The long awaited update to Doom 64 Retribution has finally arrived! Apologies for the long delay between updates, I know I could have had this out much sooner. Within this update you will find many fixes, minor changes and improvements, and of course two new sets of maps: the exclusive maps from the old Absolution TC and the official expansion to it, the Outcast Levels. NOTE: This version has been updated with new fixes. Check the changelog below for the fixes from 1.4 and the new ones present in 1.4a. However unfortunately, I don't think I can support Zandronum in the current state of both this TC and Zandronum itself. It simply lacks the needed abilities that the TC requires at this stage. Sorry guys.
Version 1.4a (2/6/18) [current]
GENERAL:
- Fixed the issue in which the Doom 64 Features menu would not appear in the options menu
NOTE: Unfortunately this causes the minimum required version of GZDoom to be much higher now
- Added instructions on making the mod run on older GZDoom versions once again due to MENUDEF changes (see README)
- Removed new open elsewhere lock in favor of the basic print function since it can be done even easier with that
MAPS:
- MAP34 Test Facility: You can now toggle the firing range on and off at will instead of waiting in cycles
- MAP34 Test Facility: The target range zombies will now be silent when being destroyed or gibbed to be removed
- ABS04 Shadows Watching: Added missing lower unpegging to secret green armor cave door
- ABS04 Shadows Watching: Fixed the blue key switches so they specifically require the blue skullkey
- ABS06 Doom 64 Museum: Fixed an issue where Unmaker upgrades and ammo would remain unchanged when exiting the map
- OUT01 Destroy: Taking the secret Unmaker will remove the red light from the spot where the weapon sits
- OUT02 Stepwalk: Fixed an issue where two Hell Knights were stuck under some monitors on Watch Me Die!
- OUT03 Control: Failing the puzzle will no longer result in more difficult enemies being spawned each time
- OUT05 Portal: Raised the Z height offset of the Cacodemons in the light effect room so they aren't in the floor
- OUT08 Derelict: Removed instances of lock type 255 and used script 255 with print function and playsound instead
- OUT08 Derelict: Fixed a difference in brightness after taking yellow key in the sector in which it sits
Version 1.4 (2/5/18)
GENERAL:
- Added an option to disable the titlemap intro sequence when starting the game (option in Doom 64 Features Menu)
- Added an option to disable the fade in from black on level starts (option in Doom 64 Features Menu)
- Added an option to disable the freeze effect and fade out on level finish (option in Doom 64 Features Menu)
- Added an option to use the classic Doom style invulnerability screen effect (option in Doom 64 Features Menu)
- Added an option to use translucent flashes for for supported weapons (option in Doom 64 Features Menu)
- Added an option to disable Berserk auto switch to Fists upon pickup (option in Doom 64 Features Menu)
- All CVAR options are now server CVARs as to prevent desync issues if players are using different options in coop
- Changed the key order on the status bar from red-yellow-blue to blue-yellow-red to match Doom 64 EX
- Keys will now always show up in order of type and color on the status bar even if picked up out of order
- Brightmaps have been moved into their own PK3 file that can be loaded after the main mod like with GZDoom itself
- Improved the code for checking if the map name should be shown upon map load by including it all in the CVAR check
- Map names that appear when starting maps are now retrieved from LANGUAGE instead of being a string in the map ACS
- Added lock numbers to LOCKDEFS $Title properties for GZDB so mappers can see the lock numbers in-editor
- Added a new lock type to use on doors to signify that they open elsewhere (lock number 255)
- Added the global compatibility setting to disable drops being tossed by enemies like in the original game
- Added an unlit candle thing to use for map scripting effects or just to have a version of the candle that's unlit
- Increased the rate of fire of the Super Shotgun to be a little bit faster and closer to the original game
- Fixed a minor issue with explosive barrel collisions causing them to be able to be stepped onto while exploding
- Fixed an issue which caused the Radiation Suit to not display the correct string from LANGUAGE when picked up
- Fixed the Fist's modern animation rate of fire to be the same speed as the classic's (and correct) rate of fire
- Fixed a minor incorrect alignment of the muzzle flash on the Shotgun's classic firing animations
- Fixed an issue where aim pitch would stay raised when firing the Super Shotgun with only 2 shells left
- Improved the fire states for the Rocket Launcher so the firing sound is better synced with the flash
- Adjusted horizontal offsets of fired rockets so they are more centered instead of slightly to the right
- Adjusted vertical spawn height of player fired rockets so they are a bit lower like the Plasma Rifle's projectiles
- Reduced the duration of the Plasma Rifle projectile's death state to more closely match the original speed
- Reduced speed of Cyberdemon rocket to the Doom II default of 20 instead of 23 since any other speed is annoying
- Lost Souls which die upon spawning will now damage the player within a radius of 128 from their death origin
- Removed fullbright from some monster frames to help retain color when in colored sectors (will brightmap later)
- Added new torch things that have the flames already combined with the torch bases (originals still available)
- Added brightmaps to the new torch things so the fire will be bright like before (in brightmaps PK3)
- Renamed the first nine composite switches so that they are sorted correctly in map editor texture browsers
- Changed the CONBACK graphic to be a little more appropriate for the mod and to increase console readability
- Removed some textures that didn't fit and or used classic Doom style texturing
- Doomslayer skill: Default Spectre spawns are now replaced by Hell Knights
- Doomslayer skill: Default Imp spawns are now replaced by Nightmare Imps
- Textures: Absolution TC's textures for the Outcast Levels added
- Textures: DOOM 2016 "Night Sentinel-esque" textures added for later use in the Retribution episode
MAPS:
- Absolution TC's exclusive maps have been added as their own episode (6 new maps)
- Absolution TC's Outcast Levels have been added as their own episode (10 new maps)
- INTERMISSIONS: Removed the fade in on intermissions for secret levels (finale text screens still fade in)
- MAP02 The Terraformer: Improved connection and removed gaps between crusher columns and supports
- MAP03 Main Engineering: Fixed red key and Soulsphere spawning to behave like the original
- MAP04 Holding Area: Added more room to alcove leading to secret exit so straferunning is not needed to cross
- MAP05 Tech Center: The player must now shoot the panels in order to get the Soulsphere secret
- MAP05 Tech Center: Made it possible to get back up to the switch past the crushers by using a wall below it
- MAP06 Alpha Quadrant: Made it obvious that the yellow key switch needs the yellow key before going up
- MAP06 Alpha Quadrant: Made it possible to pass beside the yellow key switch instead of needing to go around
- MAP06 Alpha Quadrant: Lowered the light levels in the large column room to be a bit darker
- MAP08 Final Outpost: Added missing ambush flag to Hell Knight when grabbing red key
- MAP08 Final Outpost: Removed wrongly placed Baron of Hell near Soulsphere that was meant to be spawned instead
- MAP08 Final Outpost: Taking Soulsphere will now spawn Baron of Hell on normal or higher like the original
- MAP08 Final Outpost: Added a hidden "bonus" for being persistent in the face of apparent failure
- MAP08 Final Outpost: Fixed an issue where the HUD could flash up when entering the intermission before MAP09
- MAP12 Altar of Pain: Hid a small sector outside the map that was appearing on textured automap
- MAP14 Eye of the Storm: Using one of the blue key switches will cause the other to be used as well
- MAP15 Dark Entries: Added missing block monster line flag at the dart area like the original map
- MAP16 Blood Keep: Lowered the z-height offset of the red and blue wall torches in the red area and blue tunnel
- MAP18 Spawned Fear: Added missing reverb effect inside Soulsphere wall secret
- MAP18 Spawned Fear: Fixed an issue where a switch could be pressed too fast and not lower back down after
- MAP18 Spawned Fear: Fixed an issue where door to candle room could stay open after pressing next switch
- MAP18 Spawned Fear: Entering either secret behind the bookshelves will now count for both instead of separate
- MAP18 Spawned Fear: Adding missing light glow effect in red candle room in the center fire pit
- MAP18 Spawned Fear: Red torches in red candle room will now start as empty unlit torch bases like the original
- MAP18 Spawned Fear: Unlit candles will be in the cages in the same room and will be lit when using the switch
- MAP20 Breakdown: Adjusted positioning of some monsters in start area so they won't already see the player(s)
- MAP20 Breakdown: Adjusted speed of sliding door to better sync with door opening sound effect
- MAP20 Breakdown: Adjusted positioning of hanging gore props in red key room so they are lined up with the grate
- MAP20 Breakdown: Tweaked script and actions of trap after taking red key to be more synced up
- MAP20 Breakdown: Players will no longer be one item short for not completing super secret
- MAP20 Breakdown: Super secret rewards can now only be spawned once completing super secret steps
- MAP22 Burnt Offerings: Added missing sector damage effect in Megasphere secret nukage pool
- MAP23 Unholy Temple: Players will now start with correct z-height offset like the original map
- MAP24 No Escape: Added an exit switch that will open when the Cyberdemons die instead of automatically ending
- MAP29 Outpost Omega: Fixed an issue which could allow the player to trigger both artifact switch uses back-to-back
- MAP29 Outpost Omega: The artifact switch will now stay on after first use, and then turn off on the second
- MAP31 In the Void: Players will now start with correct z-height offset like the original map
- MAP31 In the Void: The outer edge of the map will no longer be a HOM around the entire map in software mode
- MAP31 In the Void: Improved a spot where void covered a floating pillar near the artifact switch room
- MAP31 In the Void: Properly aligned the blue key bar sectors with the switch (left one was too far left)
- MAP31 In the Void: Remade and aligned the floating walkway near the blue key and artifact switch room
- MAP34 Test Facility: Improved the props room so that you can see every form of torch and fire instead of just some
- MAP34 Test Facility: The candle in props room can now be toggled between lit and unlit using the new unlit candle
- All torches in Hell maps replaced with newly created combined versions to prevent sprite overlapping issues
- All locked doors and switches will now require the correct key type such as keycard or skullkey instead of either
- Improved dynamic lights around key bars to be smoother and more evenly distributed on the surrounding walls
- Textures in various areas of various maps cleaned up and properly aligned
This is great! It's excellent to be able to play Outcast Levels in GZDoom, even if it's gonna take some work to make it compatible with BD64 (which it doesn't need to be awesome anyway). I really hope we're gonna see the new items and enemies introduced in Outcast. That's what this needs to be complete.
Not sure what I'm doing wrong, if anything. I downloaded this updated mod, but when I try to run it, I get the following:
Script error, "D64RTR[v1.4a].WAD:DECORATE" line 3050:
Unknown identifier 'XF_EXPLICITDAMAGETYPE'
Execution could not continue.
Script error, "D64RTR[v1.4a].WAD:DECORATE" line 3050:
Expected ')', got ','.
Whatever version of GZDoom or Zandronum you are using does not support the final parameter of A_Explode. There was a change to Lost Souls which was reverted for 1.5 since I had no idea it would break compatibility so badly.
You could remove the offending code yourself if you are good with WAD editing or wait for 1.5. Or download a newer version of your port just long enough to play the new maps until 1.5 is out.
I just ran into an issue that won't even let me start the wad up:
Script error, "D64RTR[1.4a].WAD:MENUDEF" line 25:
Unknown keyword "AddOptionMenu"
How do I work around this?
Okay, I just worked around this by downloading a newer version of GZDoom, seemed like much less of a hassle.
My new issue is that the soundtrack in this WAD isn't the Doom 64 soundtrack. I had this issue with v1.3, but can't remember how to get it to work, since it's been so long. The soundtrack that plays sounds like something entirely new (sounds nice and creepy, but is not the original soundtrack we all know)
EDIT: Found out how! Forgot exactly how to set the fluid_patchset, but a quick visit to the gzdoom.ini helped fix that!
so how many maps are there in total from the 2 new episodes?
There are 10 Outcast maps, and 6 Absolution maps. The Outcast maps are outstanding for me, awesome design, fun to play and better in my opinion than the originals... But that's just my personal preference of course :)
Holy crap, man, I've been waiting for this one to come out!
Can't wait for the Retribution episode, but will be patient!
So , music isn't working at all.
I tried with "libfluidsynth.dll" : Couldn't find the .dll it was looking for.
I tried with "libfluidsynth64.dll" : Failed to load MIDI patches. Could not open
out MIDI device.(?)
And with the last version I had the same problem , but I could play it perfectly with the .ogg version for that version.
Now it doesn't launch the .ogg music pack for some reason :c
So, NO MUSIC AT ALL!
Make sure fluid_patchset is pointing to the SF2. The OGG pack should at least always work.
Hey man, I think I just stumbled upon a weird bug in OUT08: Derelict. I was playing through all the Outcast maps again to make sure I knew them well enough in terms of finding everything (kills, items, secrets), and for the life of me, I can't figure out how to make the bars around the Plasma Gun and the Skull Switch lower. I snuffed out all 9 candles in the map, but the bars are still shut tight.
My first time playing the map, I found out that the candles were involved in finding the Megasphere secret on the map, and (after a half hour of searching) I finally found the last candle, went back to the outside area, and the bars were lowered! I thought I had it figured out...and then I stumbled upon this issue just now.
Is there something you need to do in addition to putting out all 9 candles in the map to access the Skull Switch needed for the Megasphere secret? Or is this a glitch?
Did you find a certain hidden switch in the cave? :)
Oooh, now I'm gonna have to look for that!
When I was first playing this level, I had to invoke my ancient secret-hunting powers of literally "using" every single suspicious wall panel that I could find, and I must have triggered that without realizing it!
I take it the cave is the area with the Yellow Key? I'm determined to get this figured out before I go to bed, lol!
EDIT: HA! Never mind, just found it! I can't believe I thought that little thing was of no use when I first saw it! I shot at it but didn't think it was anything special. I thought the candles both lowered the bars and allowed access to the Megasphere.
...now I feel like a dunce, haha! I'm just tired I guess. Thanks for the tip, man!
So, I've been curious about this for a while now, but what exactly are the origins of Control, Forge, and Derelict? Are they levels that were originally intended to be a part of the Outcast Level pack back in Absolution that were just never finished and ultimately scrapped? Or did you build those 3 levels from scratch?
They had a very unique flair about them (what with Control's scanner, Forge's constructor and Derelict's mechanic with putting out candles) that leads me to believe the latter must be the case! If those really were made from scratch, then I'm looking forward even more to the Retribution Level pack when that comes out!
When you download the Outcast expansion for the old TC, there is a folder named "unfinished." Inside the folder is OUTCAST07.wad, OUTCAST08.wad and test.wad. According to the included readme written by Kaiser, "these are unfinished levels that never made it to outcast, you can do whatever you want with these."
The majority of each map was indeed built from basically nothing. Only Control is mostly the same. In fact, if you run that WAD with the TC, you will immediately recognize the layout. The layout of that map was already pretty much done, but was all at the same height and everything had the same texture. It was a cookie cutter layout which wasn't refined.
The other two maps were old or original versions of a couple other maps, Forge was an old version of Destroy and Derelict was an old version of Darkened.
When I converted and finished these, I deleted the sectors which were identical between the maps and altered anything that I wanted to keep. Then for the remaining areas, I drew all new sectors and made the maps essentially from only a starting base or a shell of a level.
The unique bits to each map was all me, I came up with unique ideas for each map, in fact I doubt Doomsday could even do any of this stuff.
So yes and no, they were mostly from scratch and only had the starting areas and basic stuff done but none of the three were refined or playable.
Hi Nevander, just wanted to say thanks for the quality project.
I have D64 Absolution TC and D64 EX - but only D64 Retribution was able to collect all the best from old projects, convenient management and access to maps. I was interested to pass the exclusive of 6 maps Absolution TC and the Outcast Levels add-on - everything works fine on GZDoom 2.4.0 and with the music of the OGG Vorbis external package!
In the next update 1.5 will only add Redemption Denied or together with The Reckoning? I want to see everything together and faster.
Thanks.
Version 1.5 will have fixes for Absolution and Outcast maps and the Redemption Denied maps and then 1.6 will be fixes for Redemption Denied maps and then The Reckoning maps.
I'm splitting them so that I can get one pack out faster without needing to be waiting on another to get finished. This also lets me take bug reports from the first pack and include them in the following update.
Do you have an exact date to when 1.5 is out or nah? It's ok if you don't.
Not an exact date, no. I am currently on the 5th map out of 8 for the next set of levels. It takes roughly a day or so to make a map work and script everything. Then I need to go back through and give them all the right sector colors, that will take a while too. Then I have some stuff to adjust and fix on other maps as well.
So maybe a couple more weeks, before May for sure.
when i load gzdoom it doesn't recgonise the file as a wad how do i fix it???
GZDoom won't see it as an IWAD. You have to load it yourself with GZDoom using -file or -iwad or use something like ZDL.
Script error, "D64RTR[v1.4a].WAD:MAPINFO" line 1468:
Intermission: Unknown top level keyword
How do I get past this?
Either update your GZDoom to at least 2.2.0 or if you are on the latest, downgrade until it works.
Which is the most suitable display configuration to play? I saw the images and my game looks something dark
I used default brightness and gamma settings for GZDoom, and used the Dark sector mode. However, these settings are under version 2.2.0 of GZDoom and the lighting system was since changed. I would suggest trying other sector light modes, such as Bright or Standard (but may be too bright).
Not sure if this is an issue with my own system or not but when I played the Outcast episode it apparently locked up my entire system. I was using GZDoom 3.4.1 with ZDL and I had all the right settings in the GZDoom ini file as well.
I'll need to re-test on my laptop to see if I can re-produce the issue or not.
I would post about this in the ZDoom Forums under Technical Issues.
Is there a way to get this to work with Lowpoly Doom 2.80?
This is largely incompatible with other mods made for vanilla Doom. A special version of Lowpoly Doom will need to be made for this.
im not sure though even im playing this on DELTA touch Gzdoom dev but when i kill enemys their spites float in the air and some others clip through the ground i can't tell if this is a glitch or animation error but please...fix this.
Make sure you are loading it as a file for Doom 2 and not as an IWAD. For some reason loading it as an IWAD causes strange bugs.
I am stuck with cowbells for the sound
Sounds like you may not have configured the soundfont correctly. Please refer to the instructions on how to make the music work.
I actually enjoy this mod, I never played Doom 64 and always wanted to but never did since I never has a Nintendo 64 and didn't want to bother emulating it. I played the jdoom/kickstarter TC years ago but didn't like that doom engine so I didn't play very far.
Just had a look today to see whether anyone's made a Doom64 TC for GZDoom and found this. I really really like this version, I also like the smoothdoom 64 weapons as I found the animations on OG Doom 64 looked pretty lazy.
Good job!
Just, an amazing Doom 64 WAD.
big thanks
It is compatible to Doomsday Engine 2.1.1?
Only GZDoom. Versions 2.4.0 or higher.