No plans. Its author would prefer to keep it exclusive to the engines it was designed for.
No plans. Its author would prefer to keep it exclusive to the engines it was designed for.
Works for me, can't reproduce it. I'm using gzdoom 4.11.3.
they're on youtube, just go to Features > Music Player to find out which music pack they come from.
There's an option to toggle it in the Features Menu > Interface Features > Cutscenes > Skip Story Introductions
There is no timeframe nor roadmap set for this mod.
Nice, I use Playnite as well to load doom wads. It's less practical than other launchers but I like having them alongside my other libraries (emulators, steam, etc)
No, you can use one of the already existing flashlight mods.
Yes, the PBR addon was updated.
I can't reproduce it. Are you playing on skill 5 (doomslayer/ultra-nightmare)? In that difficulty, every animation skips frames randomly.
Think of this more as playing heretic, hexen or strife in gzdoom, except implemented as a mod (with all the limitations that brings).
If you want a standalone low res shader, search for a mod called Vanilla Essence.
It will be fixed in the next release.
If you want to patch it yourself, open doom64.ce.ipk3, and edit the file zscript/actors/d64/base.zsc, then change line 140 from this:
if (bMOVECOUNTD64 && lastMoveCount < moveCount)
to this:
if (tics != -1 && bMOVECOUNTD64 && lastMoveCount < moveCount)
Resetting the config file might help. If the user has changed gzdoom's compatibility options they could be causing side effects.
Can't reproduce it. The platform lowers for a short time and you may need to strafe run, though.
Does this still happen on the latest versions? A fix has been in place since 3.8.1.
Feel free to release it as a sub mod / addon if you want.
Can you provide a link to the mod and tell me which maps crash? A screenshot of the crash would also be helpful.
Sure, you can use anything you want from this mod.
Not possible, that entry is needed in order to load this mod.
You need to remove the PBR addon or revert to 3.8.2. It will be fixed in a later update.
I left a note in the download page:
NOTE: There is a known issue the PBR addon (*.CE.Addon.GFX.PBR). If active, it won't work and the game won't look as intended (wrong colors, etc). This will be fixed in a 3.9.1 release. Until then, please delete that addon.
They don't. You may be loading a mod that is overriding the mapinfo.
NOTE: There is a known issue the PBR addon (DOOM64.CE.Addon.GFX.PBR). If active, it won't work and the game won't look as intended (wrong colors, etc). This will be fixed in a 3.9.1 release. Until then, please delete that addon.
NOTE: There is a known issue the PBR addon (PSXDOOM.CE.Addon.GFX.PBR). If active, it won't work and the game won't look as intended (wrong colors, etc). This will be fixed in a 3.9.1 release. Until then, please delete that addon.
NOTE: There is a known issue the PBR addon (PSXFINALDOOM.CE.Addon.GFX.PBR). If active, it won't work and the game won't look as intended (wrong colors, etc). This will be fixed in a 3.9.1 release. Until then, please delete that addon.
Just tested this and I can confirm it.
The hack I implemented to toggle the 3 point filter through the menu uses canvas textures but it seems that gzdoom automatically disables my shader when PBR textures are present. That's why dynamic lights are barely visible and the colors are wrong too. Basically the whole game does not look as it should.
If I can't find a way to work around this I may need to revert this change in a 3.9.1 release.
For now, if you want PBR, stick to 3.8.2 or comment out every line in gldefs that starts with "texture FilterEnabled".
I've reuploaded this file fixing an error where some lines could not get executed (P_StartScript: Unknown script), softlocking some levels. If you downloaded this before Feb 5th 3:30 UTC, please download it again.
I've reuploaded this file fixing an error where some lines could not get executed (P_StartScript: Unknown script), softlocking some levels. If you downloaded this before Feb 5th 3:30 UTC, please download it again.
Thanks, I've reuploaded with a fix. If you come across other bugs please feel free to report them.
I think that load order is fine, the addons from the Full download should be able to work properly in any order. In case I'm wrong, here is mine:
gzdoom -iwad iwads/PSXDOOM.CE.ipk3 pwads/PSXDOOM.CE.Maps.LostLevels.pk3 pwads/PSXDOOM.CE.Addon.GFX.Decals.pk3 pwads/PSXDOOM.CE.Addon.GFX.Extra.pk3 pwads/PSXDOOM.CE.Addon.GFX.Brightmaps.pk3 pwads/PSXDOOM.CE.Addon.GFX.PBR.pk3 pwads/PSXDOOM.CE.Addon.GFX.Parallax.pk3 pwads/PSXDOOM.CE.Addon.GFX.Upscale.pk3 pwads/PSXDOOM.CE.Addon.SFX.HQ.pk3 pwads/PSXDOOM.CE.Addon.BGM.Extended.pk3 pwads/PSXDOOM.CE.Addon.BGM.Arranged.pk3
This version replaces the Doom 64 main campaign maps with newly made conversions instead of the maps from Retribution. They lack many of Retribution's quality of life changes, so if you consider this a downgrade, you can load this addon to restore them: Moddb.com
molecicco
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