![]() ![]() Those interested can download this mod from here, and below you can find its complete changelog.ĭoom 64 Retribution Version 1. In addition, this new version of this project adds Absolution TC’s textures for the Outcast Levels, improves dynamic lights around key bars to be smoother and more evenly distributed on the surrounding walls, cleans up and properly aligns textures in various areas of various maps. The goal of the project is to be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish.ĭoom 64: Retribution version 1.4a improves the code for checking if the map name should be shown upon map load by including it all in the CVAR check, adds the global compatibility setting to disable drops being tossed by enemies like in the original game, and adds new torch things that have the flames already combined with the torch bases, as well as brightmaps to the new torch things so the fire will be bright like before. Doom 64: Retribution is a full remake and “port” of Doom 64 for the Nintendo 64 to the GZDoom engine. ![]() And toĬelebrate Doom's 25 birthday we have decided to release it for everyone right now! It includes Doom64, PSXDoom and Finally, we have just finished this project DOOM64 and PSXDoom/Final DOOM for GZDoom Master Edition.Modder ‘Nevander’ has released a brand new version of Doom 64: Retribution. Doom 64 CE 2.0.5 PSXDoom DE 2.0.5 PSXFinalDoom CE 2.0.5 Re-Powerslave v1 Return of the Triad TC Addeddate 22:41:37 Identifier gzdoom202109 Scanner Internet Archive HTML5 Uploader 1.6. PSXFinal DOOM in pk3 format plus an edited GZDoom with new features unique to these projects. Here the link to download: Master Edition įixed firing error in shotgun and super shotgun, PSX and Doom64. New flag added in order to the player can auto-telefrag himself. Menu pictures can be stretched to 348 and pics are added to the edges "black bars" to compesate 16:9 screen resolutions.įixed the double ammo bug given by the Zombie Marines when they die (Zombie Man, Shotgun Guy and Heavy Weapon Dude). In addition to replacing various monsters and items with their Doom 64 counterparts, Unseen Evil also uses ZScript to transform existing Doom levels into Doom 64-style locations. I have resolved most if not all bugs from the Brutal Doom v2 release as well restoring compatibility with newer GZDoom source ports. Please see the full description for details. ![]() Source Code: the next objective about this project is to aim these features in newer official GZDoom Versions, feel free to make use of all the codes included here! You just need to run the Bat.files to start a game. Doom 64: Unseen Evil (or Unseen Evil for short) is an upcoming mod for GZDoom that transplants the Doom 64 atmosphere into Doom and Doom II. Brutal Doom 64 v2.5 (formerly Brutal Doom 64 v2 patched) is an unofficial updated version of Brutal Doom 64 v2 and is compatible with Zandronum, GZDoom and LZDoom. In a couple of days, i will be uploading the source code on Github and will also make a documentation about all of these new features about this source port. Thanks for being waiting this project, those who are interested in this project. I'll admit, I was slightly skeptical when this was first announced, but your recent videos alleviate most concern that I had. This does look like it's getting close to completion. A Star Wars themed gameplay mod for GZDoom. Have you been in regular contact with Graf to ensure that it meets his standards, so that these features can be backported without issue? That being said, the fact that this is all being done on a custom fork of GZDoom worries me a little bit. Doom 3 -> Doom1/2 -> Doom 64 -> Timeloop -> Doom 2016 -> Doom Eternal. I notice that you went very far with the changes, even emulating the way Doom 64 and PSX Doom did damage flashes (applies to world assets, as opposed to being in screenspace). I can only assume that you adjusted the ticrate as well. I just hope that these types of changes are configurable from outside of the engine (such as ticrate being in GAMEINFO or something), and are not hardcoded, permanent changes. The original console doom wad for the pc was made. I can tell you guys really know what you're doing in practically every way, but I know aspect ratios and TV overscan like the back of my hand, and I think that your PSX port is not as accurate as it should be in this regard. Screw those tacky D64 levels Teach you to badmouth Doom 64, you little. Please see my notes on the subject in this thread, and please consider them. ( Vulkan/OpenGL 4.5 capability recommended, but the minimum requirement for the hardware renderer is OpenGL 3.3, the minimum for the software renderer is Direct3D 9 ) LZDoom is based on an older version of GZDoom. One thing I can tell you is that the black bar underneath the status bar is absolutely not meant to be seen. GZDoom is the latest version targeting current systems with modern graphics hardware. As far as I'm concerned, the way the game looked on PAL consoles is not valid, it was designed for NTSC TVs, first and foremost. This also means that the view is meant to be y-sheared down by about 8 out of 240 pixels. Well, I think there is no need to take the black bar out, consider the following images please. ![]()
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