Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

1 Follower

About Sylandro

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'm really liking these! I'd be pretty neat if you can produce widescreen versions of these, so they fit with the rest of widescreen assets that already exist. The images would just need to be 560x200 for that.
  2. And this is the one from the Xbox Resurrection of Evil version that got mentioned earlier in the thread. It's a 256x256 image, so I suppose the game stretches it to fit in inside that menu box. Once you load the game, it uses the normal Doom 2 titlepic inside the iwad, so these are used just for that "game selection" menu.
  3. GZDoom (sort of). There's Doom 64 Retribution, which is just a total conversion made for GZDoom, but it's pretty faithful and my personal choice to play D64 because of all the quality of life changes it introduces. And then there's GEC, which is a modified version of GZDoom that allows running the original Doom 64:
  4. Amazing work. It'd be great if you ever consider a similar pack for Doom 64!
  5. Sylandro

    Doom Neural Upscale 2X [v 1.0]

    I second that opinion!
  6. Sylandro

    [v1.5] Doom 64: Retribution

    I hope @Nevander releases the brightmaps separately, or else we’ll get to see them one year from now in 1.6 :D
  7. Sylandro

    [v1.5] Doom 64: Retribution

    I also found the first map a tad too difficult, but that may be because I'm a bit rusty. Last time I played was when version 1.4 came out. @A_D_M_E_R_A_L I liked the playthrough. Are you using custom brightmaps? My stimpacks and medikits don't glow like yours with the addon that comes with Retribution. Also, (off topic) what mods are you using in your halloween special video?
  8. Sylandro

    [v1.5] Doom 64: Retribution

    I've never played the Outcast levels so I don't know how the slowmo works there, but I saw this for zdoom, perhaps you can use it as an inspiration? https://forum.zdoom.org/viewtopic.php?f=43&t=57013&p=1006025&hilit=bullet+time#p1006025
  9. Separate would be nice, because I already like the lost levels the way they are, and look forward to try the NRFTL retouches.
  10. I'd rather have you work on the NRFTL maps first as they clash with the rest of the game, but this sounds nice too!
  11. Sylandro

    [v1.5] Doom 64: Retribution

    While the Master Edition looks awesome, this will still be my preferred version (and I foresee it will be for most non-purist Doom 64 fans). The fact that it runs on a modified and old version of the source port discourages me a lot. We will lose a lot of cool features that came with later GZDoom versions, like ZScript or the GL improvements, and it will break compatibility with a lot of mods. I highly doubt a merge will be feasible due to the fact that many layers of messy code would have been added on top of an already messy 1.9 codebase. The fact that the source is not open raises my suspicion even more. Even if they maintain their version to be up to date it's very unlikely it will be able keep up in the long term. No offense to its developers, I think what they're doing is astounding, but it represents a totally different use case than what we have this mod for. @Nevander I hope you don't lose the momentum or feel discouraged by the advent of the Master Edition. In my opinion the pros of what we have in Retribution outweigh by far using the other version!
  12. @ScottGray, apart from the resolution change, what's the procedure to PSXify textures and sprites? For example, the way the interpic for NRFTL was modified. I know there's some added contrast, but it also seems that some colors are desaturated.