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As default the Doom64-PSX.pk3 is set to sector light mode --> "Dark". Which, I agree, is way too dark (I think Ill change its defaults with the next release). However that darkness can be fixed. Menu:
Display options --> Open Gl Renderer --> sector lightmode
Set the lightmode to any lightmode -except- "dark" (which is way to dark). I prefer legacy "lightmode".
And voila it has some Doom64EX appeal without being sooooo very dark :)
With the next release Ill ad a suggestion for the commandline and fix a few defaults :)
Edit: I just added commandline suggestions to the file description :)
Aww... the chocolate sweet taste of heavy christmassing!
LOL merry christmass you too :)
Its about the loading order. And more important: You need to put the gameplaymod after the mapset itself. You it should look like that (given you use the Doom64-PSX addon too). Beware, this is linux commandline but it should not be differ a lot from a windows commandline:
gzdoom -file STRG_for_D64RTR.wad Doom64-Psx.pk3 D64RTR15GMPc.wad
gzdoom -file STRG_for_D64RTR.wad Doom64-Psx.pk3 D64RTRCPVWF[v1.5].WAD
In case you are using proerd888's mod :)
If you are using some visual starter just check that you load the mapset FIRST and then AFTER that the mods of your choice. That will override the weapons of the mappack and... voila it should be fine. :)
It's already there. You'll find it in options/doom64 features/ Firing animations. Just choose "classic" there. I prefer the classic ones too :)
Uw... I hope I am not double posting:
Would it be possible to add nearby-explsion recoil (i.e. firing a rocket at a nearby wall or being hit by a projectile). Thats the only thing I am still missing from the original D64 :)
I am personally very(!) glad that it still supports the classic quakye-style animations. I am very fond of the classic Doom64 and they are my favourite.
One question remains tough:
You successfully added the recoil of the Supershotgun and the Rocket launcher (cheers) but I am still missing the recoil af a nearby explosion.
In Doom64 an nearby explosion pushed (firing a rocket at a wall, or a projectile hitting you) you back. Thats the one and only thing I am missung in your TC. Is there any way to add that to Doom64 Retribution? :)
I like most of the monsters, but I still have some issues with the new weapons. The Grenandelauncher is fine but whats the purpose of assault rifle and this weird shrink-chaingun? I don't see any real extra worthiness and they are cluttering up the weapon selction around there (IMHO)
However: The upgraded Unmaker is -cool-! Probably it just should replace the classic one? :)
Well that issue should be fixed now with the "_b" version... at least I do hope so ;)
Happy Halloween and thank you so much! :)
I am amazed how well most of the new monsters fit the overall style of D64! I do have some concerns regarding the guy with the pumkinhead tough lol but thats probably just a matter of personal taste :)
However: It is really a damn nice addition and adds a lot of fun :)
There is a "PSXLight.wad" out there. I'll add it with the next update. However its not as brilliant as the native lightsectors of RTR... but since those are hard coded into the maps themselves they can not be applied (at least not in a simple way) to another map. I also would like to find a way to -keep- the skies (including thunder and lightning) of RTR... still trying to figure out how to accomplish that.
Further more I am not quite convinced yet with current scaling so there might be another update in the near future :)
Thanks for your appreciation but do not forget the actual work has been done by the original author not be me. I am just tinkering a bit with his great Project ;)
Yes, thats the point of it :)
D64RTR is IMHO a pretty beautiful and consistent mod. I do like the way how it handles light and it's faithful reproduction of Doom64 gameplay and really wanted to be able to use it for custom maps.
Maybe the original Author might later consider to split it into two parts. One part for gamedata and one part for mapdata. However that might be tricky to do on some parts (i.e. scaling). Hope you enjoy it anyway :)
Well I don't think so. The purpose of that fork is to use it with other maps. Not so much other gameplay mods :)
I just love spider mastermind fatality. That's how its done.
I've a little issue here with choosing my weapons with the mousewheel. The first time I actually choose the plasmarifle (after a IDFA) the next weapon selected is the Plasmarifle -again- instead of the BFG. However that seems to happen only once and not anymore as long as you do not start another game.
I am very glad that there is (finally) - together with the multiplayer mod some devolpment here. BD64 is one of my favourite mods and now, with the nightmare imps and cacodemons its becoming even better then before :)
You (almost) made my day since i can finally play the "Struggle" maps with (almost) all of its gimmicks :)
Bucktracking: On the way to the third saint i was able to leave the passage leading to him without killing all monsters. When door closed behind me, I was stuck because I could not kill the monsters behind it anymore.
Huge improvement! Especially scripts but there have been many other issues fixed or improved (lightning). Brutal Doom 64 Performs like a charm now, thanks a lot for that update!
It can't. I have removed just that part of the script in order to get the performance fixed (It seems to generate some kind of overflow, but I cant say exactly since I'm not a programmer)
Man, this alone makes it so worthy to replay all my favourite maps. Thank you so much! :)