SUMMARY

This project is a full re-make and "port" of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. Think of this mod as being a remastered or enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Why you ask? I was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. And thus, this project was born.

DISCLAIMER: This project will NEVER be completely faithful or accurate to the original game. If you absolutely must have accuracy, use Doom 64 EX instead.

FEATURES

  • All original maps ported directly from Doom 64 with accurate texturing in UDMF format
  • Remade Doom 64 MAP33 titlemap to be used as the actual TITLEMAP
  • Custom intermission text screens recreating the originals with text lines that fade instead of type on
  • New introduction text screen which tells the story so far from the game manual (can be skipped at any time to get right into the game)
  • Fixing obvious bugs and mismatched or unaligned textures present on the original levels
  • Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but the maps will not deviate from the originals)
  • Map order is matched to Doom 64's original order exactly
  • Bonus "fun" maps are accessible from a hub style selection map
  • Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
  • Titlemap has been made into a playable level also accessible from the fun map hub
  • Testing map included where you can see every monster, weapon, item, and prop and pit monsters against each other in a 12v12 arena
  • "Fake sky-hack 3D geometry" recreated by using actual 3D floors
  • Doom 64 style "split doors" recreated using scripts and sound sequences
  • MAP20 Breakdown's "sliding door" effect converted to Polyobjects
  • Scrolling cloud skies made using hires cloud textures, skyboxes and translucent 3D floors
  • All original cloud skies match up to the color and map slot they belong in from the original game
  • Colored sector lighting as close to Doom 64 as possible in GZDoom, will be improved in the future!
  • Freshly written scripts for every map, which accurately recreate original game events and puzzles
  • Toggle option to choose between a fully revamped arsenal with smoother firing animations from Cage and Almonds or the original animations
  • Toggle option to make bullet and shell casings drop from either animation set
  • Original push-back and recoil (purely visual) effects added to most weapons
  • Unmaker has been recreated to function identical to the original and uses cells for ammo
  • Three Demon Keys and upgrades to the Unmaker function as in Doom 64
  • Doom 64 HUD has been remade and incorporated replacing the normal Status Bar
  • G/ZDoom's alternative HUD is left unchanged, and thus still available for use if you prefer the alt hud
  • You can see which Demon Keys you have by checking the Automap
  • Player viewheight and size adjusted to match with Doom 64's larger map and sprite scale
  • Player speed and gravity adjusted to match Doom 64's properties
  • All Doom 64 monsters are remade and adjusted to match Doom 64's original behavior
  • All items, powerups, pickups, keys, weapons, ammo, and props are recreated
  • No additional enemies, gore effects or crazy map effects are added
  • Simple usage of dynamic lights to enhance atmosphere, but don't worry they aren't overbearing

FUTURE PLANS

  • Proper Doom 64 lighting for every map (probably a version 2 update later on) once the lighting system is perfected and all Doom 64 effects are possible
  • Custom brightmaps for many glowing surfaces and areas of sprites that make sense (some will already be included at first release)
  • All new 9-level episode featuring the cut weapon and maps from alpha and beta screenshots designed to bridge the gap between Doom 64 and DOOM 2016, the "Retribution" episode
  • Bring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes
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Doom 64: Retribution (Version 1.4a)

Doom 64: Retribution (Version 1.4a)

Full Version 28 comments

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...

Doom 64: Retribution - OGG Music Pack (v1.3+)

Doom 64: Retribution - OGG Music Pack (v1.3+)

Music 6 comments

OGG music replacement pack as an alternative to FluidSynth. This file should be used for version 1.3 of the mod onwards.

Fixed Zombieman

Fixed Zombieman

Sprites 4 comments

Gives the zombieman a rifle to hold instead of a shotgun.

Doom 64: Retribution (Version 1.3)

Doom 64: Retribution (Version 1.3)

Full Version 20 comments

The third update has arrived. A few good major changes are present in this version such as the addition of reverb effects (can be disabled) as well as...

Doom 64: Retribution (Version 1.2)

Doom 64: Retribution (Version 1.2)

Full Version 9 comments

The second update is here! Not a lot of individual changes but rather less but bigger changes. The biggest change is that monsters now spawn the way they...

Doom 64: Retribution (Version 1.1)

Doom 64: Retribution (Version 1.1)

Full Version 4 comments

First updated version to the mod; full changelog included in download.

Comments  (0 - 10 of 132)
Sp4zzmatica
Sp4zzmatica

I noticed that there are no decals left behind for when an imp's fireball hits a wall. Is that something we can get in the future?

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Nevander Creator
Nevander

They should be already, but if not I will add the decal.

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Sp4zzmatica
Sp4zzmatica

Cool.

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rafaelrusso007
rafaelrusso007

There any way to play on "hardcore" difficulty whitout monsters respawning ? in Demonslayer difficulty monsters don't respawn but all pinks are replaced with spectres ironically making the game easier because spectres don't seem to change their speed at higher difficulties like others monsters.So there any way to disable the respawing monsters in hardcore difficulty ?

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Nevander Creator
Nevander

Hardcore is the same as Nightmare from classic PC Doom, which was not in Doom 64 originally. This means monsters respawn and is intended behavior. As far as I know, monsters only move faster if fast monsters is set and is not caused by difficulty. Spectres should not make any major difference besides being translucent. No way to disable respawning unless you make a PWAD to edit the default Nightmare skill to remove it.

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rafaelrusso007
rafaelrusso007

I already find a solution to my problem but i just want to report that spectres are bugged even if i check fast monsters spectres still slow.pinkys works fine with fast monsters but spectres don't.

I using Gzdoom 3.3.2

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Erevo
Erevo

So I'm not sure if I installed it wrong, I followed the instructions in your TxT file to the letter, but I get a script error or something when I try to launch the game, so I copied the entire log, I figure if you have the log you might be able to figure out what's going on and might be able to help me: OS: Windows 8 (or higher) (NT 6.2) Build 9200

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users/mrbon/Desktop/Doom+/Doom 64 Retribution/gzdoom.pk3, 587 lumps
adding DOOM2.WAD, 2956 lumps
adding C:/Users/mrbon/Desktop/Doom+/Doom 64 Retribution/D64RTR[v1.4a].WAD, 3393 lumps
I_Init: Setting up machine state.
CPU Speed: 4200 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz
Family 6, Model 158, Stepping 9
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.27
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Script error, "D64RTR[v1.4a].WAD:MAPINFO" line 105:
Unknown property 'pixelratio' found in map definition

Script error, "D64RTR[v1.4a].WAD:MAPINFO" line 124:
Unknown property 'noinfighting' found in skill definition

Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
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 Creator
Nevander

What version of GZDoom are you using? This error looks like it's due to the change I made to make Lost Souls behave more like the original game, which uses some newer parameters for A_Explode.

The mod requires at least 2.2.0 of GZDoom to run properly with the intended experience. Any version lower may produce errors. Anything higher should still run properly but is untested.

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Erevo
Erevo

Now I'm getting a different error, I'm using GZDoom 2.2.0 now as you recommended:
OS: Windows NT (NT 10.0) Build 17134

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users/mrbon/Desktop/Doom+/Doom 64 Retribution/gzdoom.pk3, 620 lumps
adding DOOM2.WAD, 2956 lumps
adding C:/Users/mrbon/Desktop/Doom+/Doom 64 Retribution/D64RTR[v1.4a].WAD, 3393 lumps
I_Init: Setting up machine state.
CPU speed: 4200 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz
Family 6, Model 158, Stepping 9
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.61
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
DECORATE parsing took 26.21 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.

Execution could not continue.

Script error, "D64RTR[v1.4a].WAD:MENUDEF" line 25:
Unknown keyword 'AddOptionMenu'

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Nevander Creator
Nevander

The minimum required version is 2.4.0. Sorry this took so long.

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Nevander Creator
Nevander

Oh crap that's right... I have edited my version of the mod to remove the AddOptionMenu since it's incompatible with 2.2.0, my mistake.

If you have SLADE and are comfortable using it, you can fix it yourself by following the instructions in the readme about using the mod on older versions or by looking in the MENUDEF lump on how to fix it for older versions.

The problem is most people will use the latest versions of GZDoom which has a redesigned menu system. Previous to 1.4a, the features menu was broken and would not appear due to it. I had to then make sure it would appear for the majority of users but unfortunately means it causes a fatal error in older versions.

You may wonder why I don't just use the latest version myself, well any version of GZDoom past 2.2.0 gives me performance problems. So apart from the menu crap, the mod runs flawless in 2.2.0.

So you have two options:
1 - Edit the WAD as per the instructions
2 - Use the first version of GZDoom that runs it properly, not sure which one (I will include this in the readme for 1.5)

Sorry about this stuff, blame the GZDoom devs and all their wisdom in essentially breaking mods with custom menus between menu systems.

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