Doom 64 monsters for ZDoom with high
resolution and high color sprites,
graphics, and other such things.
Its basically still the D64StuffGZ
PK3 only with removed weapons and a
few changes here and there.
New in version 02:
The archvile is now replaced by the mothra
and also new sprites for the chaingunguy.
Changelog V8 :
Added "crappy" texture replacements from FreeDoom070.
Included skies replacements for all Dooms and addons.
Fixed chaingunner fire anim abit.
Added surprise replacement for SS Guard.
Enhanced pickups sprites.
=====================================================================
Title : Doom 64 Monster Replacer Version 08
(Rev. 10/23/2017)
Filename : D64MonRepV08.pk3
Author Alias : Kaal979
Email Address : AlexanderKaiser79@web.de
(also for Paypal Donation)
Description : Doom 64 monsters for ZDoom with high
resolution and high color sprites,
graphics, and other such things.
Its basically still the D64StuffGZ
PK3 only with removed weapons and
lots of changes and imrovements.
Additional Credits to : Kaiser, the Doom 64 TC Team,
Orangewaggs and Footman.
And Charles_Ingalls from the
ZDoom forums who whipped
up the new chaingunguy.
And of course all other genies who
support Doom with their stuffs (ZDoom)!
=====================================================================
*Index*
Play Information
Construction
Copyrights Permissions
File Information
------------------------
* Play Information *
Advanced Port Needed : Yes: ZDoom
Maps Replaced : None
Single Player : Yes
Cooperative : Maybe
Deathmatch 2-8 Player : No
Difficulty Settings : N/A
New Sounds : Yes
New Graphics : Yes
New Music : No
Demos Replaced : No
------------------------
* Construction *
Base : Doom 64 Stuff GZ
Approx Build time : 123 Hours.
Editor(s) used : 7Zip, SLumpED, Slade,
GIMP, MS Picture-It, MS Paint.
Known Bugs : Few custom weapons may freeze
the imps death animation.
The lumps inside arent sorted at
all - the editors crazed abit.
Few monsters may get stuck under low ceilings.
Changelog V3 : Sprites brightened and saturated individually.
Sprite placements enhanced individually.
Scale sizes improved individually.
Projectiles transparencies optimized.
Original revenant darkened and added.
Deleted a few replace sprites
like archvilefire or rocketshell.
Changelog V5 : More size recuctions for better originality.
Added and adjusted custom collosion cylinders.
Archvile Mothra can now fly!
Sprite animations improved.
Changelog V7 : Reediting of a few monsters that were changed
by the D64GZStuff authors like the lostsoul
and painelemental behaviors and stuffs.
Changelog V8 : Added "crappy" texture replacements from FreeDoom070.
Included skies replacements for all Dooms and addons.
Fixed chaingunner fire anim abit.
Added surprise replacement for SS Guard.
Enhanced pickups sprites.
------------------------
* Instructions *
: Get the latest ZDoom engine download (free) and after
installing it simply drag your new wads and pks on the exe!
Multiple select with Ctrl pressed.
Also checkout my weapons mod QRangerV08!
------------------------
* Future version plans *
: In case someday a advanced animation viewer is available ... .
: Randomized RMX with DN3D monsters.
------------------------
*Copyright Permissions*
Authors may use this wad as a base to build additional
content.
You may distribute this WAD in any electronic format, and make sure
that wherever the WAD goes, this file goes along with it with NO modifications!
------------------------
very nice !
This should also be a weapons replacer...
Nah - its just that you can use it with various weapon
replacers like my other upload QRangerWeaps - check it out!
someone know how to change the doom 64 sprites?
Yes - in order you need to have ZDoom in your wad folder
and then drag drop one or multiple wads (by keeping shift
pressed) on the ZDoom.exe. You can also download ZDL which
allows to save start setups and more via menus.
This mod is giving me a script line 57 error when I load it through zandronum in which the game wont launch. Could you be kind enough to help me get this to run or provide version 6? Thanks.
The mod is made with ZDoom resources - so it
must be runned with ZDoom or maybe GZDoom only!
ZDOOM FINAL:
Moddb.com
is it possible to add the v7 back up?
I wanted to play it without d64 textures so I just deleted the wad inside the pk3 file. Is it something you would tell me to do if I asked about it?
Hey I'm playing this in GZdoom and I noticed that the Zombiemen are sometimes scaling too large (about 2x the size they're supposed to be). Seems to be only if I run it with the mod that adds in Doom 64 weapons (D64WEAPS.WAD). Any idea how to fix that?
pretty nice. haven't encountered any bugs so far. also, I like the invulnerability bluish tinge. real good difference from the blinding pure white one. 8/10
COOL!
This was the pack I used in my mod. Recommended.