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.

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This FAQ will get updated as new questions are asked.

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FAQ

Do you need the GZDoom binaries bundled with the mod?

No. I only bundled it for convenience, its source code has not been modified.

What is the difference between this and Retribution or the PSX TC?

A lot of the internals are different and work much closer to the original games. Instead of being an approximation based on what the author felt right, a lot has been adapted from reverse engineered source code into ZScript.

Maps that come from Retribution and the PSX TC have been modified to better match the originals, for example correcting sector colors and light specials. Things such as editor numbers and unique textures have been carried over, so custom maps designed for them should also be compatible. The Retribution version of the Doomsday Levels and Redemption Denied were used instead of making new conversions from scratch because they contain small quality of life improvements that are almost unanimously preferred.

How can I make the game look more like the original versions?

Go to the Features menu, and change the preset to Faithful. Play the Lite version of the game (or remove all addon pk3s) so that upscales, extra music and other optional stuff doesn't get loaded.

If you want to take it even further, enable the Low Resolution Shader in the Features menu, then enable GZDoom's Full Options Menu, go to Set Video Mode, disable Rendering Interpolation, change Force Aspect Ratio to 4:3 and set Forced Ratio Style to Letterbox.

Which rendering API should I use?

Ideally only Vulkan or OpenGL should be used. OpenGL ES is only partially supported because it disables shader based effects which this mod relies heavily upon, even on its most faithful settings. It should only be used as a compromise if your hardware has problems running on the other backends.

There's too many settings in the Features menu, what does each one mean?

I suggest you choose one of the existing presets and go from there if you want additional tweaks.

Why am I not seeing any changes in-game after changing settings in the Features menu?

Most require reloading the level to take effect. You'll need to complete the current level or restart the game.

The levels are too dark, how can I increase brightness?

There is an Overall Brightness slider in the Features menu. I recommend you use this instead of GZDoom's gamma settings because it preserves the colors better.

How can I increase the UI size?

GZDoom sets the default UI scale to match your current resolution. If you wish to enlarge it, go to Options > Scaling Options and change the User Interface Scale.

Why does the HUD looks stretched vertically?

GZDoom has an option called HUD preserves aspect ratio, make sure it is disabled. That option is only intended for PC Doom and will make the HUD scale incorrectly with these mods.

The wrong music is playing. How can I change it?

In the Features menu, go to Audio Features and change the Music Type.

  • Choosing Computer will only play action based tracks (PC style).
  • Choosing Console will only play dark ambient tracks (the original soundtrack).
  • If Play Both Music Styles is enabled, the Computer track will play for Minimum Seconds Playing Before Music Changes and then fade to the Console track.

What are the differences between the two new difficulties?

  • Nightmare/Hardcore is just Ultra-Violence/Watch Me Die with fast monsters and 50% more ammo.
  • Ultra-Nightmare/Doomslayer is a reworked version of the Doomslayer difficulty introduced in DOOM 64: Retribution. This difficulty applies the following modifiers:
    • Monster health is reduced by 20%.
    • Player damage taken is increased by 20%.
    • Ammo pickups are downgraded to their lowest tier (e.g box of shells to a single shell).
    • Ammo is worth 300%.
    • Monsters have a chance to change the frame rate of their next animation, making them faster and more unpredictable.
    • Monsters have a high chance to stop being stunned by pain and may counter attack if they get into a pain state.
    • Monsters that shoot projectiles have 33% chance to fire one that has higher speed.
    • Monsters are more aggressive.

Can I play this with Voxel Doom?

Voxel Doom II is compatible with PSX DOOM, but you must make a small edit to its file. You must open cheello_voxels_v2_1.pk3 (make a backup copy first), and rename the directory filter/doom.id to filter/doom.ce. Then you can load it on top of CE, but you must disable Smooth Monsters for it to work properly. A caveat is that monsters will revert back to their Doom II timings and behavior instead of how they are in Psx Doom.

Can I play this with <x> mod?

Since the mod runs on the latest GZDoom (4.10+, currently), that means that it is compatible with other mods. It's been tested with Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others. NOTE: Support is more limited in Doom 64 because most mods assume Doom 2 textures and actor heights.

Can I play this in Delta Touch or GZDoom VR?

Yes, as long as their upstream GZDoom version is compatible with this mod (4.10+). Though I haven't tested them personally, many others have reported playing in mobile or VR without problems.

Is this multiplayer compatible?

Yes, but using GZDoom's peer-to-peer support (Wiki). PSX maps are coop-friendly. DOOM 64 does not support coop, but if you download the Retribution maps addon there is partial support (there may be softlocks since they haven't been thoroughly tested).

What happened to the Upscaled Textures and Arranged Soundtrack addons?

I removed them from the Full download because I wasn't satisfied with how they were. You can still download them separately from the Addons tab.

Why were the SIGIL levels removed?

They were just placeholders and not true efforts to make them in the same style as the other PSX maps. I hope to include them again after GEC Master Edition leaves beta, since that mod includes proper conversions.

How can I access the DOOM 64 "Fun" maps?

You need to beat the secret level Hectic to unlock the Bonus Maps episode.

What do the red and green artifacts DOOM 64's Outcast levels do?

The Red Artifact consumes player health to slow down all enemies for a short period of time. The Green Artifact is used to spawn platforms that slowly levitate upwards.

What is the meaning of CE in the title?

There is no specific meaning, but I've seen it called Custom Edition, Complete Edition, Console Edition, Compilation Edition, Console Enhanced, etc.

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