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 PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.11.3 for convenience, but you can use an existing installation of it. Read the readme for more details.

Preview
DOOM 64 CE 3.9.1 (Full Download)
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Guest
Guest - - 690,261 comments

Hi, I specifically searched for this web to ask why monster respawn is not working? I've tried every option to make the monsters respawn without any luck. I can get the items, barrels, etc to respawn, but no monsters in any way. Any way to fix this? Or am I doing anything wrong?

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molecicco Author
molecicco - - 518 comments

It will be fixed in the next release.

If you want to patch it yourself, open doom64.ce.ipk3, and edit the file zscript/actors/d64/base.zsc, then change line 140 from this:

if (bMOVECOUNTD64 && lastMoveCount < moveCount)

to this:

if (tics != -1 && bMOVECOUNTD64 && lastMoveCount < moveCount)

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Guest
Guest - - 690,261 comments

This mod is the best way to play doom 64

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LIZZIEBORDEN
LIZZIEBORDEN - - 5 comments

O Yes

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123darkelf
123darkelf - - 59 comments

Just got done playing doom 64 on xbox. Honestly will check this out cause something about doom 64’s art direction tickles my fancy.

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Cataflexia
Cataflexia - - 70 comments

i've found that the idle animation of zombie soldiers are wrong. the animation have like skip some frames.

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molecicco Author
molecicco - - 518 comments

I can't reproduce it. Are you playing on skill 5 (doomslayer/ultra-nightmare)? In that difficulty, every animation skips frames randomly.

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NoOne_Tride
NoOne_Tride - - 18 comments

Hi, thanks for the mod. I have a problem. I seem to have lost the text with storyline that shows on the screen before actual gameplay. How do i get it back?

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molecicco Author
molecicco - - 518 comments

There's an option to toggle it in the Features Menu > Interface Features > Cutscenes > Skip Story Introductions

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Guest
Guest - - 690,261 comments

Is there any way to listen to the custom tracks on their own? Some of them are really great and I would love to listen to them while working.

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molecicco Author
molecicco - - 518 comments

they're on youtube, just go to Features > Music Player to find out which music pack they come from.

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Doomed_Duck1337
Doomed_Duck1337 - - 1 comments

molecicco how to launch this version of the mod on Delta Touch?

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doomplayer10
doomplayer10 - - 21 comments

Hello!

I really like these doom 64 episodes but I have a question.

Is it possible to create more doom 64 episodes by Steven Searle somehow

because I love those episodes and the environments on those levels and think it's

so exited and enjoyable to play?

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ZbmAuron
ZbmAuron - - 6 comments

Hello there.

I found a problem in Doom64CE: on Map31 - In the Void, when you flip the blue Demon Key switch the key desapears and spawn at the end of the wooden plank tunnel, the problem is the key that spawns is the purple demon key (already collected in map 30 - The Lair) instead of the blue one.

The only way I found to collect the blue demon key is to noclip to the platform in the room with the blue switch.

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molecicco Author
molecicco - - 518 comments

Thanks, it's an oversight from my side. It will be fixed in the next release.

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Guest
Guest - - 690,261 comments

A couple other issues I've had. In the second map THE TERRAFORMER, sometimes there's a glitch when you hit the switch to grab the blue key. The switch will not work and the blue key will not move anywhere no matter what you do. The other issue I had is in map 4 HOLDING AREA, there's a glitch in the thing where the chaingun is. You will go inside that thing to grab the gun, and there will be no way to get out of it and you'll simply get stuck in there forever

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molecicco Author
molecicco - - 518 comments

Thaks for these! The glitch in map02 may have happened because there was another macro still running, this happens a lot in the vanilla game. I will review and fix them if they don't happen in vanilla.

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