Load the WAD in PrBoom minimum. Works in Software render. Chocolate not Supported yet..Load with any mapset with Doom1 or D2 or Final Doom or FreeDoom 1 or 2 Iwad.
Update- Jan 20th 2024-- Added D64 Sounds!!! Enjoy!
Update- July 8th 2023-- Now works in Software render on most Source Ports tested. No Chocolate Support yet. Thank Cryonaut for working a miracle with the textures!
The main aim is to play D64ifier on PrBoom in Software mode, an endeavor that has never happened until now. Its very bare bones but Textures, Monsters and Guns, and Decorations predominantly work as intended. Sounds are still Vanilla Doom but the graphics are not!
Credits
The D64ifier for PrBoom
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- Midway - Doom 64
- Sukru Gilman, Francisco Gracia, Laurent Bezault, and Andy Wilson -
Original game art (textures & sprites)
- Logan "Hyperchaotix" McCloud - ripping & organizing of assets
- Kaiser - Doom 64 EX / sprite ripping & resizing
- Dreadflame / GuitarDeity and Footman - Doom 64 WMI Redux which was
the basis for almost every Doom 64 project that came after.
- Sir_Squidly - additional texture organizing, editing, & patching
- Cage - textures from "Doom the Way Midway Did", used for excellent UAC
and tek walls.
- DrDoctor - Lots of decoration sprites
- Doomkid - Sprite touch ups & conversions
- The FreeDoom Team - Various misc textures
- Cryonaut - this whole compilation, implementation, various custom textures,
new sprites (evil eye).
- Craneo for some textures
-Kalensar-- Compiling D64ifier into a working mod for PrBoom+. THis involved file formatting, animation choices, and WAD structuring( much more complex that it should have been when compared to my similar past projects)
Nice mod :D
Happy you like it! It was kind of a painful project to port over mostly properly, but I did get it to my acceptable level I was aiming for. Thank Cryonaut for compiling the OG version of it on GZDoom.
Update- Jan 20th 2024-- Added D64 Sounds!!! Enjoy!