This project is a fan recreation of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. Think of this mod as being an enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Why you ask? I was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. And thus, this project was born.

Description

IMPORTANT NOTE: If you downloaded this prior to 11/1/18 at around midnight EST, you need to re-download! The updated file contains a fix for a critical game breaking bug on MAP29. Thank you, and apologies for any inconvenience this caused you during your playthrough.

Preview
Doom 64: Retribution (Version 1.5)
Post comment Comments  (0 - 50 of 74)
Nevander Author
Nevander - - 125 comments

As stated in the summary, this is the fixed version now. Please re-download if you downloaded before this was re-posted. Sorry for any inconvenience.

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proerd888
proerd888 - - 78 comments

Nice :D

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Hereticnic
Hereticnic - - 229 comments

It still has a bug where Lighting Mode setting gets reset at each new map. (gzdoom 2.4.0) On gzdoom version 4.5.0 (latest) it's even worse since changing settings don't cause any results.
Made a video on it:

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MrRumbleRoses
MrRumbleRoses - - 446 comments

it sucks that this mod will no longer work on Zandronum. twas a way to make recording easier since GZDoom has that issue with some recording program things that **** up the textures and sprites if you have your recorder thing a certain way

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Guest
Guest - - 689,966 comments

Zandronum needs an update.

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lazybtard
lazybtard - - 7 comments

which version do i need for zandronum support?

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MrRumbleRoses
MrRumbleRoses - - 446 comments

you'd need v1.3 to play it on Zandronum. but you won't be able to play the extra episodes

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Hereticnic
Hereticnic - - 229 comments

Brutal Doom 64 has support for Zandronum for multiplayer. The maps seem to be the exact same, except for lighting effects and smoke here and there.
Video comparison:

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MrRumbleRoses
MrRumbleRoses - - 446 comments

i already know of the differences with the Doom 64 mods

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KingCrystal
KingCrystal - - 2 comments

What cheat in the console can get artifacts to unmaker?

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proerd888
proerd888 - - 78 comments

64UnmakerUpgrade1
64UnmakerUpgrade2
64UnmakerUpgrade3

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KingCrystal
KingCrystal - - 2 comments

unknown command

thanks, it works, you just have to write "give" first

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proerd888
proerd888 - - 78 comments

Yea, sorry xD

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Guest
Guest - - 689,966 comments

Is there a bug anyone is experiencing on the 2nd map of the Redemption Denied episode where the red door won't open from the other side? I go in and grab the blue key and can't leave. I dunno if I'm missing something obvious or if it's bugged.

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PsychicMario64
PsychicMario64 - - 4 comments

Is there a bug anyone is experiencing on the 2nd map of the Redemption Denied episode where the red door won't open from the other side? I go in and grab the blue key and can't leave. I dunno if I'm missing something obvious or if it's bugged...

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Hereticnic
Hereticnic - - 229 comments

There are lots people complaining about bugs or things not working properly inside of the maps. It doesn't seem like this is finished work, or even playtested properly. For people that want to enjoy Doom64 on modern machines I would recommend BrutalDoom64 (it stays loyal to original maps design but it fixes the darkness/lighting issue, buttons are lit up in dark areas, etc etc) or Doom64 EX (the most faithful port of D64 but it has quirky controls and you have to go into a hidden menu to pump up a 2nd brightness slider in order to see things)

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sergesh
sergesh - - 34 comments

Hello! Everyone likes this mod, but no one (I presume) told that of all readme txt files out there, these are the most organized and unified, it's a very pleasant to read them. No typos, no mistakes, no double-spaces, no tabulations to torn tables apart. Thank you! (And thank you for the mod, but it's so obvious.)

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Guest
Guest - - 689,966 comments

Since Zandronum doesn't support putting damagetypes on actors. I whipped up this as a fix.

ACTOR 64LostSoul : LostSoul REPLACES LostSoul
{
Health 45
Radius 16
Height 56
RenderStyle SoulTrans
DamageFactor "LostSoulExplosion", 0
+MISSILEMORE
+MISSILEEVENMORE
+NOBLOOD
+NOBLOODDECALS
+NOTARGET
+NODAMAGETHRUST

States
{
Spawn:
SKUL A 0 BRIGHT
SKUL A 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL ABC 5 BRIGHT A_Look
Loop
See:
SKUL A 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL ABC 3 BRIGHT A_Chase
Loop
Missile:
SKUL D 10 BRIGHT A_FaceTarget
SKUL E 4 BRIGHT A_SkullAttack(30)
SKUL DE 4 BRIGHT A_ChangeFlag("NOTARGET", FALSE)
Goto Missile+2
Pain:
SKUL F 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL F 3 BRIGHT
SKUL F 3 BRIGHT A_Pain
Goto See
Pain.Vertigo:
SKUL F 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL F 0 BRIGHT ThrustThingZ(0, 55, 0, 0)
SKUL F 3 BRIGHT
SKUL F 3 BRIGHT A_Pain
Goto See
Death:
SKUL G 0 BRIGHT
SKUL G 0 BRIGHT A_JumpIfInventory("LostSoulSpawned", 1, 1)
Goto DeathExplode
SKUL G 6 BRIGHT
SKUL H 6 BRIGHT A_Scream
SKUL I 4 BRIGHT
SKUL J 3 BRIGHT A_NoBlocking
SKUL KLMNOP 3 BRIGHT A_FadeOut(0.20)
Stop
DeathExplode:
SKUL G 6 BRIGHT
SKUL H 0 BRIGHT A_Explode(128, 128, XF_NOTMISSILE | XF_EXPLICITDAMAGETYPE, 0, 0, 0, 0, "64NoBulletPuff", "LostSoulExplosion")
//SKUL H 0 BRIGHT A_SpawnItemEx ("64LostSoulExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) // UNCOMMENT ON OLDER GZDOOM AND COMMENT OUT THE ABOVE LINE
SKUL H 6 BRIGHT A_Scream
SKUL I 4 BRIGHT
SKUL J 3 BRIGHT A_NoBlocking
SKUL KLMNOP 3 BRIGHT A_FadeOut(0.20)
Stop
Crush:
TNT1 A 0
TNT1 A 1
Stop
}
}

ACTOR 64LostSoulExplosion
{
DamageType "LostSoulExplosion"
+NODAMAGETHRUST
+NOINTERACTION

States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(128, 128, 0)
Stop
}
}

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MrRumbleRoses
MrRumbleRoses - - 446 comments

doesn't seem to help

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Nevander Author
Nevander - - 125 comments

Try commenting out the second line in the DeathExplode state. For some reason it's still uncommented above.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

i don't quite get it. i did what was shown, but i still couldn't load the updated mod onto Zandronum

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Guest
Guest - - 689,966 comments

This comment is currently awaiting admin approval, join now to view.

proerd888
proerd888 - - 78 comments

Imgur.com

Bug on fireballs

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Nevander Author
Nevander - - 125 comments

What is the bug? I don't see an issue there.

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proerd888
proerd888 - - 78 comments

Its bug revenant tracer, it's freeze, how fix?

Edit: Sorry, its not bug, because i used GZDoom pre-build

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Guest
Guest - - 689,966 comments

What are the ideal setting for accurate doom 64 lighting? Reason I ask is because on E1M2, there’s the area where you have to push the button in the darkened room that has the red arrows on the floor. I remember the button being lit up, but it wasn’t when I played this, so I admittedly had trouble finding it at first lol.

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Nevander Author
Nevander - - 125 comments

You need dynamic lights enabled for that switch to be lit up. There are other ways to do it but a light in front of it was the easiest way that came to mind.

Other than that, just play on default brightness and gamma.

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Guest
Guest - - 689,966 comments

Ah okay I see now. I usually try to keep things as vanilla as possible, so I don’t usually have dynamic lights on, but I suppose it’s better than not being able to see things I should be able to.

I know most people say Doom64EX is better if you want a vanilla Doom64 experience, but it has this awful input lag that I can’t get used to after playing GZDoom for so long, so I prefer retribution.

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Nevander Author
Nevander - - 125 comments

Thanks. I have an idea for lighting them up without dynamic lights. I'll do it for the next version.

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ChozoGhost89
ChozoGhost89 - - 53 comments

So it doesn't look like the D64RTR_Brightmaps.pk3 file is working for me. I have it set to autoload in my gzdoom.ini file, but they are definitely not showing. Is there a step I'm missing or is the .pk3 just being iffy?

For the record, I have tried using the standard "lights.pk3" and "brightmaps.pk3" that comes with GZDoom as well, and those don't seem to work either. I tried having both the standard brightmaps.pk3 file as well as the D64RTR_Brightmaps.pk3 autoloaded at the same time, and still no dice.

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Nevander Author
Nevander - - 125 comments

Are you sure it's not working? The brightmaps file is still largely incomplete and thus may appear like it's not working. Files are not iffy in loading, they either do or do not. Verify it is loading by checking the console for the filename. GZDoom's own lights.pk3 and brightmaps.pk3 will have zero effect in D64RTR, since it defines it's own custom lights.

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ChozoGhost89
ChozoGhost89 - - 53 comments

I think the biggest issue is that I was watching someone's playthrough of the Redemption Denied maps and that person (A_D_M_E_R_A_L on YouTube) was using different pk3 and/or pk7 files which included a custom HUD as well as super bright lighting and brightmaps effects, and I was comparing my experience to that, lol

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Henry8896
Henry8896 - - 10 comments

Script error, "D64RTR[v1.5].WAD:DECORATE" line 3308:
Expected ')', got ','.

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Guest
Guest - - 689,966 comments

The imp fire balls seem to always fly above my head.

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Nevander Author
Nevander - - 125 comments

Use an older GZDoom version for now, until 1.6 is released.

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BriBriTheDooTBuster
BriBriTheDooTBuster - - 7 comments

Hey there, I got a quick question to ask. For Version 1.5, how do I fix the bug where enemies like the Nightmare Imp and Cyberdemon shoot projectiles upwards? Because I really want to play redemption denied's levels without this issue.

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SpettroFotonico
SpettroFotonico - - 3 comments

how can i fire with one barrel per time with the SSG?

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Nevander Author
Nevander - - 125 comments

You can only fire both at the same time, just like classic Doom as well as original Doom 64. It will probably stay that way since it's the original behavior.

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sentinel_deco
sentinel_deco - - 171 comments

awesome. this reverb sounds are fantastic, but i har a blingbling sound on the music somehow. the soundeffects works but the music not so much. anyway thx.

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Nevander Author
Nevander - - 125 comments

You may not have the soundfont correctly set. Refer to the instructions text file on how to set it up.

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Guest
Guest - - 689,966 comments

this works with Zandronum?

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Nevander Author
Nevander - - 125 comments

I'm afraid not. Only GZDoom 2.4.0 or higher.

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MachoMan890
MachoMan890 - - 316 comments

I am looking forward to this version having accurate Doom64 lighting, i.e. it being darker without the need of brightness change, gamma, etc. D64 is suppose to be darker and spookier but this is almost there

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SoundBulb
SoundBulb - - 77 comments

I mean, just change the brightness, it's really not that hard. Don't be lazy.

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Guest
Guest - - 689,966 comments

Script error, "D64RTR[v1.5].WAD:DECORATE" line 3308:
Unknown identifier 'XF_EXPLICITDAMAGETYPE'
Script error, "D64RTR[v1.5].WAD:DECORATE" line 3308:
Expected ')', got ','.

Please fix this.

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Nevander Author
Nevander - - 125 comments

Try a diffferent version of GZDoom.

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SoundBulb
SoundBulb - - 77 comments

Weapon swapping is too fast. I feel like it's cheating. Is there a way to revert this back to default? This isn't Brutal Doom, ya know.

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Nevander Author
Nevander - - 125 comments

Not without editing the DECORATE yourself. They were made to swap faster on purpose to match with the faster gameplay speed that comes with PC and GZDoom.

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SoundBulb
SoundBulb - - 77 comments

"To match with PC"
Bruh, the weapons swapped slowly in the original game as well. Just add an option. You played Brutal Doom too much.

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neitey
neitey - - 22 comments

This played in VR is a dream come true. QuestZDoom and D64 Retribution is a dream team. Can't believe how good this plays, is shooting the official steam release out of the water!

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