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.

Add file Report Doom 64: Retribution (Version 1.5)
Filename
D64RTRv1.5.ZIP
Category
Full Version
Uploader
Nevander
Added
Size
27.15mb (28,465,541 bytes)
Downloads
7,280 (73 today)
MD5 Hash
ddc3b438bb3a68306bc2900389b59b61
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Description

IMPORTANT NOTE: If you downloaded this prior to 11/1/18 at around midnight EST, you need to re-download! The updated file contains a fix for a critical game breaking bug on MAP29. Thank you, and apologies for any inconvenience this caused you during your playthrough.

Preview
Doom 64: Retribution (Version 1.5)
Comments
Nevander Author
Nevander

As stated in the summary, this is the fixed version now. Please re-download if you downloaded before this was re-posted. Sorry for any inconvenience.

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proerd888
proerd888

Nice :D

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MrRumbleRoses
MrRumbleRoses

it sucks that this mod will no longer work on Zandronum. twas a way to make recording easier since GZDoom has that issue with some recording program things that **** up the textures and sprites if you have your recorder thing a certain way

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KingCrystal
KingCrystal

What cheat in the console can get artifacts to unmaker?

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proerd888
proerd888

64UnmakerUpgrade1
64UnmakerUpgrade2
64UnmakerUpgrade3

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KingCrystal
KingCrystal

unknown command

thanks, it works, you just have to write "give" first

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proerd888
proerd888

Yea, sorry xD

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Guest
Guest

Is there a bug anyone is experiencing on the 2nd map of the Redemption Denied episode where the red door won't open from the other side? I go in and grab the blue key and can't leave. I dunno if I'm missing something obvious or if it's bugged.

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PsychicMario64
PsychicMario64

Is there a bug anyone is experiencing on the 2nd map of the Redemption Denied episode where the red door won't open from the other side? I go in and grab the blue key and can't leave. I dunno if I'm missing something obvious or if it's bugged...

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sergesh
sergesh

Hello! Everyone likes this mod, but no one (I presume) told that of all readme txt files out there, these are the most organized and unified, it's a very pleasant to read them. No typos, no mistakes, no double-spaces, no tabulations to torn tables apart. Thank you! (And thank you for the mod, but it's so obvious.)

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Guest
Guest

Could you possibly make a version that is version 1.3 but has the new episodes?

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Nevander Author
Nevander

Sorry, that would be a big regression but I might could just upload the maps standalone as loadable episodes instead. Then you could load it with 1.3 and they could be playable, the only issue would be missing textures.

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Guest
Guest

What I mean is, 1.5 but it works on Zandronum.

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Nevander Author
Nevander

I have no idea what would or would not work in Zandronum to be honest. That port is just too far behind to develop for now. There is a version called SF Doom 64 Absolution that might be what you need.

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Guest
Guest

Since Zandronum doesn't support putting damagetypes on actors. I whipped up this as a fix.

ACTOR 64LostSoul : LostSoul REPLACES LostSoul
{
Health 45
Radius 16
Height 56
RenderStyle SoulTrans
DamageFactor "LostSoulExplosion", 0
+MISSILEMORE
+MISSILEEVENMORE
+NOBLOOD
+NOBLOODDECALS
+NOTARGET
+NODAMAGETHRUST

States
{
Spawn:
SKUL A 0 BRIGHT
SKUL A 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL ABC 5 BRIGHT A_Look
Loop
See:
SKUL A 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL ABC 3 BRIGHT A_Chase
Loop
Missile:
SKUL D 10 BRIGHT A_FaceTarget
SKUL E 4 BRIGHT A_SkullAttack(30)
SKUL DE 4 BRIGHT A_ChangeFlag("NOTARGET", FALSE)
Goto Missile+2
Pain:
SKUL F 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL F 3 BRIGHT
SKUL F 3 BRIGHT A_Pain
Goto See
Pain.Vertigo:
SKUL F 0 BRIGHT A_GiveInventory("LostSoulSpawned", 1)
SKUL F 0 BRIGHT ThrustThingZ(0, 55, 0, 0)
SKUL F 3 BRIGHT
SKUL F 3 BRIGHT A_Pain
Goto See
Death:
SKUL G 0 BRIGHT
SKUL G 0 BRIGHT A_JumpIfInventory("LostSoulSpawned", 1, 1)
Goto DeathExplode
SKUL G 6 BRIGHT
SKUL H 6 BRIGHT A_Scream
SKUL I 4 BRIGHT
SKUL J 3 BRIGHT A_NoBlocking
SKUL KLMNOP 3 BRIGHT A_FadeOut(0.20)
Stop
DeathExplode:
SKUL G 6 BRIGHT
SKUL H 0 BRIGHT A_Explode(128, 128, XF_NOTMISSILE | XF_EXPLICITDAMAGETYPE, 0, 0, 0, 0, "64NoBulletPuff", "LostSoulExplosion")
//SKUL H 0 BRIGHT A_SpawnItemEx ("64LostSoulExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) // UNCOMMENT ON OLDER GZDOOM AND COMMENT OUT THE ABOVE LINE
SKUL H 6 BRIGHT A_Scream
SKUL I 4 BRIGHT
SKUL J 3 BRIGHT A_NoBlocking
SKUL KLMNOP 3 BRIGHT A_FadeOut(0.20)
Stop
Crush:
TNT1 A 0
TNT1 A 1
Stop
}
}

ACTOR 64LostSoulExplosion
{
DamageType "LostSoulExplosion"
+NODAMAGETHRUST
+NOINTERACTION

States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(128, 128, 0)
Stop
}
}

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MrRumbleRoses
MrRumbleRoses

doesn't seem to help

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Nevander Author
Nevander

Try commenting out the second line in the DeathExplode state. For some reason it's still uncommented above.

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MrRumbleRoses
MrRumbleRoses

i don't quite get it. i did what was shown, but i still couldn't load the updated mod onto Zandronum

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Guest
Guest

Here's what you need.

DeathExplode:
SKUL G 6 BRIGHT
//SKUL H 0 BRIGHT A_Explode(128, 128, XF_NOTMISSILE | XF_EXPLICITDAMAGETYPE, 0, 0, 0, 0, "64NoBulletPuff", "LostSoulExplosion")
SKUL H 0 BRIGHT A_SpawnItemEx ("64LostSoulExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) // UNCOMMENT ON OLDER GZDOOM AND COMMENT OUT THE ABOVE LINE
SKUL H 6 BRIGHT A_Scream
SKUL I 4 BRIGHT
SKUL J 3 BRIGHT A_NoBlocking
SKUL KLMNOP 3 BRIGHT A_FadeOut(0.20)
Stop

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proerd888
proerd888

Imgur.com

Bug on fireballs

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Nevander Author
Nevander

What is the bug? I don't see an issue there.

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proerd888
proerd888

Its bug revenant tracer, it's freeze, how fix?

Edit: Sorry, its not bug, because i used GZDoom pre-build

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Guest
Guest

What are the ideal setting for accurate doom 64 lighting? Reason I ask is because on E1M2, there’s the area where you have to push the button in the darkened room that has the red arrows on the floor. I remember the button being lit up, but it wasn’t when I played this, so I admittedly had trouble finding it at first lol.

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Nevander Author
Nevander

You need dynamic lights enabled for that switch to be lit up. There are other ways to do it but a light in front of it was the easiest way that came to mind.

Other than that, just play on default brightness and gamma.

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Guest
Guest

Ah okay I see now. I usually try to keep things as vanilla as possible, so I don’t usually have dynamic lights on, but I suppose it’s better than not being able to see things I should be able to.

I know most people say Doom64EX is better if you want a vanilla Doom64 experience, but it has this awful input lag that I can’t get used to after playing GZDoom for so long, so I prefer retribution.

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Nevander Author
Nevander

Thanks. I have an idea for lighting them up without dynamic lights. I'll do it for the next version.

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ChozoGhost89
ChozoGhost89

So it doesn't look like the D64RTR_Brightmaps.pk3 file is working for me. I have it set to autoload in my gzdoom.ini file, but they are definitely not showing. Is there a step I'm missing or is the .pk3 just being iffy?

For the record, I have tried using the standard "lights.pk3" and "brightmaps.pk3" that comes with GZDoom as well, and those don't seem to work either. I tried having both the standard brightmaps.pk3 file as well as the D64RTR_Brightmaps.pk3 autoloaded at the same time, and still no dice.

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Nevander Author
Nevander

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.

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ChozoGhost89
ChozoGhost89

I think the biggest issue is that I was watching someone's playthrough of the Redemption Denied maps and that person (A_D_M_E_R_A_L on YouTube) was using different pk3 and/or pk7 files which included a custom HUD as well as super bright lighting and brightmaps effects, and I was comparing my experience to that, lol

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Henry8896
Henry8896

Script error, "D64RTR[v1.5].WAD:DECORATE" line 3308:
Expected ')', got ','.

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Guest
Guest

The imp fire balls seem to always fly above my head.

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Nevander Author
Nevander

Use an older GZDoom version for now, until 1.6 is released.

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BriBriTheDooTBuster
BriBriTheDooTBuster

Hey there, I got a quick question to ask. For Version 1.5, how do I fix the bug where enemies like the Nightmare Imp and Cyberdemon shoot projectiles upwards? Because I really want to play redemption denied's levels without this issue.

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Guest
Guest

I'll try downloading 1.5 instead of just using the WAD which might be the cause for the bug.

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Nevander Author
Nevander

What WAD? There is only the 1.5 WAD. Besides, the bug is caused by recent GZDoom versions. I hear the very latest release (4.0.0) fixes it but is not confirmed.

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Guest
Guest

Bug in Level 23 of Doom 64 campaign. Yellow key spawns behind obstacles blocking exit switch, renders level unbeatable unless clipping mode is used.

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Nevander Author
Nevander

Cmpatibility mode needs to be set to default. Or at the very least, change "Use Doom's point-on-line algorithm" to NO. Map must be restarted to take effect.

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SpettroFotonico
SpettroFotonico

how can i fire with one barrel per time with the SSG?

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