Contains the base PSX DOOM CE, PSX FINAL DOOM CE and DOOM 64 CE mods without any addons. Requires DOOM2.WAD and a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.10.0 for convenience, but you can use an existing installation of it. Read the readme for more details.
NOTE IF UPGRADING FROM <3.7: Saved games from previous versions won't work! This version has breaking changes, so any map packs from ModDB's addons tab need to be downloaded again. The Doom 64 Lost Levels wad should also be generated again to avoid issues with the new fire skies.
Version 3.7.0 (Lite)
- 64: Updated the Spider Mastermind sprite to the latest one by Craneo.
- 64: Hell Time is now compatible with all monsters, even if they come from mods.
- Both: Fire skies are now programmatically generated using canvas textures.
- Both: Updated HUD scripts for blinking keys and showing the level name.
- Both: Updated the console background to better match gzdoom's style.
- Both: Cast roll actors now play their melee animation.
- Both: Cast roll actors can now be customized and added through a custom lump (castdefs).
- Both: Cutscenes can now be customized and added through a custom lump (intrdefs).
- Both: Mod-specific options can now be customized and added through a custom lump (cedefs).
- Both: World ambient sounds can now be customized and added through a custom lump (wrldsnds).
- Both: Footstep sounds can now be customized and added through a custom lump (footsnds).
- Both: Fixed a crash when the player was crushed and squishy gibs were enabled.
- Both: Added an option to change the lost soul limit between 21 (PSX/PC) or 17 (PSX Final/D64), if the compatibility option is enabled.
- Both: Added an option to change the nightmare monster render style.
- Both: Restored the melee attack key due to popular demand.
- Both: Several small optimizations.
Prerequisites
PSX DOOM CE / PSX FINAL DOOM CE
Starting from version 2.0.5, PSX DOOM CE does not run standalone and requires the DOOM 2: Hell on Earth WAD (DOOM2.WAD) to run. This change was made because many of the map packs being ported depend on DOOM 2 assets that are not present in PSX DOOM.
The BFG Edition and Unity rerelease DOOM 2 WADs are not supported. If you have DOOM 2 installed in Steam, open its installation folder and copy DOOM2.WAD from the base folder (not rerelease) into your gzdoom directory.
If the wad is present, you will be able to select PSX DOOM CE from the list when opening gzdoom.
DOOM 64 CE
Starting from version 2.0.4, DOOM 64 CE does not run standalone and requires a copy of DOOM 64 for Steam , GOG or Epic Games to work. The original DOOM 64 IWAD (DOOM64.WAD) can't be used as is and requires patching to make it discoverable by gzdoom. An automatic patcher is included in this package to make this process easier:
Run doom64-install.bat. It will try to find your installation of DOOM 64 and automatically patch and create all necessary files to play. If for any reason the Steam installation is not found, you can copy DOOM64.WAD to the same folder as the .bat file and it will use that instead (special thanks to phredreeke for the idea and initial implementation).
Once it finishes, open gzdoom.exe and you will be able to select DOOM 64 CE from the list. If you do not wish to use the bundled gzdoom and have it installed elsewhere, copy the IWAD and PK3s to its location or the paths configured in its [IWADSearch.Directories] and [FileSearch.Directories].
Supported DOOM64.WAD Checksums:
- MD5: 0AABA212339C72250F8A53A0A2B6189E
- SHA1: D041456BEA851C173F65AC6AB3F2EE61BB0B8B53
- SHA256: 05EC0118CC130036D04BF6E6F7FE4792DFAFC2D4BD98DE349DD63E2022925365
Reuploaded to fix a crash when completing a level after loading a saved game.
got a vm abort when it loads up the title map when i start up the game
array access out of bounds size=0 current index=0
CEEventhandler.R firepsx at psxfinaldoom.CE.ipk3"zscript/firesky.zsc, line 160
CEEventhandler. fireworldtick at psxfinaldoom.ce.ipk3:zscript/firesky.zsc, line 59
CEEventhandler.Worldtick at psxfinaldoom.CE.ipk3:zscript/events.zsc, line 66
Same thing happens using psx doom but it doesnt happen with doom 64.
Are you loading any mod on top that replaces the texture called "sky09"? That one is necessary for the fire skies to work.
What is Doom Lite?
another vm abort. this never happened to me before. up until version 3.7.0
CEconfig.ISexcluded at PSXFINALDOOM.CE.ipk3:pk3:zscript/util/config. line 146
Tallytracker.ISEXCLUDED at PSXFINALDOOM.CE.ipk3:zscript/extras/tallytracker.zsc,line 121
TallyTracker.Updatelevelstats at PSXFINALDOOM.CE.ipk3:zscript/extras/tally/tallytracker.zsc,line 39
CEExtrasHandler.TallyWorldUnleaded at PSXFINALDOOM.CE.ipk3:zscript/extras/tally/tallyhandler.zsc, line 18
CEExtrashandler.Worldnloaded at PSXFINALDOOM.CE.ipk3:zscript/extras/events.zsc, line 22
this happens randomly when i exit a level screen turns red and then the crash. it never happened before. and i cant figure out whats causing it. cant be from my side. i think it might have caused it when i started using damage indicator.
What does Lite mean?