Make sure you are loading D64RTR.WAD as a PWAD with Doom 2. It does not run as an IWAD.
Make sure you are loading D64RTR.WAD as a PWAD with Doom 2. It does not run as an IWAD.
Not at this time. I don't know if it will.
Not without editing the DECORATE yourself. They were made to swap faster on purpose to match with the faster gameplay speed that comes with PC and GZDoom.
Try a diffferent version of GZDoom.
Any Doom 2 style IWAD will work. This includes Doom 2, Plutonia, TNT, or Freedoom Phase 2.
No idea when (or if) they will release on PC as well. As far as how it will affect me, it's too early to tell.
The OGG pack is just the pre-recorded versions of the tracks in a streamed format. The main WAD includes the actual MIDI versions from the Doom 64 source WAD, which means slightly higher quality and much smaller file size. The OGG pack is the no brainer way to use the music. It may be the only option in the future because this keeps happening where I get complaints about the bad music and nobody apparently reads the instructions.
I'm not sure what that glitch would be. Never heard of it before. Could you supply a screenshot?
It's the same soundtrack, you don't have the soundfont correctly set up. Please read the instructions text file. It explains everything. Or use the OGG pack.
The Reckoning will hopefully be before next year. Retribution will be later because I am still waiting on resources and also for Eternal to come out because it may add additional lore that I may need.
Depends on what the WAD is and what it does. If it's something like sounds, music, or a map episode built for this mod, then it will work just fine so long as it's loaded last.
However, if you're trying to load something like Project Brutality, it's not going to work. In that case you need Consolation Prize.
Sounds like what you're looking for is a mod called Consolation Prize.
You may not have the soundfont correctly set. Refer to the instructions text file on how to set it up.
I'm afraid not. Only GZDoom 2.4.0 or higher.
Only GZDoom. Versions 2.4.0 or higher.
Probably just a bad mirror. Try again after a while. It's on ModDB's side though, nothing wrong with the file.
You and me both, but at this point I'm actually waiting on resources and also for Eternal to come out because it might provide additional information on how to craft the progression.
I would just make a dedicated folder for the mod and forget about launchers. Put a GZDoom install into it and the Doom 2 WAD and set up the INI file so it autoloads D64RTR. Or read the readme on how to use a batch file.
I don't know what those tonemaps look like in current GZDoom but in version 2.4.0 it looks fine with default brightness and gamma. I don't know what to suggest other than messing with sector light mode and brightness/gamma.
I am not familiar with ZDL (or any launcher for that matter) but you should be able to choose the IWAD and then specify additional files to be loaded. This is where you put D64RTR.WAD.
This was done on purpose as a way to know if your software renderer in your version of GZDoom supports skybox viewpoints. If you see this, it means your GZDoom is too old to display skyboxes in software mode, and instead will revert to the sky set in MAPINFO.
You can only fire both at the same time, just like classic Doom as well as original Doom 64. It will probably stay that way since it's the original behavior.
I'm afraid not. Zandronum is too far behind with certain features this mod uses. The minimum required version is GZDoom 2.4.0, which is just a little higher than what Zandronum 3.0 supports.
I don't know what's wrong with the forum. I must have set it up wrong when I released the mod but I don't know how.
For the monsters missing, you will need to either use an older or newer version of GZDoom until the next version. They keep messing with pitch calculations so it keeps getting messed up.
No idea, unfortunately. I've been having somewhat of an odd technical problem that's been impeding my progress as well as busy with other things. If I can work around these problems then maybe in another couple months. I know it's a long time but things happen I'm afraid.
Use an older GZDoom version for now, until 1.6 is released.
This is due to a change (again) with pitch calculation in recent GZDoom versions. Using an older version is suggested.
Sounds like your soundfont is being changed from DOOMSND.SF2 somehow.
Are you sure it's not working? The brightmaps file is still largely incomplete and thus may appear like it's not working. Files are not iffy in loading, they either do or do not. Verify it is loading by checking the console for the filename. GZDoom's own lights.pk3 and brightmaps.pk3 will have zero effect in D64RTR, since it defines it's own custom lights.
Thanks. I have an idea for lighting them up without dynamic lights. I'll do it for the next version.
Nevander
joined
I like Doom.