pity. Oh well, in the end, it's his project, it's his decision how to manage it.
  4. Try to typing the cheat slower or faster, apparently the game is a bit picky regarding the speed you input the cheat.
  5. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    Interesting! First time I hear of it. Sounds quite interesting, it's sounds very 90's but unlike the other synths I've heard, although the guitars fade way too quickly. I really like how the snare sounds!
  6. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    Holy crap! Thanks a lot!! It's cool that you liked the tracks! When people remember Town Infection it's usually because of that song you linked and the map where it appeared. I guess that was my masterpiece haha! Maybe you're talking about a Sound Blaster 16 WavEffects? I have one of those and has a system similar to soundfonts. Sounds like an AWE32 and a Gravis.
  7. I don't know much about the line bug. If it happens just in a specific angle, I'd just let it slide. The way I see it, they are just like slime trails in Vanilla. They are inherent to the engine and most probably they will always be around like it or not. The same issue happens with some original maps in PSX that has misaligned textures that now I know is to avoid texture stretching and objects disappearing when between sectors. Hopefully they should be avoided, but I don't think you have to go to the stretch of making major changes to your map just to get rid of a line.
  8. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    I found some nightmare cacos in MAP32. I don't know if that's supposed to happen, since last I knew, nightmare cacos were coop only.
  9. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    I get a V_DrawPatch (V_DrawPatchDirect in Vanilla) crash when trying to view the help screen. I'm not sure, but I think it happens because the new skull graphics are wider than the originals and the right horn goes out of boundaries. Vanilla shows the skull in the bottom right corner in the help screen for some reason. EDIT: Yeah, I replaced the new skulls for the originals and the problem disappeared. It sucks, though, because I really like the new skulls.
  10. That's very interesting. I wonder if there is any other way to reduce map size without altering the geometry or deleting objects.
  11. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    They're coop only
  12. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    I want to congratulate everyone who participated in the project. I am proud of being a part of the team, we all gave a lot and it shows, the whole thing looks, sounds and plays great! Cheers, everyone! Grab a glass of your favorite beverage, you deserve it! I myself will grab a glass of cherry Dr. Pepper. This one's for all of you! Now I need to sit down and actually enjoy what we've all created. BTW, @StalkerZHS, I was the one who originally made that metal status bar. You certainly made it look better! Glad to see it finally included in the project as an add-on! Anyone who comes here, have no doubt, this one is a top-quality mod, grab it ASAP and get on with it!! What are you waiting for?!
  13. I've been testing some maps using these tools on a PS1 as well, so I can test stuff too.
  14. CoTeCiO

    Doom 64 for Doom II - /idgames link is up

    I know this comes really late into the project, but I found this very bare thing I did when trying to recreate the music for Eye of the Storm. It's just the "choir" stuff from the beginning, but maybe some of the other music guys want to take it and finish it or create something off of it? I'm not good enough with ambient stuff to finish it myself. I'd hate to see it go to waste, since one of the strongest memories I have from playing Doom 64 many years ago was playing that map for the first time at 3 am on a rainy winter night, shiny CRT, big speakers a bit too loud, hearing that choir and the thunders while the whole building faded in, what a way to set the mood! One of the finest moments of the entire game, in my opinion. Eye of the Storm.zip
  15. Well, I used ePSXe to test my maps. It's less resource intensive, I'm more accustomed to the interface, and it's easier to load a game. Mednafen uses a command line, really?! I have to mount the image with Daemon for XEBRA to work and I still don't get the Retroarch's interface, I've quitted the freaking thing a million times by pressing Esc trying to go back and I never got Beetle to load the image and no, I'm not up to look up for tutorials to use a damn emulator, they should be intuitive already these days. I expect to load the image and get something else rather than "can't load content" or whatever. Not all of us got gaming-grade (or even decent) computers to run accurate emulators, you know... My PC crawls with Bizhawk running SMW, so I can't even think on using an accurate PSX emulator. I'm in the middle of doing repairs in my house, I can't afford a new computer. That should kick me out of the project? So far in my tests I've noticed no difference in the limits, if it crashes on the real thing, it crashes in ePSXe, and viceversa. And if there's a speed difference, it's unnoticeable for me. It might be faster, but not enough to make a drastic difference that might actually make a map unplayable on the console while it runs smoothly on ePSXe. There was only one thing that kept the maps working on the console that I myself exposed, a small structural difference in map WAD files, which was already fixed. I've been testing some of my maps builds on the console itself (far better than the emulators, anyway) and ePSXe is accurate enough for this. The maps we're working in are pretty much guaranteed to work on the real thing and run as good or bad as they run on ePSXe. That's not saying ePSXe is the best emulator for this, some guys are already using XEBRA and Beetle, but ePSXe is good enough. As for the final build, I'll be the first one to grab it, CD-R in hand, and test in the console and report anything that doesn't work, as I've been doing during the whole project, but the whole coding thing is the work of the GEC guys, so it's up to them to work with any compatibility issues in the end, we're just making the maps and that part is already covered.