Post news RSS Doom 64 for Doom II updated to version 1.4

An update for D64D2 to v1.4 (with download links) + I talk a bit about the possibility of converting over the newly released map pack to vanilla.

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At the end of 2019, some players found a nasty few bugs in v1.2. These were fixed in v1.3 and then finally in v1.4. The changelog for both updates can be found HERE.

These fixes will affect anyone using the Eternity source port or players who are using the original DOS executable. If you are playing in a different port (ie. GZDoom), then its very unlikely you'll run into any of the bugs in v1.2.

If you would like to grab v1.4, you can get it at the /idgames link (or at this mirror). The updated readme file can be found HERE.

Also since it has been brought up a few times in various places, I'll address the re-release of Doom 64 with the new map pack. There have been some folks who want to see the new maps converted over to vanilla as an extra for this map pack. I think the idea is really cool and it is something I wouldn't mind doing if I get the chance. However since the game was re-released commercially very recently, I feel like I need to be extra careful and get permission to do such a thing. For the time being, I'm not making in immediate plans to convert the new maps over. But its something I'll keep in mind for the future.

Take care and thanks for playing!

Comments
JohnnyTheWolf
JohnnyTheWolf

Well, if The Lost Levels are a big no-no, there are always The Outcast levels!

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Mechadon Author
Mechadon

That's also a possibility! I remember really enjoying the Outcast levels, though I haven't played them since they came out.

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AllKnowingVortigaunt
AllKnowingVortigaunt

Would it be possible to implement all demon keys and the Unmaker?

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Mechadon Author
Mechadon

Unfortunately not. This is primarily a vanilla Doom mod, meaning modding features are very limited (in relation to, say, ZDoom modding). In order to 'add' a new weapon like the Unmaker, you have to replace an existing weapon. The demon keys would be pretty much impossible to implement in the same way they are in the original Doom 64.

Believe me, if we would have been able to implement that stuff in vanilla Doom, we would have done it!

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AllKnowingVortigaunt
AllKnowingVortigaunt

I understand. That's no problem to me. Thank you for making this amazing mod!

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candida
candida

I would like to mention one bug (or rather 2 bugs):

In the map 11: Cat and Mouse, exit door does not open after killing the cyberdemon, noclip is necessary to exit the level.

Same problem in the map 18: Hardcore, without noclip, the bars don't lift.

Again, same in watch your step, but at least you can crouch under the bars to exit.

And one more thing (not a bug, but rather a question): How can I replace the annoying MIDI's with music files in skins folder (making a BAT file does not work)?

Thanks.

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MrRumbleRoses
MrRumbleRoses

i have something i kinda wanna bring up. in map 2. with the red key card switch thing. with i hit the button, nothing seems to happen. i know the crushers are suppose to be a thing in the original, but it seems like now, nothing wants to happen to make a pathway underground where you would normally go

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