View Full Version : Doom 64 TC Absolution Thread/Updates
elbryan42
January 7th, 2004, 05:12 PM
Gone too is the awesome Doom 64 TC thread. So, and unofficial and official updates will be listed here, along with any problems, and discussing the TC as well.
Here are some must bookmarks for the Doom 64 TC (more to be added later):
The Doom Depot (http://www.doom2.net/~elbryan/)
DSV Outworld (http://www.newdoom.com/hosted/kaiser/)
Doom 64 TC - The Ultimate Help Page! (http://www.wvi.com/~jsgraham/doom64tc.htm)
Can someone sticky this for me?
PS. Damn hacker.
hawkwind
January 7th, 2004, 09:01 PM
I have noticed that Kaiser has put up a new version of the TC ftp://dsv@server1.thefourwinds.net/doom64/
and also a patch. For us who have the 15.12.03 version do we need to re-download the full exe or just the patch and what are the changes in the new version?
MasterOfPuppets
January 7th, 2004, 09:53 PM
this is really annoying. why would somebody hack a forum!?
ahh!!
well, this is mostly a post just to get subscribed to this forum again. LOL, i guess we all just have to deal...
elbryan42
January 7th, 2004, 11:47 PM
The newest version fixes a small sound glitch that would occasionally make the fast door close sound play instead of the Imp's breathing sound. That's it in the patch.
Both the installer files on the Depot and the DSV Outworld (Fourwinds server) have the update installed. The links to each:
Final Version Installer:
Depot Mirror (http://www.doom2.net/~elbryan/doom64tc/doom64_abstin.exe)
Fourwinds Mirror (ftp://dsv@server1.thefourwinds.net/doom64/doom64_abstin.exe)
Final Version Imp Breathing Sound Fix:
Depot Mirror (http://www.doom2.net/~elbryan/doom64tc/doom64tc_patch.exe)
Fourwinds Mirror (ftp://dsv@server1.thefourwinds.net/doom64/doom64tc_patch.exe)
Of course, the links are all on the Absolution Download Page (http://www.doom2.net/~elbryan/abs-download.html).
Slide
January 8th, 2004, 05:15 AM
I can't get the Doom 64 logo to appear in the control panel when using the OpenGL renderer. Can anyone help me out with that?
Kaiser recommended using the DirectX renderer for such problems the other day.
Kaiser
January 8th, 2004, 06:43 AM
I can't get the Doom 64 logo to appear in the control panel when using the OpenGL renderer. Can anyone help me out with that?
OpenGL in Doomsday = Weirdness
and there's nothing I can do about it. I know nothing about rendering code.
elbryan42
January 8th, 2004, 02:20 PM
Dark Nexus will be a megawad that requires the Doom 64 TC and of course, doom2.wad. I'm not sure if there will be extra resources or not.
Melfice
January 8th, 2004, 09:14 PM
Well I'm the head designer of Dark Nexus so I'll answer the question :p
Its an 40 level megawad which are all brand new levels. You will have to use The Absolution with it, and of course Doom 2 since to run The Absolution you have to have it.
I keep saying I'm going to release a demo but unfortunately everytime I do something comes up and gets me too busy to release it. The map I'm going to release is very large and is nearly complete. So I'm just going to go out on a limb and say you can expect it sometime in the near future. As for the finished product I'm not sure. Making all new maps isn't as easy as just taking a transparent window and outlining an already existing map in DeePsea, or visually copying a map's interior. Plus, this is going to also be for Legacy. The Legacy counterpart won't require the Absolution wad, but it will require the Doom 2 wad, and will be alot larger of a file since it uses a modified version of The Absolution's wad (just its resources).
MasterOfPuppets
January 9th, 2004, 07:49 AM
well be carefull how you release the final project. there are seriouse practicality problems in using Absolution. i would recomend having DN install to Doom64/Dark Nexus, and have it point to Absolution for your resources.
ok, maybe i'm thinking too far ahead:p
Ben2k9
January 9th, 2004, 08:02 AM
sorry to sound like a n00b, but i have the first version, what do i do to make it compatable with doomsday 1.7.14?
MasterOfPuppets
January 9th, 2004, 08:55 AM
you download the new stand alone version:p
Melfice
January 10th, 2004, 11:35 PM
Yeah, I'm thinking that the DN will just be a map/sprites wad you use with the original tc. It'd be sorta stupid to have to download all those resources again when you could just download the maps and new monsters alone :P
thegrimmling
January 10th, 2004, 11:37 PM
This TC does not like Risen3D on your system
Kaiser
January 10th, 2004, 11:59 PM
You're not suppose to use Risen3d, the TC comes with a stand alone exe....
c'mon you should know better.
Slide
January 11th, 2004, 12:46 PM
Any chance of an update to the Doomsday edition of D64 for the upcoming 1.8 release? It'd be a same for D64 to miss out for FakeRadio etc...?
This TC does not like Risen3D on your system
I got a load of hassles trying to use Risen so I haven't bothered with it since.
Kaiser
January 11th, 2004, 01:47 PM
Any chance of an update to the Doomsday edition of D64 for the upcoming 1.8 release? It'd be a same for D64 to miss out for FakeRadio etc...?
This TC does not like Risen3D on your system
I got a load of hassles trying to use Risen so I haven't bothered with it since.
the stand alone exe uses a custom glow height system that I cheaply implented. The TC heavily relies on it, so there won't be any support for doomsday 1.8
Kaiser
January 12th, 2004, 10:15 AM
why? if its not broken, don't fix it. and thats what I intend to do. I am not making it doomsday compatible.
like I said, I've modified absolution.exe with support for custom glow height support, which doomsday doesn't not support.
MasterOfPuppets
January 12th, 2004, 04:06 PM
not to mention that everytime Doomsday had an update, a new version of Doom 64 was needed.
rants
January 13th, 2004, 03:17 AM
What is so special about that? You think you have put down much job to it? then look at mr Jow, he has to update his mod to every new doomsday, that is way much more work than what has been done with this, Sure it is a free work and I find it cool but the worktime isnt all that compared to what other guys do, not to mention other coders.
iori
January 13th, 2004, 03:23 AM
....Its NOT doomsday.exe, its Absolution.exe. Theres no NEED to update it, doing so would take it more and more away from what it was originally intended to be, an expanded replica of Doom64... Yes, Jow does alot of work, and thats his choice. Why tell people how to maintain their own mod?
rants
January 13th, 2004, 04:01 AM
[QUOTE iori QUOTE]
....Its NOT doomsday.exe, its Absolution.exe.
Yet its based upon it.
Why tell people how to maintain their own mod?
Their mod? Since when was it ever theirs? but yes its about what they want, if they want to work further on it or not.
elbryan42
January 13th, 2004, 08:16 AM
As one of the people that notice the many bugs Kaiser had to fix everytime Doomsday got updated, I think it's a good choice. If it works perfect the way it is, and has all the features we wanted to implement, why constantly update it.
Like Kaiser said, if it ain't broke, don't fix it. You can deal with an extra directory on your hard drive.
MasterOfPuppets
January 13th, 2004, 05:00 PM
look at mr Jow, he has to update his mod to every new doomsdayjust shows how Doomsday is not a good engine for mods. great for the original games that it supports, but mods are difficult with a rapidly advancing engine such as Doomsday. Kaiser would have spent the rest of his DooM life updating the 64 TC had he not made it stand alone. Jow would be smart to do the same, if he is always having to change his mod due to Doomsday updates.
Kaiser
January 13th, 2004, 07:02 PM
Apparently, no one knows what I had to go though to make this tc perfect.
Time to change the subject here.
There is a mission pack featuring 11 levels that is currently in progress brought to you by the Doom Depot Team.
Doom64: The Outcast levels will feature 11 difficult levels with classic Doom64 design and gameplay. Also will feature a new menu to allow users to choose either the Absolution or Outcast episodes. I've haven't decided if I should any new monsters or weapons yet, but there will be some fixes on current linedef actions and other features, and probably some new ones as well.
Here are the list of the levels in progress
Level 1: Destroy 100% done
Level 2: Stepwalk 100% done
Level 3: Nullify - 0%
Level 4: Castle - 0%
Level 5: Forest - 0%
Level 6: Nebula - 0%
Level 7: Quasar - 0%
Level 8: Star = 0%
Level 9: Puzzle - 0%
Level 10: Quadradiant - 0% (secret level)
Level 11: Lost - 0% (secret level)
screenshots will be availible soon.
thegrimmling
January 13th, 2004, 07:40 PM
Bullox to this!*burn*
I have the most recent jDoom and installed the TC and the damn thing wont launch. I was able to launch the worlds in Risen3D but it's ugly that way. Some switches don't work and if I'm past level 32 I crashs.
I want to play it, but if Risen3D is conflicting with it, I will forget it.:(
When launching absolution, it can't find curtain files it needs.
Mostly involving sound set up.
Any way to fix that.*book*
thegrimmling
January 13th, 2004, 08:06 PM
Risen3D is a good port but a bitch to set-up. I would help people in setting it up, but I was really drunk at the time and I messed with everything in it until it worked and it worked GREAT! It is my favorite port after Legacy!
(Sorry about the double posts, I screww up! I did use "Edit" on this one.)
Kaiser
January 13th, 2004, 08:40 PM
Elbryan, you help. I am tired of repeating myself.
Atum Ra
January 13th, 2004, 09:33 PM
'Sigh' Let me get this one for you Kaiser mate :P
Doom64-Absolution is a standalone game, It does not require Doomsday to run and to my knowledge was never made to run with Risen3D ever. You do however still need Doom2.Wad to make it work.
MasterOfPuppets
January 13th, 2004, 09:54 PM
place the doom2.wad in absolution/bin and the game will run. do NOT mess with Risen3D or Doomsday when you want to play Doom 64.
Kaiser maybe you should post the links here, so that maybe these n00bs can find it*rolleyes*
elbryan42
January 14th, 2004, 12:31 AM
Ugh. If I wasn't training all nite I would've come to the rescue, Kaiser.
I for one remember the constant updates and bugs everytime Doomsday was updated. I lost count of them after Doomsday was updated so many times. From crosshairs to switches to monsters just not teleporting when they should. Don't get me started on the demos. I can only imagine the work Kaiser has went through just to get the TC working perfectly. I think it's quite frankly asking too much to constantly update the TC.
And think of it. Everytime Doomsday gets updated, not only will the TC have to be updated, but the projects like Dark Nexus and the new level pack. Too much headaches that the Absolution port fixes.
Anyways, I'm tired. I only have one last thing to say.
Stop trying to use Risen3D or any other source port with the TC. It won't work right. Ever. And I'm sure I'm not the only one who's constantly answering emails and posts about why they don't. From this point on, Absolution.exe is the ONLY way to play the TC, no matter how you all wish that other ports will.
MasterOfPuppets
January 14th, 2004, 03:37 PM
know if Dark Nexus will also have an in-game menu selection like that as well? might have to ask Melfice about that, he is the project leader of DN.
he said something about new weapons or new monsters, something like that, so it might need its own .exe. well, i don't know what i'm talking about, so you probably shouldn't listen to me;)
wizzyness
January 15th, 2004, 12:13 AM
yet dont you think it would be quite boring to have almost no rendering efefcts meanwhile doomsday will have many?
like that radiation thing,
iori
January 16th, 2004, 12:43 AM
Do you find the original doom64 boring? Why IS EVERY GOD DAMN THING ABOUT GRAPHICS WITH YOU PEOPLE?!
Complaining because a FINAL (I repeat, FINAL released project isnt looking like the newest version of the engine that it's based upon isnt the smartest thing in the world. Im not starting a flame war, but obviously telling you guys (the ones who keep squawking about gfx) in a nice and educational way isnt doing the trick.
I feel like im repeating what Kaiser AND Elbryan keep stating... reading helps *ohmy*
rants
January 16th, 2004, 12:53 AM
yes in fact I do find the original boring as it was no "true" Doom. Okay if it is not about graphics, then please put your monitor on off, now its no more about graphics.
Everything does not have to look like ut2k3 or newer, but sure the newest effects in doomsday that will be out soon enough, would make the "doom 64 tc" look a lot better, I repeat a lot, and if it looks better, then it feels better too.
Kaiser
January 16th, 2004, 01:50 AM
and I repeat, we do not need all that crap, I repeat, we DO NOT NEED ALL THAT CRAP JUST TO MAKE THE TC LOOK GOOD.
Kaiser
January 16th, 2004, 01:57 AM
yet dont you think it would be quite boring to have almost no rendering efefcts meanwhile doomsday will have many?
like that radiation thing,
if you find it boring then go fucking play Unreal 2.
I am tired of this.
Nephil
January 16th, 2004, 02:04 AM
Everything does not have to look like ut2k3 or newer, but sure the newest effects in doomsday that will be out soon enough, would make the "doom 64 tc" look a lot better, I repeat a lot, and if it looks better, then it feels better too.
I think Kaiser's primary goal was to make Doom64 playable on PC, not to make it look modern and shiny and tuned up.
yet dont you think
it would be quite boring to have almost no rendering efefcts meanwhile doomsday will have many?
like that radiation thing,
I think Doom64 doesn't need any other effects else than those the N64 could render. As mentioned before, I think it's not ment to be a new invention of the wheel!
Stop complaining guys! It's great, it's free, it's easy to use! What else do you want?
rants
January 16th, 2004, 02:52 AM
yet dont you think it would be quite boring to have almost no rendering efefcts meanwhile doomsday will have many?
like that radiation thing,
if you find it boring then go fucking play Unreal 2.
I am tired of this.
Maybe I should, good to hear.
and kaiser did you ask all the copyright holders if you could use all the stolen graphics in dsv5?
Nephil
January 16th, 2004, 02:59 AM
Maybe I should, good to hear. and kaiser did you ask all the copyright holders if you could use all the stolen graphics in dsv5?
This is poor, very, very poor, rants... *meanie* Btw.: Did you ask the copyright holders if you could play a TC containing stolen graphics?
rants
January 16th, 2004, 03:07 AM
Who said I did, and plus even if I did, I would not get down for it, however they would ask me to delete it, and so i would, if I now had it on comp.
What is so poor? that I am informing the world how very good kaiser is at making original graphics ?
Nephil
January 16th, 2004, 03:16 AM
No. You're accusing Kaiser of theft in public, just because he won't make HIS TC look the way you would like to have. That's poor. Your behaviour is childish and unfair. And if you're better in making "original graphics", or complete TCs, let us see some of them, instead of hacking around on Kaiser.
Take what he gives you or leave it, but don't blame him for doing it his way!
rants
January 16th, 2004, 03:22 AM
You seen dsv5? it contains graphics from many famous games, that isnt by any kind professionality from his side, maps from him may be good but the graphics isnt his. I blame him for stealing others work, I blame him for being lame doing so, doing original has nothing to do with making it good but making it on your own and not stealing others work!
and if you do not understand what stealing means , go read a book.
Nephil
January 16th, 2004, 03:36 AM
You seem to know a lot about DSV5 for not playing it. :) If you don't like playing a TC with "stolen" graphics, just don't do it. Or make you own. It's Kaisers problem if the companies holding the rights for the graphics accuse him, and he has to deal with it.
However, this is the Doom64 TC thread, not a DSV5 one. So let's stick to the topic, OK?
rants
January 16th, 2004, 04:08 AM
I have not even unpacked the dsv5 rar/zip, I have seen screens and that was far enough.
Slide
January 16th, 2004, 06:21 AM
Lets not go through this again it was bad enough in the jStrift thread - if you really want to disscuss this, make a new thread - don't go off topic in this stickied one.
wizzyness
January 16th, 2004, 06:45 AM
he just replied to kaiser's stupid post, Nothing more. end of story.
Melfice
January 16th, 2004, 07:49 AM
Okay so apparently we lose the original thread and everyone turns into a bunch of fucking idiots when we post the new one. wtf. *leaves before the rampaging stupidity-disease infects him*
elbryan42
January 16th, 2004, 02:33 PM
I'm sick of people preaching how we should do our work. It's our decision. It's our project. As for the new stuff by Kaiser. Let him do his work. Those that haven't played (or refuse to play) DSV5 don't know what they're missing. I think in many ways (especially originality and some level design), it surpasses even the Doom 64 TC. Kaiser may use other resources, but he does it in an original and beautiful way. He's an artist, and everything he's released since consoledoom is GOLD. Wake up people and play his work for what it is: A tribute to Doom, and a true Doom lover's dream wads. He loves other games as well, and if he wants to add graphics and elements to make the game better, so be it. He does awesome work and doesn't need outside opinions to make his work better, because it can't get any better...
...at least until his latest wads. :P
PS. I tested DSV5, and I REALLY tried to find a single thing wrong with it for a bug report/suggestion list, and couldn't find a damn thing. That's quality work.
Kaiser
January 16th, 2004, 02:42 PM
yet dont you think it would be quite boring to have almost no rendering efefcts meanwhile doomsday will have many?
like that radiation thing,
if you find it boring then go fucking play Unreal 2.
I am tired of this.
and kaiser did you ask all the copyright holders if you could use all the stolen graphics in dsv5?
hey do me a favor and email the 1,000 of wad authors out there who used the Hexen and Heretic resources for their wads.
The Doom64 TC IS NOT a rip off of the oringinal game, its simply a port over so that doom fans would be able to experience this game on the PC, apparently, people now in days have been spoiled by these new fancy games and just doesn't appriciate what trouble (and bitching) we had to go though to make this TC work.
Slide
January 16th, 2004, 02:54 PM
If this continues and Kaiser agrees I'll just split such posts off like with the jStrife thread so talk about this elsewhere. Sticky threads are not a general talking shop - this thread is specifically about updates/news/requests on the Doom 64 TC - if you want to discuss other issues like this make another thread.
MasterOfPuppets
January 16th, 2004, 03:38 PM
Kaiser, Elbryan, Melfice, Slide, iori, nephile, and slide, (i.e. the people who know wut they are talking about) (in the last page of replys anyway), we shouldn't even answer those "the TC should have this" posts. just ignore them, don't answer, forget it all.
Slide, good point! disscussion over!
DaniJ
January 16th, 2004, 04:06 PM
Actually, by even playing Doom64TC without actually owning a copy of the N64 game YOUR breaking the law. :D
Anyway...
How's work going on Dark Nexus? I've seen some of the new pics on WIP and at the Depot and what I've seen so far looks quality!
Just a thought...
I know you removed jumping in the TC because the levels don't support it but are these new levels being designed with jumping in mind or are you sticking to the N64 style maps?
elbryan42
January 16th, 2004, 04:38 PM
Makes me glad I bought Doom 64 the day it came out...
...and I feel old. :D
BTW, you can enable jumping by beating Hectic...
wizzyness
January 16th, 2004, 05:04 PM
Actually, the team exisitng of elbryan, kaiser, and so on, they asked some of the makers how and if they could get the resourches off the orignal game, however does that mean that the part of midway that does matter in legal questions would allow them to do this?
and yet even if doom 64 tc may be called port by you, the resourches was copied off the original so what else than loads of values and remaking the maps but in doom format have you guys done? and elbryan please, I do not mind you any whatsoever but can you tell me what justifies that kaiser did steal all those graphics that he later used in dsv5. Whether it is good or not, and whether if other people do it too, it is wrong, it was wrong, it makes the wad/s unimportant.
elbryan42
January 16th, 2004, 06:14 PM
Though we talked to the makers themselves (well, through email) and even have an interview with some of them, we realized that it's not the same as Midway's appoval. We actually sent emails to Midway, but never got any replies. In fact, Midway refuses to even acknowledge their Doom games for some reason. Look on their website, and you'll see they mention every N64 game they made except Doom 64. Weird. Anyways, like everything else on the Depot and Treasury, if they just ask, I'll take them down.
About DSV5, Kaiser is far from the only one to use resources from other games, why hang him or the Doom Depot Team for the work we've done. We've done this to be nice, let's leave it at that.
Besides, he's not from claiming the Strife resources as his own. The internet is free trade. If he's selling it, I could see it being a problem.
This whole legality and copyright argument has been beaten to death. Let's just drop it and be happy, ok?
PS. Why is it when people want to make us do something with our projects, we get attacked? It's our work. If you want the Doom 64 TC that gets updated with every version of Doomsday and every other port out there too, you can make it yourself. Best of luck to you. We tried to make it for other ports, and failed miserably. Doomsday is the only port that would allow us to properly emulate the game.
Player_of_Doom
January 16th, 2004, 06:27 PM
I thought DSV5 was alright with the Strife monsters.
MasterOfPuppets
January 16th, 2004, 07:18 PM
wizzyness, do you enjoy the Doom 64 TC? well it almost didn't happen because a lot of people were saying that it was illigal and stuff, like you are now in regards to the TC and DSV 5. well, if the creators of the recources had a problem with us using them, then they would say so.
PS. sorry elbryan, i had to get my word in on it, i can't stand not doing so! and sense you seem to feel a little unapreciated, let me say that i love Doom 64 TC. it is probably one of the most important things to happen to DooM in a long time. it goes on the "legends" list with the creation of BOOM and DosDoom's creation of the 3d sector.
Agik
January 19th, 2004, 01:39 PM
I think it'd be cool if you could use some of the snazzy things doomsday has [alt models, texture packs, etc] with the doom64 tc, but whatever.
MasterOfPuppets
January 19th, 2004, 02:28 PM
o, btw, Kaiser. i checked out your "o no the comunity is falling!" wad. good satire. i esp. loved the part were you get to kill DukeNukem#1
iori
January 19th, 2004, 04:07 PM
I think it'd be cool if you could use some of the snazzy things doomsday has [alt models, texture packs, etc] with the doom64 tc, but whatever.
Ok, Think of it as not being doomsday at all, in fact, think of it as an unchangeable version, like the original cart. Problem Solved ;)
Slide
January 19th, 2004, 04:37 PM
Or use the Doom 64 Resource Pack to play the original levels and mods with the Doom 64 Graphics and sounds - then you'll get all the new Doomsday eyecandy you want, although not the TC levels.
Besides if you really want those things there are several other great looking proper jDoom TC's coming up (Didi's, Resurrection, Alien Dimension, Zero Tolerance) - why not look at them and let the Doom 64 team do what they want - it's not as if they are paid etc...
Nephil
January 20th, 2004, 06:41 AM
o, btw, Kaiser. i checked out your "o no the comunity is falling!" wad. good satire. i esp. loved the part were you get to kill DukeNukem#1 Sounds funny. Where can I get that one?
MasterOfPuppets
January 20th, 2004, 06:51 AM
o it was on /Newstuff over at Doomworld, along with Doom World Forums 3, which "tells the story" of how we were hacked.
http://doomworld.com/php/topstory.php?id=2181
second and third one down.
Phweengee
January 20th, 2004, 02:38 PM
n00b question:
I have the game installed and it runs and plays great. Me like. Only problem, I can't see my status bar. I have no idea how much health or ammo I have. I've tried to go into the hud options and key options, and I can't find what I need to make it appear. Any tips?
Phweengee
January 20th, 2004, 02:43 PM
I should probably clarify. I see the options in the hud menu to display the various features, and they're all set to yes, but I still can't see anything. I went into the keys menu to look for the button that increases the view size, which, at it's higher settings might affect the hud, like in the original games, but that hasn't helped either.
Phweengee
January 20th, 2004, 02:45 PM
Nevermind, I got it. My appologies for junking up your thread.
MasterOfPuppets
January 20th, 2004, 03:12 PM
ok, well i'll answer the question anyway. there is no status bar, per say. just turn up the "scale" value and the small game ammo/health/armor icons will apear.
Nedan
January 20th, 2004, 06:27 PM
I mean no offense by this (& forgive me if I sound a little ignorant) but what does this TC of Doom64 have to do with the doomsday project now? If it doesn't require it & it is a stand-alone... why post a thread (& sticky it for that matter) about it here? Shouldn't this be in one of the "Classic DOOM" forums or possibly the "Other Source Ports" forum?
Actually posting it in one of the other forums might help cut down the flak from people that keep complaining about a doomsday version.
I don't know... just a thought I guess. $0.02
MasterOfPuppets
January 20th, 2004, 07:06 PM
actually that is a reasonable question.
well, the best answer i have for you (playing the part of answer-guy today) is that Doom 64 TC was originally for Doomsday, and so it was posted here. So after the hack, Elbryan posted it again, just as it was b4.
speaking of the hack, the DoomWorld Forums 3 wad offended me*bliss*
psyren
January 21st, 2004, 07:38 AM
I haven't been to this forum since the "incident". Sure has gotten vicious and unreasonable since then.
Just some thoughts: The original game is from 1997, for an obsolete console system. Not only Midway/Williams have disowned it, for all practical purposes, but there is no trace that it ever existed on the Nintendo site either. I bought 2 cartridges of the game when it went out of production, hoping the machine would keep working and I would never lose the game. I was elated to find it for the PC, and with mouse support, free-look, extra levels and monsters...WOW! No complaints at all about whatever minute differences from the original there might be. The game is already more than it ever was, or was ever intended to be with this TC.
Agik
January 21st, 2004, 08:45 AM
Yeah, I was playing it the other day. Good fun.
Autoaim is funky, though. In the second level there were some things on the other side of a waist-high barrier shooting me. When I shot at them, it missed. I had to turn off autoaim and then shoot at them again. I don't like mouselook and such in Doom. Doesn't feel right.
That, and it crashed when I minimized it =/
elbryan42
January 21st, 2004, 12:42 PM
There's a reason for the autoaim thing. Even though the player's eye-height is all the way up, Doomsday still thinks that the player can't see the enemy. You can test this when trying to hit enemies on tall platforms. Close to the edge, you can hit them, but farther back where you wouldn't normally be able to see them (if the eye-height was like normal Doom's) you won't be able to hit them. We tried fixing this bug, but with no success.
psyren
January 21st, 2004, 06:40 PM
I ran into that problem too. In Terraformer, the imps at the start had no trouble sending fireballs over that short wall at me, but I couldn't hit them at all.
As you progress through the game though, you will find the same glitch works more to your advantage most of the time.
Finding the cyberdemon that blasts away mercilessly without hitting you from a slightly lower elevation. Just standing there pelting him with rockets and not having to dodge at all is most gratifying. :)
psyren
January 21st, 2004, 08:18 PM
Something else I am thinking may have to do with the distancing of everyone from Doom64.
In April 1999, our fellow Doomers Eric Harris and Dylan Klebold decided to make their antisocial statement to Columbine HS and the rest of USA, killing themselves in the process.
The associations that came in the press, and the fact that they were both Doom players had a profound impact on us all. I think this might have been some reason behind everyone originally involved distancing themselves from this wonderful game.
Political correctness is important sometimes I guess. I am often ashamed that USA falls to such depths. Sure, we all know it is the gold that motivates business. No gold collected and all of D64 is free!
No one will ever come after any copyrights I am sure. No money in this for any of the many people who made it.
Williams, that owns Midway, is making so much money selling video poker machines to US states I doubt they ever worry about home game market again.
psyren
January 21st, 2004, 08:21 PM
http://massmurder.zyns.com/eric_harris_dylan_klebold.htm
MasterOfPuppets
January 21st, 2004, 10:23 PM
A) psyren, just edit your posts instead of triple posting, it drives everybody crazy.
B) nobody cares about those 2 losers anymore
C) the legal matter has been hammered way to hard for way too long. even if you are aguring on the side we all agree with, its time to forget about it!
wizzyness
January 21st, 2004, 10:59 PM
B) masterofpuppets, you got a clone? must be it!
Slide
January 22nd, 2004, 12:45 AM
TC of Doom64 have to do with the doomsday project now?
I was hoping that the Doomsday Version was not dead but merely 'resting'. But if it really has gone, you're quite right I guess this thread will be moved; probably to 'Editing' . Hopefully the Doom 64 Resource pack can grow to somewhat fill the ensuing vacuum. I'd love a slightly knobbled version of the TC that would run through the standard jDoom.DLL.
psyren
January 22nd, 2004, 09:07 AM
I apologise.
(a) I am scattered of thought
(b) New to this post, and seeing so many bashing this TC I had to add my $0.02, or $0.04, or $0.06.
(c) It seemed few were actually on the subject of this forum anyway, so I didn't feel my opinions would be too distracting
But I do apologise to any who were offended.(or driven crazy)
BigNosedBeast
January 22nd, 2004, 01:22 PM
Yeah I'm new here, hello and everything. *cool*
I just felt like playing the original Doom the other day and read where people were talking about
Jdoom in another forum. I checked it out and it was awesome.
Well I just recently stumbled upon news of this Doom 64 tc and thought that was an awesome idea.
Well I have a slight problem. Obviously I'm a noob so this may turn out to be stupidity on my part but
I followed these instructions here:
"put your doom2.wad and music wad into the Absolution\Bin\Data\doom64\Auto\ directory. Then just run
Absolution.exe in the Absolution\Bin\ directory and you're set!"
and when I try to run the Absolution.exe it tells me that no IWAD has been specified and it aborts.
Sorry if this question has been asked before but I must have overlooked it somewhere. *bug*
MasterOfPuppets
January 22nd, 2004, 02:52 PM
actually, you should just stick the doom2.wad into absolution/bin. if you put it in the auto folder, it will try to over ride the doom 64 main wad.
elbryan42
January 22nd, 2004, 04:29 PM
Huh? It didn't do that for me. This is the first I've heard of this problem. It works just fine in both locations.
BigNosedBeast
January 22nd, 2004, 04:29 PM
:D Hey thanks for the help.
I also found out that another reason for it not working is because it need to be a copy of
the doom2.wad but I tried it with a shortcut instead.
Now it works great, looks great, this is great. *bliss*
(Edit I think it was stupidity on my part like I said befor but it works now.)
elbryan42
January 22nd, 2004, 04:31 PM
Ah, gotcha. Problem solved. ;)
Enjoy the TC.
ravenlot
January 23rd, 2004, 06:13 AM
I was just reading through this thread and had a question.
It was mentioned that "glow height support" was implemented into the Absolution executable and that the mod heavily relies upon it. Can someone tell me what glow height support is and how it affects the game?
MasterOfPuppets
January 23rd, 2004, 03:06 PM
the flats (ceilings and floors) glow. in the D64_abstin.wad, there are 3 (or more) copies of each flat, some of them named CUSTOM which glow and remain the same color even in colored rooms, F_TILE which do not glow and do change color depending on the room, and SPECIAL/NEW which glow and are pre-colored. mapping with these is a pain, but it can creat some eye-catching affects.
thats the extent of my knowllege on the subject, Kaiser is really the expert on the subject.
Kaiser
January 24th, 2004, 02:44 AM
I was just reading through this thread and had a question.
It was mentioned that "glow height support" was implemented into the Absolution executable and that the mod heavily relies upon it. Can someone tell me what glow height support is and how it affects the game?
I am assuming you do not want to use the absolution exe and want an explaination on why you should use the exe correct?
ravenlot
January 24th, 2004, 07:24 AM
Basically. I just wanted all these cool Doom games launched using Kickstart.
If it adds something important to the game or if other important changes were made to Absolution project after it separated from Doomsday, I don't have a problem in leaving them separated. But if the changes didn't really affect gameplay that much, I'd like to try running it through Doomsday.
So, does this feature or any other features added to Absolution after separating from Doomsday make the game unplayable if run through Doomsday? BTW, I still have the old Absolution files when it was still a part of Doomsday.
I hope no one's taking this as an insult to the work done to make Absolution the way it is now because I really do appreciate the work. I just want to see if I can set it up to suit my personal preferences.
MasterOfPuppets
January 24th, 2004, 09:24 AM
i'm sure if Kiaser could have gotten the TC to work perfectly with Doomsday, he would have. all the bugs and constant fixing kind of forced the decision that Doom 64 TC stand on its own.
Slide
January 24th, 2004, 10:36 AM
The issue wasn't that the TC wasn't working perfectly with Doomsday, just that many updates to Doomsday broke the TC DLL.
FirebrandX1
January 25th, 2004, 07:43 AM
Quick question:
Is there any way I can disable mouse running? I just want to use the arrow keys for moving forward and backwards, but I still want to use the mouse for turning. I couldn't see any way to set this from the control options, which is unfortunate for me.
elbryan42
January 25th, 2004, 09:12 AM
In the control panel under Input you can disable the mouse y axis.
Long time no see, FirebrandX! What's new?
FirebrandX1
January 25th, 2004, 09:49 AM
Thanks for the info on that. I was hoping there was an axis option like that.
Hey it has been a while! I got a 2nd job along with my graphic design work to help pay the bills. I work as a projectionist for a 16-screen theater full time, and then I do book covers on assignment from a London-based book company that "Grazza" owns and operates. I'm sure you know who Grazza is.
I also started doing contruction renders for private contractors. You know, stuff like how a home would look with an elaborate deck built onto it in the backyard. It helps the sales pitch a lot because the customer can see what they are getting before it is built, and is an easy 50 bucks for me because I can draw one up in a day.
So besides that, I've been spending my free time trying to assemble the ultimate rom collection. The usual "taboo" stuff ;-)
What's new with you? (other than still dealing with losers on message boards)
elbryan42
January 25th, 2004, 04:31 PM
Working a lot. Whoever said being a manager of a restaurant is easy should be shot. :P Just when I thought I finally had a staff in place, someone has to move across the country. It never ends, but being in charge rocks. :)
Been working on the Castlevania Treasury, and classicgaming as usual. Lots of Metal Gear, Wolfenstein and Prince of Persia playing.
Nedan
January 27th, 2004, 06:25 AM
I was hoping that the Doomsday Version was not dead but merely 'resting'. But if it really has gone, you're quite right I guess this thread will be moved; probably to 'Editing' . Hopefully the Doom 64 Resource pack can grow to somewhat fill the ensuing vacuum. I'd love a slightly knobbled version of the TC that would run through the standard jDoom.DLL.
I agree, I would also prefer a slightly knobbled version of the tc that would run through the standard jDoom.DLL. But unfortunately, just from what I hear in this thread alone, the doomsday version seems to be dead in the water at the moment (performing c.p.r. on it might work though ;)). And just leaving this thread here will obviously draw the occational noob from time to time that complains about it. So moving it to another forum seems to be the most logical solution to avoid future complaints (or flak) IMHO.
cide
January 28th, 2004, 07:55 PM
How do I get the Doom 64 TC music working? I have the 54MB Music Wad, but Im not entirely sure what to do with it. When I place it in the auto folder I get no music.. When I take it out of the Absolution dir, and run the game without.. I get doom2 music.. blah.
And anyway to change the EAX/FMOD options? Maybe thats my problem?
MasterOfPuppets
January 28th, 2004, 10:23 PM
really? you put it in the auto folder and it still dosn't work? that is strange!
i would sugjest that you put the music wad back into auto and try messing around with the control panel, but i don't think that's it considering the doom 2 music still plays.
cide
January 29th, 2004, 06:19 PM
Something to do with FMOD not working on this system I guess.. /sigh.
I'll figure it out someday... ;(
Kaiser
January 29th, 2004, 10:50 PM
I think the command line to disable fmod is -nofmod
also -noeax disables eax as well. I suggest you do both.
psyren
February 12th, 2004, 11:21 PM
I read that the upcoming "Outcast" levels will add a new screen so we can chose whether to play the mission pack or the original.
Will this also be how "Dark Nexus" is integrated into Absolution?
And what of custom maps that will be made?
Since Absolution has it's own internal Kickstart now, without the WADS or ADD-ONS menus that Doomsday uses for this, I am curious how this can/will be done.
MasterOfPuppets
February 13th, 2004, 03:38 PM
by using the auto folders, i guess.
psyren
February 20th, 2004, 11:28 AM
The Absolution / Doom64TC help page is now at http://www11.brinkster.com/psyren/doom64tcX.htm
Kaiser
February 21st, 2004, 03:26 AM
woo! nice work. :D
Lord Kaizen
February 26th, 2004, 12:49 PM
I modified Bam's telleporter particles so that they work in Absolution and they look pretty nice. I also tried to make a ded file to enable texturelights. But I couldn't get any lights to appear. Was I doing something wrong? Would someone else be willing to try this?
I was wondering, does Absolution support 3D models and high-res textures? Has anybody ever thought about making some?
But since the original sprites are so detailed, I don't think MD2 format would do them justice. Perhaps Absolution could be...uh... modified to support...uh...MD....3....format....? Besides, extremely large groups of monsterns aren't encountered too often. Just an idea... *owell*
On the other hand, how about Doom 64 based models for jDoom?
MasterOfPuppets
February 26th, 2004, 04:03 PM
models and high rez textures would always be a bonus, but there is always the question of who would take on such a task, especially sense Absolution is just a mod (a damn good one but still a mod).
as the the teleporter particles, sounds freaking cool! you should upload it somewhere, or if you don't have any web space you could send it to me and i'll mirror it for you.
Lord Kaizen
February 26th, 2004, 11:27 PM
Sure, but it's just a modification of Bam's original teleporter particles for jDoom. So their mostly the same particle effects but they can appear in Absolution. Just pm me your e-mail addy and I can send it too you!
Does anybody know how get texture lights to work?
Kaiser
February 27th, 2004, 03:40 AM
Absolution.exe uses an older verison of doomsday. so this feature is obsolete. To me, this feature isn't important.
MasterOfPuppets
February 28th, 2004, 12:04 AM
the teleporter particles do look really good. i uploaded them to generation-nexus, so whoever wants them http://kyleissatan.generation-nexus.net/files/Doom%2064-Teleporters.ded
right click, save as.
EDIT: and of course credits go to BAM for the original teleporter fx, and to Kaizen for modifying them for Doom 64
Lord Kaizen
February 28th, 2004, 02:28 PM
Absolution.exe uses an older verison of doomsday. so this feature is obsolete. To me, this feature isn't important.
What feature. You mean texture lights or models?
Wicked Anime Kid
March 7th, 2004, 01:02 AM
Hey Kaiser, when i was playing through D64 i noticed that the hitbox of the demon isn't configured correctly (it has to be changed in height). When i shoot at the most parts of his face my bullets go right through the demon. Can you make a patch for that?(.ded patch)
cj
March 7th, 2004, 04:03 AM
Which directory should I copy the teleport.ded into??
Cheers, Chris
Wicked Anime Kid
March 7th, 2004, 07:53 AM
Into bind/defs/doom64/auto
Then it should work properly:D
cj
March 7th, 2004, 08:39 AM
Cheers WAK!
TCRaptor
March 11th, 2004, 05:24 PM
I have a problem with doom64TC of alot of buttons and doors not working, sry if i havent vistited all the hundreds of sites but i dont have that much time.
Kaiser
March 11th, 2004, 11:00 PM
I have a problem with doom64TC of alot of buttons and doors not working, sry if i havent vistited all the hundreds of sites but i dont have that much time.
here's a solution. Format your hard drive.
elbryan42
March 12th, 2004, 02:56 PM
My my, someone's sick of answering that question. :P
As for the REAL answer. DON'T use it as a normal wad. READ the instrauctions.
Chilvence
March 12th, 2004, 03:02 PM
Instrauctions? Does that mean you have to enter a bidding war for the answers?
Or have you just taken on an Austrian accent - "I instrauct you to reed the reedme or I weel turmeenate you" *grin*
iori
March 12th, 2004, 03:06 PM
snap.
MasterOfPuppets
March 12th, 2004, 03:09 PM
lol, Kaiser has worked so hard on Doom64 and put up with so much that he shouldn't have to answer questions. me, WAK, Slide, and Elbryan can probably answer any questions that come up, so don't stress over it Kaiser;)
iori
March 12th, 2004, 09:00 PM
I was playing the doom64tc and all of a sudden there was this giant big floating face with arms coming out of the side. Its grinned at me, a big red ball came at flying at me and my view went down to the ground. FIX IT PLZ!!11one
Melfice
March 23rd, 2004, 02:47 PM
Someone asked about Dark Nexus.
Dark Nexus for JDoom will be basically a mod for the Doom64TC, only replacing maps, and adding new monsters.
Dark Nexus for Legacy however will be a much larger download as it has to have its own resource wad (obviously).
As for anyone who still wonders about it... It's still going...but it's in Iori's hands now. Because of my personal life I no longer have time to try messing with it. I handed it down to Iori because I felt he would get it done and do a good job, something I know he's capable of doing. As for my part in the project, it's basically this: Legacy mappers will map while try not to over-do the use of Fragglescript then I'm going to conver the levels to JDoom for it's version. And that's that. I'm still helping wherever I can, just not on the mapping part now.
MasterOfPuppets
March 23rd, 2004, 07:11 PM
great things take time i guess. but i'm sure Dark Nexus will be worth it. I know from my short time of Doom 64 mapping that with the right touch you can create extremely atmospheric areas that get down right creepy.
iori
March 24th, 2004, 01:07 AM
Gah, sorry Melfice, I shoulda picked up on that one. Yeah I'm the new discombobulator of Dark Nexus. Please refer any questions to be via PM or email as I dont check this board too often (I will once the Doomsday dev commences).
Lord Kaizen
March 27th, 2004, 12:23 AM
It would be great if one of these Dooms 64 TC mods had the Spider Mastermind, Arch-vile and commando. But in the same style as the rest of the Doom 64 monsters.
Kaiser
March 27th, 2004, 02:50 AM
The Outcast add-on (mission pack) for the Doom64 TC will feature the chaingun zombie and a imp-ish monster similar to the arch vile.
Moofis
March 27th, 2004, 02:06 PM
You guys might know this already but the makers said they removed hectic Even thought they didnt. funny really
Lord Kaizen
March 27th, 2004, 02:37 PM
The Outcast add-on (mission pack) for the Doom64 TC will feature the chaingun zombie and a imp-ish monster similar to the arch vile.
Ass kickin'! I thought the only one you were working on was Dark Nexus. Where can I find info about all these add-ons to Doom 64? *book*
iori
March 27th, 2004, 04:49 PM
....er Kaiser is working on the Outcast levels, I'm working on Dark Nexus, the two are completely different projects.
MasterOfPuppets
March 27th, 2004, 07:05 PM
well, sense the subject came up, what kind of progress is there on Outcast and Dark Nexus, if any?
iori
March 27th, 2004, 09:07 PM
Well Ill let Kaiser handle the Outcast PR, and i dont wanna hijack the thread :/
For Dark Nexus stuff, please ask in the legacy forums specifically, OR goto http://www.teamhellspawn.com/phpBB2/viewforum.php?f=7
There is more info there ;)
DN development is legacy specific atm, but a JDoom port will be made after the Legacy version is complete.
Kaiser
March 28th, 2004, 10:35 PM
The Outcast levels is an mission pack for the TC.
For those who seen mission packs for Quake and Quake2 etc, then you should expect some new stuff to be seen.
This pack will feature 9 new levels (designed in the same fashsion as the oringinal levels) and new events and features, like animating doors, force fields, cameras, and other effects.
There will be at least four new monsters, the Acid Demon, Lesser Vile, Chaingun Guy, and Hell's Lord.
As for the new weapon, I still haven't decided if I should include one. The lightning gun sprite is in very bad quality and won't even look good in the game. However, I was thinking about giving a weapon an alternate version, like grenades for the rocket launcher.
Because of SvStrife etc, I've only manage to complete 2 levels (seen on my site). But this doesn't mean the project will end.
Weenuk
March 29th, 2004, 12:05 PM
Actually, if you play the original Doom 64 for the n64, you will realize that there are indeed cameras to look into. There is even one in the first level (the elevator that takes you down to all those blue potions). They aren't like duke and don't swing around, or even show up on the monitors (all you see is the static when not looking into it).
A new kind of zombie would be a good idea. Something different then the others, idk maybe a female zombie?
New weapon.... hmm that is a hard one. Railguns and Doom wouldn't mix well. Flamethrower is something most people think about putting in, but a little overused. A tesla style gun might be good (something like from RTCW). Designing one, well that's up to you. Grenade launcher might be good, but come on now, make it a seperate weapon.
iori
March 29th, 2004, 12:28 PM
Grenade launcher might be good, but come on now, make it a seperate weapon.
Kaiser, make it how you want it.
Weenuk
March 29th, 2004, 05:16 PM
I just think that it would be kinda weird if the Rocket Launcher could shoot grenades and rockets in the expansion but not in the original. If the sprite was redone to look like something new, then fine.
Kaiser
March 30th, 2004, 03:40 AM
well, anyone can give it a shot if they want to restore the lightning gun sprite.
http://home.houston.rr.com/svkaiser/XRGSa0.png
Kaiser
March 30th, 2004, 03:40 AM
Actually, if you play the original Doom 64 for the n64, you will realize that there are indeed cameras to look into. There is even one in the first level (the elevator that takes you down to all those blue potions). They aren't like duke and don't swing around, or even show up on the monitors (all you see is the static when not looking into it).
implenting the cameras may be a little difficult, but I could always check out Zdoom's source and see how cameras were done..
Weenuk
March 30th, 2004, 09:53 AM
Lightning gun sounds good too me. Is there any better pics of that lightning gun (I'm guessing no since you're asking for it to be restored, lol). I remember seeing that thing ages ago when Midway was talking about making that game, but that was years ago (might have been in an old Nintendo Power, and if I remember right, they used to have a lot of images of a lot of the monsters and stuff at higher resolutions, including the beloved marine). Any idea how it was supposed to work? I wouldn't mind remodeling that kind of a weapon for resurrection (what is one more weapon anyway lol).
elbryan42
March 30th, 2004, 12:14 PM
Ah, the lightning gun. I still have that Gamepro in a box somewhere. If the paper quality in Gamepro didn't suck so much, the gun would've scanned better. :-/
There has to be more gaming magazine enthusiasts out there that have to have old beta shots of Doom 64...
Weenuk
March 30th, 2004, 12:55 PM
Sorry, I threw all mine out, I think??? I remember though that Nintendo Power had done some walkthroughs of Doom 64, and they put big pictures of the monsters in there. Too bad you couldn't just contact Midway and get some stuff. There was that interview with the level designers before. Maybe they know something?????
iori
March 30th, 2004, 12:59 PM
There has to be more gaming magazine enthusiasts out there that have to have old beta shots of Doom 64...
I wish to god I did. Ive been looking for shots on the net of the beta doom64 for the longest time :/, to no avail.
MasterOfPuppets
March 30th, 2004, 05:00 PM
i was thinking about that grenade thing. maybe it would be cooler if you made another sprite in which the player throws the grenade and it can be used as an alternate fire for some guns (like shotgun and stuff, not guns that the marine would need both hands on).
EDIT: i think the lightning gun would have to be recreated totally. might want to ask around for help on that, i tried just now, but the results weren't very good.
Weenuk
March 30th, 2004, 05:49 PM
Well, could always get someone to model a really high poly version in MAX or Lightwave (insert great 3D modelling program here) if a good render of the original sprite is found, and then take some renders of that.
Throwing grenades. Now there is an idea. Like in Halo. But you shouldn't have to worry about if the weapons need 2 hands. Hold it in one hand, weapon moves off to side, other arm throws grenade. Well, maybe the BFG......
Kaiser
April 1st, 2004, 02:52 AM
Btw, since I am adding new stuff in the Outcast levels (maybe to be later called Doom64 2), what would you like to see? Any new stuff, effects, monsters?
if monsters, then what kind of attacks you would like to see?
and then there's the trigger specials, anything new you want to see?
btw, there will be a new version of the doom64.dll so feel free to go off the wall with your ideas.
DaniJ
April 1st, 2004, 04:01 AM
I'd really like to see some kind of inventory. Maybe have the player search for hidden artifacts that can be used throughout the game once collected. You'd still need to have enough mana/ammo/demon power/whatever though.
iori
April 1st, 2004, 09:11 AM
Yes, an extentsion of the whole artifact idea would be really cool. To what end I dont know, but I really like the idea.
Lord Kaizen
April 1st, 2004, 02:11 PM
Btw, since I am adding new stuff in the Outcast levels (maybe to be later called Doom64 2), what would you like to see? Any new stuff, effects, monsters?
if monsters, then what kind of attacks you would like to see?
and then there's the trigger specials, anything new you want to see?
btw, there will be a new version of the doom64.dll so feel free to go off the wall with your ideas.
The spider mastermind!...but recreated in the same way as the arachnotron. Like with the same six legs and two chainguns instead of one.
I remember just fooling around making a doom64 tc level using Wadauthor, and I stuck a mastermind in it and it still worked! But the sprite's colors were messed up because of palette being different. So the least you could do is repaint the sprite.
I had an idea for a Doom mod using the Quake 2 engine once. I had some designs for a winged demon and a creature called a "Damned" - only encountered in Hell's wasteland. It looks like a naked and starved human with no eyes, only empty eye sockets.
How about Satan himself as a boss?
MasterOfPuppets
April 1st, 2004, 04:10 PM
btw, there will be a new version of the doom64.dll so feel free to go off the wall with your ideas. you just opened the flood gates:) so just throwing ideas out...
like we were talking about earlier, a Halo-like grenade throw would be really awesome! i think it would be a great twist with the gameplay (sure it dosn't adhear to the doom bible but mods are all about new things, right?). sort of like the kick in Duke3D, a side weapon/alternate fire move. right now thats my only weapon idea...
i remember a post some time ago in which you hinted at arachnitrons roaming around on the cielings, that would be sweet.
i've always thought a pinky demon (or shaved gorilla, as the case may be) that got close to the player and, instead of byting into them, breathed some nasty flames would be cool. (might explode when killed.*alien* )
the Acid Demon...hmm. maybe when it bytes the player you get poisoned, and lose health slowly untill you pick up some kind of antidote item.
maybe chaingunner could bounce some grenades at you, hehe.
a third type of goat demon (black or dark red...blue? dunno)
thats all i can come up with now, hope it helps.
Weenuk
April 1st, 2004, 04:50 PM
Arachnotrons on the ceilings. Lol, those big f***ers wouldn't make it, they look so heavy. What would be neat, some little spider guy like the Stalker from Quake 2, Mission Pack 2 (well, definately not the same look to him). He would sit there, resting on the ceiling, and you would walk into a room and he'd either start shooting you or drop down for an attack. Kinda like a mini arachnotron. Call it the Itsybitsytron lol.
Kaiser
April 1st, 2004, 10:54 PM
Alright, here's a rundown of the new stuff that will be featured in the mission pack:
-Acid Demon (same as regular demon except explodes acids when killed)
-Lesser Vile (red version of the imp with various fire attacks)
-Chaingunner (red version of the shotguy)
-Hell's Lord (Green/Yellowish version of the Motherdemon, with more than 1 attack)
-Animating Doors
-Force Field triggers
-Grenades
================================
Working in progress/not sure
-Cameras
-Inventory system, items?
-Halo-like Grenade? -Need new firing frame
Weenuk
April 2nd, 2004, 07:35 AM
Well, if someone wants to make a really detailed sketch of the lightning gun, I'd be willing to model it now. Skinning it is another matter entirely though.
elbryan42
April 2nd, 2004, 07:49 AM
My friend (an art student) was working on one for the TC, but lost it, too close to release to add it. I'll ask if he can make another one, if he has time.
DaniJ
April 2nd, 2004, 10:05 AM
Well if you need someone to skin it then let me know.
Weenuk
April 2nd, 2004, 11:42 AM
So ok, if your friend can get that sketch done, tell him to send it on over. What I would like is a sketch from all sides (well, front, top and left or right would be fine) and a perspective view, all to scale with eachother (him being an arts student shouldn't be much of a problem). HI-resolution scans (i'm assuming it's on paper) very much appreciated. And if we have Dani willing to skin, we should be good to go.
I would also like to add that I would like to use this weapon for Resurrection as well, but I would be using a 3D model of course. I don't think that would be asking too much.
Actually, if any other renderings of weapons, monsters, decor, the Marine etc... have been made, send them on over. Can make hi-res sprites of the other stuff to go along with the lightning gun things. Also, they would be a help for Resurrection.......(since a lot of content will at least be based on Doom 64).
MasterOfPuppets
April 5th, 2004, 08:48 PM
the teleport particle effects for doom 64 have been moved. you can download it now from here (http://mop.darkasylums.net/files/Doom 64-Teleporters.ded)
Kaiser
April 8th, 2004, 04:25 AM
Here's something I just thought of.
How about new artifacts? Like the Megasphere. You could have one like the Quad damage, or a sphere that will alternate your weapons for a short period of time.
Also, the Acid Demon, Chaingunguy has been implented too. Any new monster suggestions?
MasterOfPuppets
April 8th, 2004, 09:03 AM
well if you want ideas for artifacts look at skulltag's variouse new spheres and runes.
Weenuk
April 8th, 2004, 09:54 AM
Yeah, a tomb of power style artifact would be neat. I was thinking about that for Resurrection but secondary fire and melee hit is enough tbh.
Kaiser
April 9th, 2004, 03:41 AM
I was thinking about including some of the lost items that were in the Alpha/Beta Doom games.
The unmaker is in Doom64..so why not the other items? :)
MasterOfPuppets
April 9th, 2004, 04:22 PM
might be a good idea. maybe have 2 differnt types of lost souls, the fire ones and the alpha/beta doom style, flameless ones.
elbryan42
April 10th, 2004, 09:42 AM
I wouldn't mind seeing the Unholy Bible. ;) Kinda like the Tome from Heretic. **hint hint**
Lord Kaizen
April 10th, 2004, 05:55 PM
I was thinking about including some of the lost items that were in the Alpha/Beta Doom games.
The unmaker is in Doom64..so why not the other items? :)
I've been hoping you would say that. ;) There was also originally supposed to be another kind of demonic weapon, it would be nice if there was at least that.
I really wish someone would make a mod that is everything that Doom was supposed to be according to the Doom Bible... :(
MasterOfPuppets
April 10th, 2004, 08:45 PM
a big, super awsome, sharp 'n shiny demon sword :D
Kaiser
April 17th, 2004, 02:33 AM
dunno if anyone seen this yet...
http://www.wadsinprogress.info/?a=listwads&wad=201
iori
April 17th, 2004, 02:35 AM
Nice story. I was wondering why you called it 'Outcast'.
elbryan42
April 17th, 2004, 07:26 AM
Awesome work Kaiser! :)
Nemesis
April 17th, 2004, 12:16 PM
dunno if anyone seen this yet...
http://www.wadsinprogress.info/?a=listwads&wad=201
*ohmy* *jawdrop*
Those screenshots are sweet.*shades*
Keep up the good work, Kaiser.*thumbs*
*does Sean Connery voice*
You're the man now dog!:D
Lord Kaizen
April 18th, 2004, 04:11 PM
The link to the D64 ultimate help page seems to be broken.
Weenuk
April 18th, 2004, 05:16 PM
Ahh, very nice Kaizer. A little bit of a strong story, but suitable none the less. How goes the weapon sketches?
elbryan42
April 20th, 2004, 11:24 PM
My friend just finished school. I'll bring the magazine to work tomorrow. Thanks for reminding me. I'll keep you posted.
Weenuk
April 20th, 2004, 11:37 PM
I'm almost done too (my last exam is on the 24th, can finally get back to doing some modelling). If there is any other content that got dumped out of the final version (why is Nintendo always sooooo stupid when they make their systems. They always have to do something to screw up their hardware compared to the competitors. Cartridges instead of CDs, and now Mini DVDs instead of real DVDs. I wonder what will be next?). Anyway, I wonder if some of the artists still have some of the concept art or more complete work on the missing stuff, like the monsters. Maybe if we asked nicely.........
elbryan42
April 21st, 2004, 01:56 AM
Well, we asked in the interview, but the only people who would answer were the level designers and they don't remember anything much. Heck, Midway refuses to acknowledge that Doom 64 even exists.
I remember the old screenies, just wish I bought that magazine when i saw it. I remember the day perfectly. I remember that the screenies were in a 2 part interview with the designers and it was in a well made (quality wise) magazine. Thick paper, probably Gamefan. I never bought a gamefan until the month before they reviewed it, which was too late. :|
Wish someone out there has the issue.
Weenuk
April 21st, 2004, 10:31 AM
I just wish I still had those Nintendo Powers. I am quite sure that I threw them all out. Somebody still has to have it. I know that some people like to collect those kinds of things.
iori
April 21st, 2004, 10:36 AM
elbryan: Do you know if there were any of those E3 screenies in that issue of GamePro (the first gamepro preveiw of doom64, it had the mancubus on the cover, and one gun was burning the logo...)? I also wonder if gamefan is still around (so one can order back issues).
elbryan42
April 21st, 2004, 01:43 PM
That's actually the issue I just gave to m friend today. :P
I'd show you the scan of it, but I lost it. :( It's somewhere on the hd, if I could figure out what I called it in the first place. :|
There's one screen in the demon room in map01 with the lightning gun thingy as the weapon. One of the demon in the first hall, a few with the plasma rifle in map01, a map mode of stage one with a missing area (the one with the conveyor belt), and the mysterious level that Kaiser made a map of and made a screenie of (remember the picture on the main page "The beauty of Doomsday"? The only difference is there's a pistol in the review, and Kaiser used the lightning gun in his pic.
That's it. No mysterious egyptian levels in the preview. :(
iori
April 21st, 2004, 04:28 PM
I cant believe that Midway just 'forgot' about Doom64. Although it wasnt their crowning achievement, its not like Midway has had a crowning achievement since the arcade days of old...
SpawnofCheese
April 23rd, 2004, 05:14 PM
Btw, since I am adding new stuff in the Outcast levels (maybe to be later called Doom64 2), what would you like to see? Any new stuff, effects, monsters?
How about Super Shotgun zombies? Or Plasma Rifle zombies? Or any other weapon type? They're supposed to be soldiers who died fighting the demons right? I'm sure some would have gone down with heavy weapons on them.
elbryan42
April 23rd, 2004, 09:23 PM
I disagree. Three zombies is more than enough.
MasterOfPuppets
April 23rd, 2004, 10:34 PM
on Alter of Pain i found one of the killer "easter egg" rooms (that's you picture, right Kaiser?), but isn't there supposed to be an exit to "the Lair" there? where the heck is it?
SpawnofCheese
April 24th, 2004, 11:32 AM
I disagree. Three zombies is more than enough.
You can never have too many zombies!
Weenuk
April 24th, 2004, 01:04 PM
True dat. But more then three zombies that look almost ideantical, not good.
Nemesis
April 24th, 2004, 05:26 PM
I disagree. Three zombies is more than enough.
I agree with that.
Personally, I'd loathe to fight a zombie that has weapons other than a pistol, chaingun, or a shotgun.
*shudders at the thought of a BFG zombie* *eek*
elbryan42
April 24th, 2004, 06:46 PM
If I want to play against a humanoid enemy with the same weapons as the player has, I'd play deathmatch. Doom is about variety in the monsters and new ideas, not adding every weapon the player has to a certain enemy. Doom is about balance. Having two enemies with the same weapons just ruins the balance.
Demons/Lost Souls use melee attacks
Zombies have pistols/shotguns/chainguns
Cyberdemons have rockets
Arachnotrons have plasma rifle shots
Arch-Viles have BFG-ish shots
We don't need rehashes of the same damn weapons. The acid spewing demon is a welcome edition. Original, and still cool. We need a new enemy with a new attack, and not on another damn zombie.
Weenuk
April 24th, 2004, 07:42 PM
Something quick, close range attack. Anyone play the remake of Resident Evil for the Gamecube? When you kill a zombie, it comes back to "life" after a while (unless you torch it first). They are really fast and have like really sharp claws/nails. Something along those lines would be good (I am not talking about zombies that are resurrected ok, just the fast moving idea).
MasterOfPuppets
April 24th, 2004, 09:35 PM
how about some electrical themed enemies. shoots bolts of lighting, stuff of that sort.
KuriKai
April 24th, 2004, 10:47 PM
you could have something that lunges at you if you get to close ot it
that would be cool *monkey*
SpawnofCheese
April 25th, 2004, 11:12 AM
Oh how about some (George) Romero style zombies! They could appear in large numbers and Melee attack you.
Lord Kaizen
April 25th, 2004, 08:05 PM
My idea for the "Damned" creature is simular to that. Not really a zombie though, just some poor guy who was sent to Hell. It looks like an emanciated human but without eyes.
Kaiser
May 18th, 2004, 02:44 AM
UPDATE
Doom64 Outcast's information is now posted at
http://dsv.newdoom.com/dsv5.shtml
I know, I need to change the pagename.
Here are three new screenshots and some info about the new enemies/items.
elbryan42
May 18th, 2004, 09:36 AM
Groovy. :)
Nemesis
May 18th, 2004, 09:48 AM
Awesome Kaiser.*cool*
I can't wait to play it.:D
DaniJ
May 18th, 2004, 09:59 AM
MMmmmm. Looking good.
Any plans for any new traps like the darts?
MasterOfPuppets
May 18th, 2004, 03:11 PM
0!!!
cool stuff, the monsters too! i'm guessing that Armaggedon won't actually be beatable, but more of a sudden death element in some levels? unless we are supposed to use the Doomsday Artifact to kill it (hehe)?
Kaiser
May 18th, 2004, 04:28 PM
0!!!
cool stuff, the monsters too! i'm guessing that Armaggedon won't actually be beatable, but more of a sudden death element in some levels? unless we are supposed to use the Doomsday Artifact to kill it (hehe)?
The Doomsday Artifact will make some appearances in a couple of other maps, but yes, it will serve a special purpose for a certain event.
The boss fight with Armaggedon won't require you to find the Doomsday Artifact to kill it, although the Artifact will be placed to "finish" it off.
MMmmmm. Looking good.
Any plans for any new traps like the darts?
there will be some unique traps like darts and tracers, but mainly there will be a lot of scripted events (all are all XG free)
Abrax
May 22nd, 2004, 03:52 PM
For a new enemy, how about something along the lines of Heretic II's plaguespreader. It could represent the creature that zombifies everyone in the bases (gas in the air). The gas could hang around for a few seconds in the air (and not effect monsters), making it a difficult opponent to outmanuever in the confines of a corridor. It could also spew out a ton of gas when it dies, just like the plauguespreader in Heretic II. Just a suggestion, nothing more, dismiss it if you like.
I'm going back to play a bit more of the TC, I'm on MAP16, Eye of the Storm ATM, and from what I've seen of the map so far, I'd have to rate it as one of the best that I've played.
Ooh, and one more thing, the Outcast expansion pack, or a subsequent one could have the Baphomet at the end of it, but the Doom64 version/style. Just another idea, cya.
psyren
June 14th, 2004, 12:17 AM
What is the exact link to get the D64 Outcast levels?
iori
June 14th, 2004, 08:44 AM
http://dsv.newdoom.com/dsv5.shtml
Note that you cant get them yet, as they're not finished.
psyren
June 21st, 2004, 04:21 PM
Oh, ok. I been out of the scene for a couple months. Something else for this thread though:
Looks like I can no longer edit my site @ http://www11.brinkster.com/psyren/index.htm
They have gone from free server to pay server. (I had to find some host when I moved to Brasil)
If the site vanishes, email me: psyren@easy.com and I can send the Doom64TC pages I had there.
FU Brinkster! :P
iori
June 30th, 2004, 11:22 PM
Well, you could ask Elbryan (http://www.doom2.net/~elbryan) to add it to his archive of doom64 stuff... or try d-nation (http://www.d-nation.org) or doom republic (http://www.doomrepublic.com)
MasterOfPuppets
June 30th, 2004, 11:45 PM
hey Kaiser, saw the new screenshots on WIP, very cool!
elbryan42
July 3rd, 2004, 10:12 AM
Good point. I'll save it when I get home. BUT, it may be a while before the mirror is up, since I just moved (again), so I have to send Doom2.net my new ip so I can upload.
psyren
July 6th, 2004, 01:02 PM
That would be way cool Elbryan, though I've been playing through again with the current Absolution version. I wrote all the walkthroughs with the older version and I think some things have changed. (That crafty Kaiser must have changed more than I thought!)
I'm wondering if anyone else has had troubles?
MasterOfPuppets
July 6th, 2004, 03:36 PM
@Kiaser (hopefully still around?)
that Doom64 resource wad i saw mentioned on your site, will it work better with Doom2's pallett so things don't look to gray/white like with the other Doom64 resource wads i've seen?
elbryan42
July 6th, 2004, 06:26 PM
That would be way cool Elbryan, though I've been playing through again with the current Absolution version. I wrote all the walkthroughs with the older version and I think some things have changed. (That crafty Kaiser must have changed more than I thought!)
I'm wondering if anyone else has had troubles?
Well, if you can let me know in this thread if you change the site, I'll re-download it. If the site goes down, I'll throw the stuff on the Depot.
iori
July 6th, 2004, 07:14 PM
@MoP
Im not sure, but I think the resource wad includes a playpal/colormap that uses (close to) the native doom64 colours. jDoom doesnt need these however, as it has overcome the palette limitation. If these arent present in the wad, I can upload my playpal and colourmap (redone) for you that Im using for Dark Nexus.
psyren
July 16th, 2004, 03:29 PM
Sorry that I am not knowledgeable enough about what you guys are talking about, though I wish I was. The links I put up were the most recent. I got the new "abstin.exe" from Kaiser's site a day or so before it was updated at Doom Depot. So, far as I know, it is the most current. I put the Doom Depot link since that is its home.
I think it must use a different palette. Doom64 has always been darker, (possibly it's only downfall - It needs to be played in a dark room, turning up the brightness just destroys the contrast,) But the colors are definately different also.
Maybe this is why the invulnerability makes almost everything un-recogniseable? It didn't do that on my TV with Nintendo, but it sure does on a PC monitor, no matter what I seem to adjust. (?)
Well, on the other subject, Elbryan42, I did move the site again. Now it is at http://numerometria.freewebpage.org/d64tc.htm
This should be good until I can find some real server space I can have complete control over again, as I was used to in the good 'ol USA.
And please, anyone at all who has something to add, or change, (or dispute!) please let me know. The time I spent making these pages is NOTHING compared to the time it took these people to convert this masterpiece, so perfectly in every way, from Nintendo to the PC.
Ave! Doom Depot Team!
directhex
July 22nd, 2004, 05:56 PM
i have to ask.
any chance of a linux compile or source release of absolution? the linux doomsday 1.8.0 code should provide a basis for the required fiddles & changes, and i'm eager to play doom 64 again (for one thing my cheap-ass memory card lost my saves halfway through playing).
iori
July 23rd, 2004, 08:20 PM
I dont know dude, you might just have do dualboot or soemthing (get more ram). AFAIK, the TC is final.
Blizzardson
August 4th, 2004, 05:48 AM
Say what,ther's no multiplayer option or i maybe didn't see it in the absolution engine,well i just want to know how to launch a server in engine if is able to launch a server of it.
BTW so about Dark Nexus;i see it will be released in two kind version support for doomsday and for doom legacy,but about the beta.demo doesn't work correctly i suggest,it gives errors, do you mind to tell me witch version does it runs in of doom legacy? i tryed it with these versions: 1.41 and the 1.42
hmm i don't get it, does alway have the mega tc's get over the 32 levels per se,well i do have a wad that has a continue, after map30 you'il automaticly go to map33 to finish the hole story completly at map40.but there are four secret maps (in progress) *BOOK*
so it seems like the mega tc wad's have a law sort of...
but isn't it too hard to work with two projects at once,cuz i see Doom64 TC Outcast is also in progress.i maybe can give a hand,i'm also a doomsday coop mapper,but a silent mapper( i don't say too much details about my own project,i keep it surprizing)
(but i still have alot to say since i saw something intersting in this site.) *winky*
Kaiser
August 8th, 2004, 08:31 AM
@Kiaser (hopefully still around?)
that Doom64 resource wad i saw mentioned on your site, will it work better with Doom2's pallett so things don't look to gray/white like with the other Doom64 resource wads i've seen?
The base textures look like crap, but the castle/hell/HR_Giger themed textures blend well in Doom's pallete, but still don't look good (NEED COLORS! :P)
If you're so inclined, check out the d64 texture wad here: ;)
http://home.houston.rr.com/svkaiser/d64tex.zip
btw, for Outcast, I only have three more maps left, and a couple of more new coding implentation (mainly the Armageddon code and the Generic linedef types)
Viper187
August 8th, 2004, 04:35 PM
Hate to bug you guys, but how the hell do you select the Unmaker on this once you have it? The only way I've been able to access it after I've put it away was to scroll backward through the weapons til I got it. I can't find the bloody forward scroll key either.
I saw this in the .cfg file...
bind -u "-weapon10"
bind +u "+weapon10"
But it doesn't seem to work. wtf?
Kaiser
August 11th, 2004, 03:19 AM
U is the default key for the unmaker..just configure to what key you want to select the unmaker. There shouldn't be no problem.
Arzca85
August 11th, 2004, 12:25 PM
I just encountered an interesting problem with Doom 64 TC configuration for Doom Builder, I downloaded the new latest version of Doom Builder, and when I start Doom builder, it gives me an error and says: "The configuration file d64_builder.cfg has errors and cannot be parsed Syntax error on line 659. Spaces not allowed in key names." The config file worked just fine when I had the older version of Doom Builder. I got the latest version of TC.
Any idea..?
Blizzardson
August 14th, 2004, 04:15 PM
Do you exactly know how to launch a Server in the Absolution engine?
I'm Tried to find out how...any commands to type it in the console that shud do the work? for launching a server in the engine.
*uhh*
MasterOfPuppets
August 14th, 2004, 04:30 PM
unfortunatly, network play does not function in Absolution.
xdiesp
August 15th, 2004, 12:40 PM
great work guys! It's true I'm still managing to make your TC work,but stay assured I hunger for it: having tried so much to run D64 emulated and having been always rejected in the end by the control system,I have to thank you.
About 5 years go I had my farewell to doom because I felt the game's time wasn't far or near enough to continue on it. Now I see it evolved in a parallel way that can almost stand as a new identity in the FPS panorama. I wish I kept some of my primitive maps I was designing while waiting for duke3d: ufos conceiled as islands were my strong feature...
xdiesp
August 21st, 2004, 05:40 PM
I downloaded Doomsday.exe and partially overwrote it with Doom64_abstin.exe. Then I placed Doom2.wad and Doom2.gwa where Kickstart was asking me to do. Now the loading window crashes at "Initializing MD2 models - Done in 0.0 seconds" (in fact I have none 3d models installed). My pc clock is an AMD2800 and the graphics come from a GeforceXT5600 256. Any suggestion?
Kaiser
August 28th, 2004, 02:52 AM
I just encountered an interesting problem with Doom 64 TC configuration for Doom Builder, I downloaded the new latest version of Doom Builder, and when I start Doom builder, it gives me an error and says: "The configuration file d64_builder.cfg has errors and cannot be parsed Syntax error on line 659. Spaces not allowed in key names." The config file worked just fine when I had the older version of Doom Builder. I got the latest version of TC.
Any idea..?
the cfg file was made for an older version of doom builder. There will be an update to that cfg once I complete outcast.
Kaiser
August 28th, 2004, 02:53 AM
I downloaded Doomsday.exe and partially overwrote it with Doom64_abstin.exe. Then I placed Doom2.wad and Doom2.gwa where Kickstart was asking me to do. Now the loading window crashes at "Initializing MD2 models - Done in 0.0 seconds" (in fact I have none 3d models installed). My pc clock is an AMD2800 and the graphics come from a GeforceXT5600 256. Any suggestion?
Read what you just typed and you tell me.
Kaiser
August 28th, 2004, 02:55 AM
Do you exactly know how to launch a Server in the Absolution engine?
I'm Tried to find out how...any commands to type it in the console that shud do the work? for launching a server in the engine.
*uhh*
this has been brought up 400 times and the answer is still: multiplayer support has been taken out due to broken code and incompatilities.
Kaiser
August 28th, 2004, 02:58 AM
i have to ask.
any chance of a linux compile or source release of absolution? the linux doomsday 1.8.0 code should provide a basis for the required fiddles & changes, and i'm eager to play doom 64 again (for one thing my cheap-ass memory card lost my saves halfway through playing).
the source code was once avalible at my site, but I removed it from my server.
I still have it if you're interested. All you gotta do is simply email me.
But be warned, the code was created for doomsday 1.7.13, and the absolution.exe code has been lost. So only the code for the .dll file remains. The entire code is really messy too.
Someday I'll re-write it, but I got other things more important to do...
xdiesp
September 3rd, 2004, 05:10 PM
> Read what you just typed and you tell me
as a counter-attack I have installed my lacking 3d models for Doomsday: they work ok in plain D2 in all their ugliness,but still D64TC crashes while loading (at the same point). Do you mind breaking the suspence and lend me some hint? *wave*
Kaiser
September 4th, 2004, 03:49 AM
> lend me some hint? *wave*
*owell*
here's the hint:
DOOM64 TC DOES NOT SUPPORT MODELS!!!
xdiesp
September 4th, 2004, 05:08 AM
in fact in my first post I asked quietly why did my Doomsday crash at "Initializing MD2 models - Done in 0.0 seconds" while I had no 3D models (even when they're disabled,it won't work). Then came the "Read what you just typed and you tell me" answer and I had to interpret it. I still need help...but I see the 3rd pun coming.
iori
September 9th, 2004, 03:44 AM
If you read the intructions, youll also know not to install the Absolution into the doomsday folder, it needs it's own. Get it? Next time try reading the README.TXT
psyren
September 10th, 2004, 03:34 PM
My GOD! I am always checking in with this thread and almost always so dissapointed. Nothing new but useless people who don't know how to read complaining about their problems!
Well, I am working on getting some "paid for" webspace, and it will be more than enough to deal with things I want to post and also this crap. But it's not really crap if these people are just trying to play.
To set up, you should really all just take a glimpse of the read me!
(This is what you get converting a game for 12 year olds I guess, and I am 40 so what can I say as I ask more questions than most of them have.)
I spent my time asking idiotic questions, but they were all answered by people patient enough. NewDoom Forums is Always the best place to look for answers. But try not being so TV bound as some of us here dont apreciate this. Think "REAL" questions and wanting real answers and we will answer. Maybe not me, but someone will.
Be a gentleman, if you have any concept of what that means. You will find people much more interested in talking to you than acting like slime.
DuffPaddy
September 16th, 2004, 05:28 PM
Having downloaded this TC about 5-6 days ago, and been avidly playing it since, I've been struck by:
1) How good the original must have been. Textures, architecture and (particularly) music are way ahead of the PC version, IMHO. The monsters seem a bit flaky at first but many of them are harder to beat than the originals. The Lost Souls in particular are bastards!I also love the meandering, fat-bastard walk of the mancubi, but that's probably only for comedy value.
2) How great a job this conversion was;
3) What ungrateful buggers many people are. Surely folk like Kaiser and his team should be given encouragement, not a lot of whining abuse because they didn't do it your way. You want it your way, you do it.
</TWO_CENTS>
MasterOfPuppets
September 16th, 2004, 06:20 PM
does anybody remember who made the teleporter effects for d64?
now that i'm redoing my site i want to give credit to the creators (both the original particle fx and who ever made the conversion for it to d64)
edit: btw, http://mop.darkasylums.net/downloads.htm
GuntherDW
September 19th, 2004, 09:29 AM
hmm, if someone decides to recode that .exe, then please make it for linux too :)
it got it partially working with the linux (1.8.2) version (it looks like doom64 but functions like the orignal D2, and stuff doesn't work like e.g. map1 -> the switch that opens a door and locks u in a small room with 4-5 pink demon's)
BahamutZERO939
September 21st, 2004, 10:01 PM
Elbryan will the Doom 64 TC source code ever be publically avaliable? Maybe the Absolution specific sources could be merged into the JDoom source tree and compiled seperatly while keeping in sync with the JDoom engine and still being seperate from the main source tree.
psyren
September 22nd, 2004, 12:00 PM
For everyone and anyone concerned, my Doom64TC site has found a much better location: http://numerometria.com/d64tc.htm
The old site will prolly remain available for some time, as Brinkster seems to enjoy the traffic it gets, but this site is mine and I own the domain name and paid for a year of hosting.
Questions for those concerned: Should I put up the older, pre-standalone version now that I have server space to do so?
I see so many complaining that the December 03, 2003 version won't work with Doomsday Kickstart, or not reading the READ ME file and wondering why, I thought maybe they should see the old version? Yeah, it has the intro that was omitted, and prolly never got far enough to see any of the bugs. So I am just wondering.
Somehow I named the page originally Doom Dementia Tempirador, being Latin for Doom Craziness Calmer - Temporer. Carefully selected words to equal DDT. (The old poison) Just recently I came to realise DDT stands for Doom Depot Team, so I will have to change that because I am not Doom Depot Team, just an admirer.
xdiesp
September 24th, 2004, 03:51 AM
definitely yes,I vote for the re-upload of the standalone version for dummies. I knew sedare and resedare for "to calm",and cunctari for "to take time"...
xdiesp
October 14th, 2004, 07:59 AM
of course it was easy to make Absolution run,with the standalone version: having found it before,things would have been better! Good work everyone.
ciyinyde
October 17th, 2004, 03:39 AM
I'm not one for useless babble about models this and tcs that just not my thing so thats why I just leave the useless babble to the people that know what there talking about... And rely on those same people to make a kick ass port like this one... I have to say this Absolution game ROCKS... Good job and you have my praise!!!
psyren
October 30th, 2004, 06:18 PM
I am sorry to say that I have decided not to put up the old D64TC version. I think prolly it would just cause more confusion on these forums, and I don't wanna see any more of that. #2, It's a bloody huge file! 20Mb will just about eat up what I have of server space. #3, If there's only one or two out there that want it, then it can't be that friggin important.
The older version has the movie intro, which is great if your machine's fast enough to keep up with it. And it has a lot of bugs that I would be entirely responsible for bringing back to this thread, so no. Elbrayan42 and Kaiser have good reasons for NOT listing it, so I must concur.
Old American rule: "If it ain't broken, then don't fuck with it."
Lord Kaizen
October 30th, 2004, 07:37 PM
The D64 teleporter particles were modified by ME from Bam's teleporter particles for jDoom. I didn't ask for his permission though.
I also tried to make a texture lights ded for D64, but turns out they are not supported. Can you imagine red texture lights in green colored sectors? Maybe that's why support was removed.
BahamutZERO939
January 18th, 2005, 01:23 PM
Some questions though concern me...
Since Absolution is based off the Doomsday code and engine why not fully impliement it back as a add-on pack?
iori
January 18th, 2005, 01:32 PM
Some work was done on the exe itself, so in effect that would be like saying "why isnt risen3d an add-on pack?".
DaniJ
January 18th, 2005, 01:41 PM
Just out of couriosity what was it that you needed to change in Doomsday that necesitated making it a stand-alone exe rather than a dll? (other than the well known problems with tracking it to Doomsday, which I'm sure everyone knows was going through some drastic changes at the time)
Kaiser
January 19th, 2005, 02:27 PM
There two reasons why I wanted a custom exe:
1. To get the hell away from doomsday and that wretched kickstart program. Many MAN
Y people just doesn't seem to understand how to load the mod with kickstart. So instead I made a separete exe that automatically launches everything just by double clicking it. Can't get any more simple than that.
2. To get some sort of manipulation on the glowing lights/flats. The glowing stuff in Doomsday couldn't be controlled and it could easily be turned off. (which resulted to many emails of this complaint that there is no lights). I rigged the lights so that the glowing height will be effected by the sector's light value. Plus the glow is absolute and can't be turned off.
If there were any gl programmers out there, I'd request for a complete re-design on the glowing lights since they completely fail in terms of what I wanted to duplicate for Doom64 TC.
Lord Kaizen
January 20th, 2005, 02:40 PM
Too bad colored lighting is a sector effect so you can't have blinking lights or sector damage at the same time...
My main complaint is the Mother Demon seems alot easier than the N64 counterpart. Her missles explode into fireballs on impact but they don't seem to track, and she was supposed to have been made tougher? Even with all the demons pouring through the gates it's easy and I play the D64 TC on the hardest setting.
Kaiser
January 22nd, 2005, 08:06 PM
Too bad colored lighting is a sector effect so you can't have blinking lights or sector damage at the same time...
That has already been taken care of in Outcast ;)
iori
January 22nd, 2005, 09:13 PM
By glowing lights, do you mean the lights in doom64 that range 'above' 255, so that even blacks are affected by them (and can fade from one colour to another)? That would be an awesome affect, and I've mentioned this before a number of times in the legacy forum.
Lord Kaizen
January 22nd, 2005, 09:42 PM
That has already been taken care of in Outcast ;)
Ooooo, oooo! Does that mean that there will also be an update to the old D64 TC? *spin*
DaniJ
January 23rd, 2005, 03:53 AM
Seems like you went to a lot of trouble making the standalone. Could you not have just made a bat file instead and forced the use of lights and whatever other settings you need in that?
Too bad colored lighting is a sector effect so you can't have blinking lights or sector damage at the same time...
Eh? Since when? You can easily do that with XG. Same with animated sector lighting.
If you mean animated plane glows that change height/colour then yes that would be very nice, you can kinda do it already using a trick I think.
Kaiser
January 23rd, 2005, 11:15 AM
I hate XG, I'll do anything to avoid it.
Since color sectors takes up a sector special, I implented a function that adds the blinking light special by sector tag. So any sector with a 10000 tag will give it blinking lights.
By glowing lights, do you mean the lights in doom64 that range 'above' 255, so that even blacks are affected by them (and can fade from one colour to another)? That would be an awesome affect, and I've mentioned this before a number of times in the legacy forum.
Yes, same as the oringinal
Ooooo, oooo! Does that mean that there will also be an update to the old D64 TC? *spin*
Yup, a very strict update in a matter of fact. Without the means by updating the wad itself.
apoptygmavnv
January 26th, 2005, 08:55 PM
Is there a way to run this on mac?
nickel7000
January 28th, 2005, 04:28 PM
i have a problem with the TC. every time i run it, i get a segmentation violation error. heres a copy of the bottom of the error report:
----------------------------------------------------------------------
Doom64: The Absolution
----------------------------------------------------------------------
P_Init: Init Playloop state.
HU_Init: Setting up heads up display.
ST_Init: Init status bar.
M_Init: Init miscellaneous info.
Segmentation Violation
im out of ideas for how to fix it. this is very frustrating, as the TC worked just fine on my old computer. help would be much appreciated. thanks in advance
EDIT: i must have downloaded an older version. i downloaded the final version and it works fine
kRogue
February 5th, 2005, 08:45 AM
just a request...
Kaiser
February 10th, 2005, 02:23 PM
Doom 3 for Linux just a request...
No
Is there a way to run this on mac?
And no
oh btw, KRogue, you could try running it under wine and see what happens. But its more likey you'll have to use that dreaded win32 os to run it...
GuntherDW
February 11th, 2005, 04:23 AM
i've tried to run it with wine several times now (several wine releases, cedega, cxoffice,...)
all failed on me :p
and there is like no way that i'm going to go back to windows for a small mod :p
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