This project is a fan recreation 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 an 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.
This is an attempt to turn D64RTR 1.5 into a mapfriendly gameplay mod.
Thanks was looking for this.
so. we can use any mod gameplay wise with this, like Quake Champions Doom and so on?
Well I don't think so. The purpose of that fork is to use it with other maps. Not so much other gameplay mods :)
so. it's like sorta turning it into a gameplay mod for other map mods then
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 :)
Thanks for the update. Put in the sector map pack and what do ya know got caught on a ceiling. Nice work.
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 ;)
Ur addon have problem again, enemies stuck D:
Well that issue should be fixed now with the "_b" version... at least I do hope so ;)
Thanks :D
Can this work with brutal doom 64 like make it wad friendly???