Contains DOOM 64 CE with PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.11.3 for convenience, but you can use an existing installation of it. Read the readme for more details.
NOTE IF UPGRADING FROM <3.7: Saved games from previous versions won't work! This version has breaking changes, so any map packs from ModDB's addons tab need to be downloaded again. The Doom 64 Lost Levels wad should also be generated again to avoid issues with the new fire skies.
Version 3.8.2 (Full)
- Fixed spawned keys not staying on the level after being picked in cooperative mode.
- Fixed weapon special action triggers not activating if the player already owns the weapon in cooperative mode.
- [Alpha Quadrant] Fixed a possible softlock after being locked inside an arena in cooperative mode.
- [Research Lab] Fixed a possible softlock after being locked inside an arena in cooperative mode.
- [Terror Core] Fixed a possible softlock after being locked inside an arena in cooperative mode.
- [Unholy Temple] Fixed a possible softlock after being locked inside an arena in cooperative mode.
- Fixed the light amp goggles effect being too bright if PSX gamma correction is enabled.
- Fixed hud notifications disappearing earlier than they should if another notification took their place.
- Updated the bundled GZDoom to 4.11.3.
Prerequisites
Starting from version 2.0.4, DOOM 64 CE does not run standalone and requires a copy of DOOM 64 for Steam , GOG or Epic Games to work. The original DOOM 64 IWAD (DOOM64.WAD) can't be used as is and requires patching to make it discoverable by gzdoom. An automatic patcher is included in this package to make this process easier:
Run doom64-install.bat. It will try to find your installation of DOOM 64 and automatically patch and create all necessary files to play. If for any reason the Steam installation is not found, you can copy DOOM64.WAD to the same folder as the .bat file and it will use that instead (special thanks to phredreeke for the idea and initial implementation).
Once it finishes, open gzdoom.exe and you will be able to select DOOM 64 CE from the list. If you do not wish to use the bundled gzdoom and have it installed elsewhere, copy the IWAD and PK3s to its location or the paths configured in its [IWADSearch.Directories] and [FileSearch.Directories].
Supported DOOM64.WAD Checksums:
- MD5: 0AABA212339C72250F8A53A0A2B6189E
- SHA1: D041456BEA851C173F65AC6AB3F2EE61BB0B8B53
- SHA256: 05EC0118CC130036D04BF6E6F7FE4792DFAFC2D4BD98DE349DD63E2022925365
How do I use custom fonts on this? The standard Doom 64 font has this uneven letter spacing between some words; it shows when pickup messages appear.
Load a pk3 with a bigfont/smallfont lump in a format compatible with gzdoom, like fon2 (https://zdoom.org/wiki/Font_format). Overriding ST* graphic lumps does not work because those aren't used by these games.
I've been trying to get the blue armor in Delta Quadrant but haven't found the switch to bring the pillar down. I can use freelook but I remember you saying you added a switch somewhere. Unfortunately I haven't seen any video walkthroughs for the reckoning maps
There is no switch to lower it. The pillar lowers temporarily when you enter one of the adjacent secrets (the teleporter that gets you the unmaker). Shoot the switch as soon as you can and then run to get the blue armor.
Thank you. Was driving me nuts. Trying to 100% without cheating.
I don´t now why but my shootgun look smaller than what it should be and the other weapons work fine
Same here. It used to be the same size as the og doom shotgun but now it's much smaller
The previous scaling was inaccurate to the original. Other gzdoom mods like Retribution stretch it incorrectly.
I dont know
for some reason no matter what I do since 3.8.x versions the mod just doesnt work properly i thought it was an issue with the .ini but it isnt. I deleted everything related to CE i redownloaded and try to have the same settings but still i cant get the visuals i had on 3.7.x versions and I made sure i redid the latest doom64wad from steam patch.
This is my favorite DOOM 64 version ever but it just doesnt work for me anymore, i almost gave up
Can anyone share their ini?
I realized the issue with the new GZdoom. The 4.11+ versionsmess up lots of Linear and HQ sprites and modes its a mess. I think i copied the proper files of 3.8.2 and added to the old 3.7+ i had and loved and yes it works, That damn GZdoom man :/ took me like a week
I just hope we will not have to update gzdoom on a further update of this beauty ;(
Latest gzdoom works fine to me ¯\_(ツ)_/¯
its the orginal doom64... or its a mod?
It's a mod. GZDoom does not support doom 64.
Where is the vanilla features menu (the menu you normally get when you beat hectic)
It's not on this version. The only reward you get here is access to bonus maps through the new game menu.
Hello, could we have an exhaustive list of episodes/levels included in DoomCE?
I was wondering if Doom64 CE includes all DOOM64 levels (as well as the 2020 episode "lost levels"?). If not, are all levels from doom/doom2/finaldoom (tnt/plutonia) + "lost levels of psx final doom" and "masters levels" included?
(I presume nerve is not included?)
best regards
For a list of episodes, see the Included Maps section in the doomworld thread: Doomworld.com
Porque los enemigos son un poco más grandes de lo normal? Perdón por hablar español, tengo pereza de traducir esto.
Mas grandes que doom clasico? Son del mismo tamaño que el doom 64 original.
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Hi there. Love this mod its great, keep up the excellent work.
I thought I would post a couple of things.
The light amplification goggles do not work or do not amplify the screen when picked up.
The unmaker has a weird glitch where you are holding it down and shooting fine but when you let go of the trigger and press the trigger again (mouse button) the weapon does not fire and you have to press the trigger again to get it to work.
Otherwise, perfect mod. Have played through The Absolution and finished it and currently playing lost levels.
Thank you for all your work
> The light amplification goggles do not work or do not amplify the screen when picked up.
Are you using the GLES renderer? The effect does not work properly if not using Vulkan or OpenGL.
Hi, thank you for the quick reply. I am using Vulkan as the renderer
The effect becomes more subtle as your brightness/gamma values are higher. Does it not work at all? I'm having a hard time reproducing this issue.
I've fixed the unmaker firing for the next release.
Hi. Yes, it does not work at all when I pick them up. It is a weird bug from my end. Is there anyway I can send you a video/pictures of my settings so you can see how I have it configured. Truth be told though I basically installed your version and played it as is and changed a gamma or brightness setting up on value for more brightness. Happy to assist.
Can you please try resetting the gamma and brightness to default values and then picking the goggles? (you can spawn one typing "summon infrared" in the console).
ModDB doesn't have any way to share files, so if you want to share screenshots or your ini file you'd need to upload it somewhere and paste the link here.
Hi. I believe I have fixed the issue. I swapped the renderer to opengl and tested the goggles and they lit up the room when picked up. I then swapped the renderer back to vulkan and tested and the goggles lit up the room. Thank you for your help. It would be good if the goggles were a bit brighter IMO but everything is to taste I suppose. Thanks again
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