Add file Report Doom 64: Retribution (Version 1.4a)
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D64RTRv1.4a.ZIP
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Nevander
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22.97mb (24,087,569 bytes)
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7,407 (4 today)
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6fc595a4e72f5951822fd93dd7340ca1
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The long awaited update to Doom 64 Retribution has finally arrived! Apologies for the long delay between updates, I know I could have had this out much sooner. Within this update you will find many fixes, minor changes and improvements, and of course two new sets of maps: the exclusive maps from the old Absolution TC and the official expansion to it, the Outcast Levels. NOTE: This version has been updated with new fixes. Check the changelog below for the fixes from 1.4 and the new ones present in 1.4a. However unfortunately, I don't think I can support Zandronum in the current state of both this TC and Zandronum itself. It simply lacks the needed abilities that the TC requires at this stage. Sorry guys.

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Doom 64: Retribution (Version 1.4a)
Comments
Guest
Guest

This is great! It's excellent to be able to play Outcast Levels in GZDoom, even if it's gonna take some work to make it compatible with BD64 (which it doesn't need to be awesome anyway). I really hope we're gonna see the new items and enemies introduced in Outcast. That's what this needs to be complete.

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Guest
Guest

Not sure what I'm doing wrong, if anything. I downloaded this updated mod, but when I try to run it, I get the following:

Script error, "D64RTR[v1.4a].WAD:DECORATE" line 3050:
Unknown identifier 'XF_EXPLICITDAMAGETYPE'

Execution could not continue.

Script error, "D64RTR[v1.4a].WAD:DECORATE" line 3050:
Expected ')', got ','.

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Nevander Author
Nevander

Whatever version of GZDoom or Zandronum you are using does not support the final parameter of A_Explode. There was a change to Lost Souls which was reverted for 1.5 since I had no idea it would break compatibility so badly.

You could remove the offending code yourself if you are good with WAD editing or wait for 1.5. Or download a newer version of your port just long enough to play the new maps until 1.5 is out.

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ChozoGhost89
ChozoGhost89

I just ran into an issue that won't even let me start the wad up:

Script error, "D64RTR[1.4a].WAD:MENUDEF" line 25:
Unknown keyword "AddOptionMenu"

How do I work around this?

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ChozoGhost89
ChozoGhost89

Okay, I just worked around this by downloading a newer version of GZDoom, seemed like much less of a hassle.

My new issue is that the soundtrack in this WAD isn't the Doom 64 soundtrack. I had this issue with v1.3, but can't remember how to get it to work, since it's been so long. The soundtrack that plays sounds like something entirely new (sounds nice and creepy, but is not the original soundtrack we all know)

EDIT: Found out how! Forgot exactly how to set the fluid_patchset, but a quick visit to the gzdoom.ini helped fix that!

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MrRumbleRoses
MrRumbleRoses

so how many maps are there in total from the 2 new episodes?

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marklegg
marklegg

There are 10 Outcast maps, and 6 Absolution maps. The Outcast maps are outstanding for me, awesome design, fun to play and better in my opinion than the originals... But that's just my personal preference of course :)

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ChozoGhost89
ChozoGhost89

Holy crap, man, I've been waiting for this one to come out!

Can't wait for the Retribution episode, but will be patient!

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Dude27th
Dude27th

So , music isn't working at all.

I tried with "libfluidsynth.dll" : Couldn't find the .dll it was looking for.

I tried with "libfluidsynth64.dll" : Failed to load MIDI patches. Could not open
out MIDI device.(?)

And with the last version I had the same problem , but I could play it perfectly with the .ogg version for that version.

Now it doesn't launch the .ogg music pack for some reason :c

So, NO MUSIC AT ALL!


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Nevander Author
Nevander

Make sure fluid_patchset is pointing to the SF2. The OGG pack should at least always work.

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ChozoGhost89
ChozoGhost89

Hey man, I think I just stumbled upon a weird bug in OUT08: Derelict. I was playing through all the Outcast maps again to make sure I knew them well enough in terms of finding everything (kills, items, secrets), and for the life of me, I can't figure out how to make the bars around the Plasma Gun and the Skull Switch lower. I snuffed out all 9 candles in the map, but the bars are still shut tight.

My first time playing the map, I found out that the candles were involved in finding the Megasphere secret on the map, and (after a half hour of searching) I finally found the last candle, went back to the outside area, and the bars were lowered! I thought I had it figured out...and then I stumbled upon this issue just now.

Is there something you need to do in addition to putting out all 9 candles in the map to access the Skull Switch needed for the Megasphere secret? Or is this a glitch?

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Nevander Author
Nevander

Did you find a certain hidden switch in the cave? :)

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ChozoGhost89
ChozoGhost89

Oooh, now I'm gonna have to look for that!

When I was first playing this level, I had to invoke my ancient secret-hunting powers of literally "using" every single suspicious wall panel that I could find, and I must have triggered that without realizing it!

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ChozoGhost89
ChozoGhost89

I take it the cave is the area with the Yellow Key? I'm determined to get this figured out before I go to bed, lol!

EDIT: HA! Never mind, just found it! I can't believe I thought that little thing was of no use when I first saw it! I shot at it but didn't think it was anything special. I thought the candles both lowered the bars and allowed access to the Megasphere.

...now I feel like a dunce, haha! I'm just tired I guess. Thanks for the tip, man!

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ChozoGhost89
ChozoGhost89

So, I've been curious about this for a while now, but what exactly are the origins of Control, Forge, and Derelict? Are they levels that were originally intended to be a part of the Outcast Level pack back in Absolution that were just never finished and ultimately scrapped? Or did you build those 3 levels from scratch?

They had a very unique flair about them (what with Control's scanner, Forge's constructor and Derelict's mechanic with putting out candles) that leads me to believe the latter must be the case! If those really were made from scratch, then I'm looking forward even more to the Retribution Level pack when that comes out!

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Nevander Author
Nevander

When you download the Outcast expansion for the old TC, there is a folder named "unfinished." Inside the folder is OUTCAST07.wad, OUTCAST08.wad and test.wad. According to the included readme written by Kaiser, "these are unfinished levels that never made it to outcast, you can do whatever you want with these."

The majority of each map was indeed built from basically nothing. Only Control is mostly the same. In fact, if you run that WAD with the TC, you will immediately recognize the layout. The layout of that map was already pretty much done, but was all at the same height and everything had the same texture. It was a cookie cutter layout which wasn't refined.

The other two maps were old or original versions of a couple other maps, Forge was an old version of Destroy and Derelict was an old version of Darkened.

When I converted and finished these, I deleted the sectors which were identical between the maps and altered anything that I wanted to keep. Then for the remaining areas, I drew all new sectors and made the maps essentially from only a starting base or a shell of a level.

The unique bits to each map was all me, I came up with unique ideas for each map, in fact I doubt Doomsday could even do any of this stuff.

So yes and no, they were mostly from scratch and only had the starting areas and basic stuff done but none of the three were refined or playable.

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86232and
86232and

Hi Nevander, just wanted to say thanks for the quality project.
I have D64 Absolution TC and D64 EX - but only D64 Retribution was able to collect all the best from old projects, convenient management and access to maps. I was interested to pass the exclusive of 6 maps Absolution TC and the Outcast Levels add-on - everything works fine on GZDoom 2.4.0 and with the music of the OGG Vorbis external package!
In the next update 1.5 will only add Redemption Denied or together with The Reckoning? I want to see everything together and faster.

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Nevander Author
Nevander

Thanks.

Version 1.5 will have fixes for Absolution and Outcast maps and the Redemption Denied maps and then 1.6 will be fixes for Redemption Denied maps and then The Reckoning maps.

I'm splitting them so that I can get one pack out faster without needing to be waiting on another to get finished. This also lets me take bug reports from the first pack and include them in the following update.

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Guest
Guest

Do you have an exact date to when 1.5 is out or nah? It's ok if you don't.

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Nevander Author
Nevander

Not an exact date, no. I am currently on the 5th map out of 8 for the next set of levels. It takes roughly a day or so to make a map work and script everything. Then I need to go back through and give them all the right sector colors, that will take a while too. Then I have some stuff to adjust and fix on other maps as well.

So maybe a couple more weeks, before May for sure.

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Guest
Guest

when i load gzdoom it doesn't recgonise the file as a wad how do i fix it???

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Nevander Author
Nevander

GZDoom won't see it as an IWAD. You have to load it yourself with GZDoom using -file or -iwad or use something like ZDL.

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Guest
Guest

Script error, "D64RTR[v1.4a].WAD:MAPINFO" line 1468:
Intermission: Unknown top level keyword

How do I get past this?

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Nevander Author
Nevander

Either update your GZDoom to at least 2.2.0 or if you are on the latest, downgrade until it works.

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Guest
Guest

Which is the most suitable display configuration to play? I saw the images and my game looks something dark

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Nevander Author
Nevander

I used default brightness and gamma settings for GZDoom, and used the Dark sector mode. However, these settings are under version 2.2.0 of GZDoom and the lighting system was since changed. I would suggest trying other sector light modes, such as Bright or Standard (but may be too bright).

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Guest
Guest

Not sure if this is an issue with my own system or not but when I played the Outcast episode it apparently locked up my entire system. I was using GZDoom 3.4.1 with ZDL and I had all the right settings in the GZDoom ini file as well.

I'll need to re-test on my laptop to see if I can re-produce the issue or not.

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Nevander Author
Nevander

I would post about this in the ZDoom Forums under Technical Issues.

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Guest
Guest

Is there a way to get this to work with Lowpoly Doom 2.80?

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Nevander Author
Nevander

This is largely incompatible with other mods made for vanilla Doom. A special version of Lowpoly Doom will need to be made for this.

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Guest
Guest

im not sure though even im playing this on DELTA touch Gzdoom dev but when i kill enemys their spites float in the air and some others clip through the ground i can't tell if this is a glitch or animation error but please...fix this.

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Nevander Author
Nevander

Make sure you are loading it as a file for Doom 2 and not as an IWAD. For some reason loading it as an IWAD causes strange bugs.

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adoknight
adoknight

I am stuck with cowbells for the sound

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Nevander Author
Nevander

Sounds like you may not have configured the soundfont correctly. Please refer to the instructions on how to make the music work.

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Kippykip
Kippykip

I actually enjoy this mod, I never played Doom 64 and always wanted to but never did since I never has a Nintendo 64 and didn't want to bother emulating it. I played the jdoom/kickstarter TC years ago but didn't like that doom engine so I didn't play very far.

Just had a look today to see whether anyone's made a Doom64 TC for GZDoom and found this. I really really like this version, I also like the smoothdoom 64 weapons as I found the animations on OG Doom 64 looked pretty lazy.

Good job!

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Guest
Guest

Just, an amazing Doom 64 WAD.

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Guest
Guest

big thanks

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