Doom Reborn is a total conversion of the original Doom Series. Our goal is to recreate the original Doom & Doom 2 in the idTech4 engine with new textures and new models of the original weapons and monsters with the maps redone and retextured. We also want to bring back the orignal doom music along with the sounds remade in a higher quality. Doom Reborn is and always will be a non profit project. I hope that you will enjoy the project as much as we will enjoy making it for you.

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Updated: 19/08/2019

Doom Reborn Goes Standalone

I've released Doom Reborn now as a standalone version,

with this release this allows a wider range of players to get involved with the project.

I hope this release encourages a lot of other modders, level designers etc to get involved by

making custom levels, if you do, feel free to submit your levels at DoomWadStation.net and in the

mods section on the new Doom Reborn Game page here on ModDB

In this release i've also included my unfinished version of Map10 of Doom 2 so if you're new to level design

in the idTech4 engine i'd suggest opening other levels from Doom Reborn to see how things are done

and try to finish off Map10 to get a feel for it.

I've included Dafama2k7's Pre-Beta Version 1.6 mod in this release and

I've made various tweaks and changes myself to improve lighting in areas where I wasn't happy.


If you're a coder and want to dabble with the source code you can download it here from github

The quick saves patch included is the latest version of the compiled code,

But Brent's old .exe and gamex86.dll have been included by default because weapons carry over

between levels which I felt would be more important for new players, although healthvials don't

work above 100 with Brent's old .exe and gamex86.dll.


If you're a level designer and want to make a mod, something i'd like to see is

a remake of John Romero's new fan made project for Doom called Sigil

or remakes of fan levels over the years for the original Doom

You can find loads from DoomWadStation


I hope everyone enjoys the project,

If you've found a bug that isn't listed in the known issues

listed below using the quick saves patch, report them here.

Thanks for your interest.

God bless :)


Doom Reborn Pre-Beta Version 1.61

Doom Reborn Pre Beta 1 61 Standalone


Doom Reborn Pre Beta Version 1.61 Comparison Images

e1m6


e1m6 2

e1m6 3

e2m5 2

e2m5

map03

e1m7 2

e1m7

------------------------------------------------------------

Doom Reborn Mod

Pre-Beta Version 1.61

Moddb.com
Doomwadstation.net

------------------------------------------------------------



- Setup

Using the installer simply just select drive location you want to install too

Example "C:\Program files\Doom Reborn"


- Saves:

To use saves you will need to use the provided patch, It will replace Brent's DoomReborn.exe & Gamex86.dll
With Jonny's.

Known Issues:

Weapons don't carry over after completeing a level

Stat screen music doesn't play

Music slider doesn't exist

Stat screen counters don't calculate correctly

(If you find other issues please report them)


- What's New:

The project is now standalone
i've (Michael Hanlon) adjusted some settings and added Dafama's 1.6 mod into the project
I've adjusted some lights in various levels

I've included my incomplete version of Map10 of Doom 2, Now that the project is standalone and open to everyone (Source Code included at github)
I really want to see the community get involved in someway like dafama2k7 did with his mod for the mod,
If you want to make levels for the project I'd suggest finishing off map10 to get a feel for the idtech4 editor and the doom reborn assets
if you are formiliar with the editor i'd love to see a remake of Romero games "Sigil" Doom 1 Episode 5 fan project by John Romero or other fan levels
over the years that you can find at www.DoomWadSation.net

Once you have made a mod you can submit it at www.DoomWadStation.net as well.


- Enabling Parallax Occlusion Mapping

I've enabled Parallax Occlusion Mapping by default
To disable it, open the command console by pressing left "ctrl" left "alt" and "`" at the same time and type
"image_usecompression 1" and then press enter.
Then type "vid_restart" and then press enter.
The screen will go black then come back grey for a few seconds while it reloads, don't worry that's normal.

After the screen reloads (takes longer if you make the change mid level) that's you all done, press escape or "`"
to close the command line console.

To enable Parallax Occlusion Mapping again follow this same process except use this command instead "image_usecompression 0"


- Found a bug:

If you have found a bug in the mod please report it at:

Moddb.com


- Credits:

Michael Hanlon (>>GameHacKeR<<) - (Current Leader, Mapper,Texture Artist, Coder, Other Odd Jobs)


- Past Contributors:
Brent de Carteret - (Project Founder, Coder, Web design, Object modeler, Mapper)

Reinchard - (Creator of remade Doom Guy face in the hud and some of his remade textures and new menu buttons and skull face)

Jonny - (New coder has redone some of Brents older code and added alot of cool things, I can't thank him enough for his help)

Dafama2k7 - (Creator of the Doom Reborn Pre-beta Version 1.5&1.6 mod which some of the changes have made it into the project)

Apz Feak - ( Texture Artest, Map Object Modeler, Item modeler, Monster/weapon Skiner)

Pablo_messier - (Mapper)

Neurological_1 - (Music)

Lab_Rat - (Mapper)

Stine - (GFX Artest)

Gazz - (Managing Support)

Striderdm1 - (Tester) Old Member

Cristiano Salvati - (Music) E1M5 Sample

Status of Update Pre-Beta Version 1.65

Update Pre-Beta Version 1.65 will be a full lighting overhal to every level I'm hoping to find a way to put this out as a patch too Pre-Beta Version 1.61 so it's very small in file size and only updates the .pk4's with the new changes I'll be updating this list as the changes come, I'm aiming for a release before the end of the summer.

Doom 1

E1M1= Completed

E1M2= Completed

E1M3= Completed

E1M4= Completed

E1M4b= Not Started

E1M5= Completed

E1M6= Completed

E1M7= 75% Complete

E1M8= Not Started

E1M8b= Not Started

E1M9= Not Started

E2M1= Not Started

E2M2= Not Started

E2M3= Not Started

E2M4= Not Started

E2M5= Not Started

Doom 2

Map01= Not Started

Map02= Not Started

Map03= Not Started

Map04= Not Started

Map05= Not Started

Map06= Not Started

Map07= Not Started

Map08= Not Started

Map09= Not Started

Map31= Not Started

Doom Reborn Pre-Beta Version 1.6

Doom Reborn Pre-Beta Version 1.6

Doom Reborn 3 comments

Doom Reborn Pre-Beta Version 1.6 - What's New: New Levels E2M5, Map09, E1M4b (To get to E1M4b you have to find the easter egg in E1M3 or cheat by entering...

Doom Reborn Pre-Beta Version 1.4

Doom Reborn Pre-Beta Version 1.4

Doom Reborn 2 comments

Pre-Beta Version 1.4 Features Map08 Tricks and Traps and Various changes to health\damage of weapons and monsters but to view all changes check the news...

Add file RSS Related Files
Doom Reborn Pre Beta Version 1.61 Standalone

Doom Reborn Pre Beta Version 1.61 Standalone

Doom Reborn Full Version 22 comments

Doom Reborn Pre-Beta Version 1.61 Standalone Version

Comments
Guest
Guest

Hi There,

Quite Impressive Work.
I just forked the Code out of Curiousity and took a quick look around.
From what i saw, the Code seems to be well organized and looks clean.
Having said that - I was looking for existing source patches and started to search for Brents savegame work, but wasnt successsful in finding it.

Are there any Locations one can point me to find those - or any other source Patches ? Also - it would be nice to contact peops who have a local Commit History to share.

Finally - Keep up with your efforts, We all know sometimes it takes (a lot) of time until Trees produce Fruits :)

Marcedo


Reply Good karma Bad karma+1 vote
gamehacker Creator
gamehacker

Heya sorry I missed your message earlier, Thanks for checking it out feel free to tweak anything you like, go nuts with it if you want :D (I'm not just talking about the source code ;) )
the save game tweak was made by me and complied by Jonny, Jonny set up the github page for us at the time, The note for the save game wasn't commented but all I did was set the version number in the savegame.h (I think, or savegame.cpp) with the added ".1304" at the end. I think it was in the description at the top of the ".h" file I read it or on the idtech4 iddev page, I read something that lead me to believe a conflict happened when it was missing from Brents complied versions. So when Jonny compiled the source with the change and quick saves just worked we believed it must've just been that missing version number at the end because Jonny couldn't see anything else that could've been the problem, and he hadn't begun to make his own changes yet,
Brents other changes in the 1.2.exe have been lost to time :(
So what we've got is a older version that Brent had with Jonny's red flash damage and the quick saves fixed. Stats screen code needs setup again but i'm sure you probably know many other things can be done too :)

Reply Good karma+1 vote
SweetJuleka
SweetJuleka

I hope Bethesda doesn't C&D this like they did with the Doom Remake Mod.

Reply Good karma Bad karma+3 votes
gamehacker Creator
gamehacker

Agreed I only heard about the Doom remake 4 project yesterday. Zenimax could take this down as well because the project aims to do similar things.
Depends how much they care really cause this project pretty much is dead,
The point of the standalone release is to make it more open to the Doom community so they can get involved with the project and finish it together.
But if not then
RIP
Doom Reborn 2004-2019

Reply Good karma+2 votes
LunarShuriken
LunarShuriken

Doom!

Reply Good karma Bad karma+2 votes
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