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.
Contains DOOM 64 CE with upscales, PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.10.0 for convenience, but you can use an existing installation of it. Read the readme for more details.
During the end cast sequence if using a game pad controller d-pad you can rotate the actors and shoot them, but you have to keep pushing the button to continue rotating them. If I'm using a keyboard on the pc I can rotate them by simply holding down the left or right arrow. I can't use a physical keyboard on my device so I'm wondering if there is a way to change the key event section in cast to assign it to either a different button press or allow it to rotate wthout multiple button presses. Thank you
This is related to how gzdoom handles input events so I can't do much on the mod side, sorry.
Reuploaded with a fix to the transparency of upscaled nashgore textures.
Hi! Which version did you removed all the unobtainable secrets and fixed the kills 100% on the Beta64 levels more specifically so I can download the right version without any issues?
Always download the latest version. Get this one for the base mod and if you had an older beta 64 version, redownload it.
Hello! I wounder if possible to add more Doom 2 monsters
even for the other campaign episodes like doomsday levels,
redemption denied, reckoning and Beta levels for example,
it would be so much more fun and challengeing if possible of course?
Not as part of this mod, but somebody else can do it if they want.
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I was wondering the same. Is there an option in decorate? Or somewhere else?
doom64.ce.ipk3/zscript/actors/d64/doomartifacts.zsc
Add a Default block inside D64PowerLightAmp and add Powerup.Duration in it with the duration you want to override. (https://zdoom.org/wiki/Actor_properties#Powerup.Duration)
I ended up turning off gradient lighting. It didn't help with the visor's timer but I was able to still see other things that get "blacked out" like the walls in map02 when the infrared overrides it.
That's intended. In the original, dark sector colors never light up when the goggles are active.
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Hello, thank you for this. I tried playing the bethesda version on steam but it's very clunky, even more so than emulating the N64, which is kind of amazing. This is what prompted me to look for better versions and that's how I found your mod.
I wanted to play using DAR's D64D2 Marathon wad but I can't figure out how. Deleting the bgm extended pk3 still leaves me with the music from the game itself. Even if I load the wad it ignores it. Any ideas?
Load this alongside DAR's_D64D2_Marathon.wad: Drive.google.com
Once in a level, press M to change the music style. You can also change the default style in the Audio Features menu.
I found a console cheat if anyone is interested.
In the console you can type either of the following.
give d64powerlightamp
take d64powerlightamp
This can give and take the light goggles powerup from your inventory thereby allowing it to be turned "on" or "off".