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

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.

Preview
DOOM 64 CE 3.8.2 (Full Version)
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NaliSeed
NaliSeed - - 194 comments

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.

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molecicco Author
molecicco - - 518 comments

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.

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Rickj81
Rickj81 - - 35 comments

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

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molecicco Author
molecicco - - 518 comments

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.

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Rickj81
Rickj81 - - 35 comments

Thank you. Was driving me nuts. Trying to 100% without cheating.

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ErSPartaco
ErSPartaco - - 1 comments

I don´t now why but my shootgun look smaller than what it should be and the other weapons work fine

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Guest
Guest - - 690,302 comments

Same here. It used to be the same size as the og doom shotgun but now it's much smaller

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molecicco Author
molecicco - - 518 comments

The previous scaling was inaccurate to the original. Other gzdoom mods like Retribution stretch it incorrectly.

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ShotokanEditor
ShotokanEditor - - 24 comments

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?

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ShotokanEditor
ShotokanEditor - - 24 comments

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 ;(

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molecicco Author
molecicco - - 518 comments

Latest gzdoom works fine to me ¯\_(ツ)_/¯

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Guest
Guest - - 690,302 comments

its the orginal doom64... or its a mod?

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molecicco Author
molecicco - - 518 comments

It's a mod. GZDoom does not support doom 64.

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Guest
Guest - - 690,302 comments

Where is the vanilla features menu (the menu you normally get when you beat hectic)

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molecicco Author
molecicco - - 518 comments

It's not on this version. The only reward you get here is access to bonus maps through the new game menu.

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Guest
Guest - - 690,302 comments

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

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molecicco Author
molecicco - - 518 comments

For a list of episodes, see the Included Maps section in the doomworld thread: Doomworld.com

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Guest
Guest - - 690,302 comments

Porque los enemigos son un poco más grandes de lo normal? Perdón por hablar español, tengo pereza de traducir esto.

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molecicco Author
molecicco - - 518 comments

Mas grandes que doom clasico? Son del mismo tamaño que el doom 64 original.

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Guest
Guest - - 690,302 comments

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Scorch80
Scorch80 - - 4 comments

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

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molecicco Author
molecicco - - 518 comments

> 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.

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Scorch80
Scorch80 - - 4 comments

Hi, thank you for the quick reply. I am using Vulkan as the renderer

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molecicco Author
molecicco - - 518 comments

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.

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Scorch80
Scorch80 - - 4 comments

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.

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molecicco Author
molecicco - - 518 comments

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.

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Scorch80
Scorch80 - - 4 comments

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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Guest
Guest - - 690,302 comments

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