PSX DOOM and DOOM 64 total conversions for GZDoom, overhauled. This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and add many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference. In addition to that, the mod is highly modular and contains many *optional* "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.
Intended to be played with DOOM 64 CE >3.9.0 or there will be missing resources. This is a map set created by z0k for DOOM 64 EX. I have ported it to work with CE. Maps are unaltered except for some texturing fixes that are needed with the porting process.
Hi!
Where put the load order?
My gzdoom.ini is clean, run full mod of the doom64ce without any load lines!
This episode 1, Knee Deep In The Dead, does not appear in the game selection, and the contents is in the directory.
Hi, if you are comfortable with the windows command line you can do it like this:
gzdoom.exe -file DOOM64.CE.Maps.Episode1.pk3 DOOM64.CE.Maps.Episode1.Addon.GFX.Brightmaps.pk3 DOOM64.CE.Maps.Episode1.Addon.GFX.PBR.pk3 DOOM64.CE.Maps.Episode1.Addon.GFX.Upscale.pk3
Otherwise, you can use a tool like ZDL to load mods into gzdoom.
*Addons are not needed if you run the Lite version of the mod
Sorry, i forgot to say, i use linux, and the similar method doesn't work for me.
If you have another idea...
Thank you for your attention!
Works on Linux too, just make sure that you’re pointing to the right paths of each pk3. For example: ./gzdoom -file ~/wads/DOOM64.CE.Maps.Episode1.pk3
I just reached e1m9 and the last switch doesn't work so it is impossibile to exit the level
another bug - in e1m5 the bridge at the entrance of the level doesn't rise up so you can't proced further
This was fixed a while ago, you must have an outdated version. Please redownload it and retest.
I am playing with 1.1 on doom 64 2.03
I just tested redownloading version .1 with CE 2.0.3 and I was able to press the switch.
Is this the switch you are having problems with?
Imgur.com (the one inside the slime pit)
yes the one one below the exit in the acid tunnels, really strange and also did you try the bridge on the beginning of e1m5 ? It doesn't show up , I am using from the feature menu the highest settings available
Really strange, it works for me: Imgur.com
Are you loading any other mods on top? How are you loading this map set?
I just had the same problem with this switch in version 2. I am using the latest version of Doom 64 CE and the included batch file to run the mod and not loading anything on top of it. My compat flags are the default 132 & 256. (Hope that bridge in e1m5 works - or I'll have to use the clipping cheat on that one, too!)
Thanks, I finally found the issue. I will publish the fix once I am done with the next base mod patch, which should be very soon. Let me know if you bump into the e1m5 problem too!
The problem switch in e1m9 works now. Thanks.
Not working on DOOM.CE-Lite-2.0.1.2! Why?
It is an old and unsupported version. Use 2.0.5+ instead.
The download link is broken! I get this when I click on it:
Secure Connection Failed
An error occurred during a connection to sjc8.dl.dbolical.com.
The page you are trying to view cannot be shown because the authenticity of the received data could not be verified.
Please contact the website owners to inform them of this problem.
Could you please fix it?
Fixed now. Thank you.
WOW thank you this is sweet!! will the other 3 episodes ever be made?
The other maps all have copyright still and can't be distributed freely, but with a little modification this should be applicable to other made-for-Classic Doom maps. Lighting, music assignment, and height for things like doors/switches are the main obstacles I think.
I wonder though if this couldnt be adapted somehow: Forum.zdoom.org
The dream of having ALL of Doom rendered as "creepy console Doom" is the dream for me.
Hopefully this will someday evolve into the entirety of fhe first Doom game.
Will you be porting over his Episode 2 Demo to DOOM 64 CE, not sure if he's gonna finish it since his post is 4 years old. Would be neat to check it out.