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.

Description

Contains DOOM 64 CE with graphics and audio addons. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.6.1 for convenience, but you can use an existing installation of it. Read the readme for more details.

Preview
DOOM 64 CE 2.0.5 (Full Version)
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molecicco Author
molecicco - - 518 comments

I've reuploaded the file because I accidentally left a debug log statement that would print when the maps loaded, nothing important.

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phredreeke
phredreeke - - 167 comments

I'm glad you changed your mind on having a patcher, and that mine was helpful in making yours

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molecicco Author
molecicco - - 518 comments

Thanks a lot for the idea and the initial implementation

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Guest
Guest - - 690,589 comments

So I guess this means Doom 64 CE is no longer a TC, but a mod of retail Doom64. Many thanks to phredreeke to help make this happen. The CE mods are my preferred way to play the console Doom games, and I'm continually impressed by molecicco's work.

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phredreeke
phredreeke - - 167 comments

I wouldn't go as far as to say that. It's still a conversion to run on a different engine (GZDoom), it's just had Doom 64 as a prerequisite now.

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LilyFerrari
LilyFerrari - - 35 comments

The description is wrong! :)
It's the same as "DOOM CE 2.0.5 (Lite Version)".

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molecicco Author
molecicco - - 518 comments

Oops, I copy and pasted the summary and forgot to change it. It's updated now.

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Guest
Guest - - 690,589 comments

source of evil (rec09) always crashes out on load :(

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molecicco Author
molecicco - - 518 comments

It doesn't crash for me, can you post a screenshot of what it says after crashing?

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ciscon
ciscon - - 5 comments

Paste.debian.net
(fyi, i've played through every other map in the game, this was the only one that had any issues)

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molecicco Author
molecicco - - 518 comments

Thanks for posting the full debug trace, I'll be taking a deeper look at this. At first glance it looks like it's failing to allocate memory when precaching the level.

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molecicco Author
molecicco - - 518 comments

I'd like to rule out something, can you try changing the cvar fw_enabled to 0 and then try loading the level? If that also doesn't work, also try with hq_torches 0?

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ciscon
ciscon - - 5 comments

no go, still crashes out

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molecicco Author
molecicco - - 518 comments

Fixed for the next release.

If you want to fix it yourself right now, you can edit the file ZSCRIPT.UngecProcessor inside DOOM64.CE.Base.pk3 (the pk3 is a regular zip file) and change line 1900 for this:

else if (bt.Left(5) != "CMPSW" && st != "")

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ciscon
ciscon - - 5 comments

much appreciated sir

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jimflasch76
jimflasch76 - - 84 comments

In MAP23 (Unholy Temple), there is a bugged-up script. The yellow key's last transport lands it behind the three barriers blocking the exit switch instead of the ledge it's supposed to end up on.This should really be fixed in the next release.

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molecicco Author
molecicco - - 518 comments

Thanks, I've fixed it for the upcoming release.

A lot of things broke when I released version 2.x.x because I rewrote most of the actor code and this seems to be one of the last issues to be fixed. Let me know if you find anything else.

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jimflasch76
jimflasch76 - - 84 comments

OK. Thanks.

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notaskeleton
notaskeleton - - 1 comments

Is it possible to get the classic doom textures to replace the doom 64 textures?
I want it to look like the doom 64 for doom 2 mod but with all the effects this mod adds.

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molecicco Author
molecicco - - 518 comments

I'm not aware of any replacer mod. It would be very hard to do, because Doom 64 has completely different texture sizes and names.

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jimflasch76
jimflasch76 - - 84 comments

I found a switch without a texture in level BON01 (Waste Processing). It's in the room with the exit behind the three key-operated columns.

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molecicco Author
molecicco - - 518 comments

Thanks, fixed.

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jimflasch76
jimflasch76 - - 84 comments

You're welcome.

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jimflasch76
jimflasch76 - - 84 comments

One more thing: the "Which Campaign" menu needs to be revised. It currently lists the following choices in this order:

The Absolution (leading to the main game)
The Outcast Levels
Redemption Denied
The Reckoning
The Lost Levels
Bonus Fun Maps

It really should be the following:

Doom 64 (the main game)
The Lost Levels (which extend the main game)
Bonus Fun Maps
The Absolution Maps (additional levels created for the Doom 64 Absolution TC for Doomsday, currently accessible in Doom 64 CE only via the console)
The Outcast Levels
Redemption Denied (These two were originally addons for Doom 64 Absolution)
The Reckoning

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molecicco Author
molecicco - - 518 comments

I took the liberty of naming the main campaign as "The Absolution" because that's how Doom64 was named while it was in development, similar to how Doom was "Evil Unleashed".

The Absolution TC exclusive levels (ABS##) are bundled with the Outcast levels in the Outcast episode, because I wanted to have the old Kaiser levels together. The "Outcast Levels" name can be a little misleading, but couldn't think of something better.

Lost Levels could be moved up, I agree. I initially had them at the bottom because in the first versions of the mod it was supposed to be a surprise, hidden by default. It's no longer the case now.

I think the Fun maps should go last, because they're different than the rest of episodes.

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jimflasch76
jimflasch76 - - 84 comments

I didn't realize you'd combined the Absolution TC Levels with the Outcast episode. I suppose that works, and that the Fun Maps ca go last. The Lost Levels should go immediately after the main game, though.

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captwalsh
captwalsh - - 1 comments

Hi there,
I don't see Lost Levels or Bonus Fun Maps on the list?

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Guest
Guest - - 690,589 comments

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