Doom 64 for Doom II is a vanilla recreation/re-imagining of the Doom 64 maps.

Add file Report Doom 64 for Doom 2 - /idgames release (final)
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D64D2.zip
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Full Version
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Mechadon
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5.37mb (5,627,365 bytes)
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585 (2 today)
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f08ea3406ac685fcdea3b01a424c92cb
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This is /idgames release version of Doom 64 for Doom II that was released on August 4th, 2018. This is the final archived version.

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Doom 64 for Doom 2 - /idgames release (final)
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MachoMan89
MachoMan89

Which music files do I need to delete so I can use Doom 64 music and not have MIDI tracks take place

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Mechadon Author
Mechadon

None. Side-load it as a separate wad.

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MachoMan89
MachoMan89

What would the "side-loading" steps be, I assume you don't mean changing the load order since they didn't work and me deleting certain music files resulted in the Main Menu music continuing to take place once I started the 1st map but goes back to normal order after e1m1 is done. I didn't find any search results alluding to Doom mods and side-loaded.

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Mechadon Author
Mechadon

Yes, using the correct load order is exactly what I mean. You need to load mods/.wads on top of D64D2.wad; this is standard procedure when it comes to loading extra stuff in Doom. When I say 'on top of', I mean you load D64D2.wad first and then anything else secondary.

If its not working, then you are doing something wrong or there is an issue with the extra .wad being loaded. The music wad needs to replace the vanilla Doom II tracks lumps in order to work properly.

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MachoMan89
MachoMan89

Might be the certain Doom64 music pack, either way I load the particular music pack I have it doesn't replace certain tracks, especially e1m1 (which I think i've heard that track on return to Saturn mapset)

I will try with different Doom64 music wad packs just to be sure

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MachoMan89
MachoMan89

Just tested a few different music wads with the mod, trying both order ways (just to be sure) and the results were the same. For whatever reason a few maps always default to their midi choice which aren't the standard Doom2 tracks

ex: e1m1 always being the same regardless

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Mechadon Author
Mechadon

There's probably not much else I can do to help without seeing the music wad in question. Also I'm not sure how comfortable you would be with opening the music wad in SLADE. But if you can do that, check to make sure each track is named properly (ie. MAP01 music should be D_RUNNIN, etc). D64D2 just uses the Doom II music lump names, so anything named the same (but loaded after it) will get replaced.

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Mechadon Author
Mechadon

I just remembered that some tracks have 'enhanced' versions for ZDoom-based ports. Are you playing in GZDoom or a similar port? If so, you'll need to edit the music wad to include either a patched ZMAPINFO lump OR some renamed tracks. If you would like to do that, let me know and I'll try to help.

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MachoMan89
MachoMan89

I was writing something similar until it refreshed lol (and yes I use GZDoom)

I believe I found the issue just as you mentioned. Since you edited some of the music files ex: " D_MAP01E ", no matter what WAD music anyone would use no matter the order D64D2 will always revert back to playing that music wad file name unless I edited it myself in Slade etc.

Not a difficult task, just a few name changes here and there with different file names and all.

I know you said you wanted to have new tracks for each which should be good, but I would also suggest for any future people who would want to use different music that either maybe have the new tracks be a feature to turn on/off or a separate file.

Just a suggestion and all, we both know how Doom fans love to mix and match mods/music/sounds etc etc.

Besides that small music hiccup, this mod is fantastic and I always had said someone should make Doom64 in Doom2 and vice versa

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Mechadon Author
Mechadon

Those tracks with the 'E' appended to their lump name were added because the vanilla versions had to be simplified. The 'E' versions won't play correctly if played with OPL2. So the composer of those tracks added the 'enhanced' versions for advanced sourceports (they have more instruments and generally sound more complete).

There's no way to turn off the new tracks (that I'm aware of); the only way to do this would be to have a separate file for music. And that's definitely not something we would have done since they are too important to the main project. This is a case where mod makers would have to make their own mods around the project (which is what you did).

Anyways, glad you got the music stuff figured out. And I'm happy to hear you're enjoying the map set :)

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Kaal979
Kaal979

Can it be compatible with
the new Legacy SP version?

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Mechadon Author
Mechadon

I'm not sure what you mean by Legacy SP? If its a mod, give it a try and it may work already.

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Kaal979
Kaal979

Doom Legacy - the sourceport -
something like old ZDoom if you like so.
Plus the absolute only with splitscreen coop!
Doomlegacy.sourceforge.net

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Mechadon Author
Mechadon

Oh I see, you meant the port. Sorry!

The project was made to run in the original DOS Doom. I haven't actually tried Legacy out in many years, so I can't say if it will work. But since the project is vanilla, I would assume it would run just fine. The only way to know for sure if to try it out yourself.

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Kaal979
Kaal979

I dont know about the new monsters but
the animated skies definitively dont work!
Maybe some sort of DEH patch could work
but i dont have any ideas.
Though this for me the Legacy
remains the most preferable
sourceport of all!

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Mechadon Author
Mechadon

As far as I'm aware, Legacy won't support the animated skies (and most of the GZDoom enhancements). That stuff is mostly made to work with ZDoom-based ports. Though I'm not familiar with Legacy's mod support; if it is possible to support that stuff, it would likely require a separate mod made specifically for D64D2.

Also I'm not sure Legacy supports .deh patches. My guess is that it would since the original vanilla Doom did. But you may have to load it separately via command line. That's something you'll have to research since I haven't touched Legacy in many years.

Sorry I can be of more help :(

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ctezcan
ctezcan

Runing it with BD v21,GZdoom,zdl trio and I cant jump/crounch. is it a bug or game doesnt have these machanics? if disabled,how can I enable them again?

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Mechadon Author
Mechadon

Jump and crouch are disabled by default because both can break maps (they were designed to run in the original vanilla Doom engine).

You can force jump/crouch by going to Options > Gameplay Options, and then scroll down to 'Allow Jump' and 'Allow Crouch'. Both are probably set to 'Default'. Set both to 'On' and that should re-enable them.

Just be aware that this map set was designed specifically without jumping and crouching enabled. So if you play with them on, you may end up breaking a map unless you're very careful.

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MachoMan89
MachoMan89

All you need to do for BDv21 or any other mod, go into your gameplay settings in whichever sourceport you use and switch mouselook, Jump, and Crouch to " ON " and not Default or Off

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