PSX DOOM and DOOM 64 total conversions for GZDoom, overhauled. This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and add many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference. In addition to that, the mod is highly modular and contains many *optional* "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.

Description

Small bugfix release. Contains DOOM 64 CE with graphics and audio addons. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.7.1 for convenience, but you can use an existing installation of it. Read the readme for more details.

Preview
DOOM 64 CE 2.0.7 (Full Version)
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BigStronk
BigStronk - - 81 comments

The Brightmaps seem outdated and barely work with the new version

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molecicco Author
molecicco - - 518 comments

Can you elaborate? Which brightmaps are not working? They seem fine to me.

EDIT: The author of this comment let me know that it was an issue with the GLES renderer.

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casualfan
casualfan - - 69 comments

The game works fine when using GZDoom directly, but I'm still struggling to use it with a mod loader. I use DoomRunner, and it allows me to select an IWAD and a mapset. I've tried playing the patched Doom64 IWAD and I get the error GetNumForName: PLAYPAL not found! I've also tried loading just the ipk3 and it doesn't identify it as an iwad.

Do you know how to get this working with a mod loader?

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molecicco Author
molecicco - - 518 comments

Yes, I use a mod loader myself (DoomLauncher). You just need to make it load the ipk3 file as an IWAD. If your launcher provides a preview of the command line parameters, they should look something like this:

gzdoom.exe -iwad DOOM64.CE.ipk3

The DOOM64.IWAD or DOOM2.WAD iwads should be in a path that gzdoom can discover automatically, such the same location as gzdoom.exe or the paths configured in [IWADSearch.Directories] inside the gzdoom.ini.

Similarly, the other CE pk3s have to be either in the same location as gzdoom.exe or the [FileSearch.Directories] inside gzdoom.ini

Hope that made sense! The idea is that just by loading the ipk3, the mod automatically loads the rest.

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