This is the "Core" module, which handles the GUI, HUD, lighting, textures, smoke/fox effects decorative/environmental sprites, a few environmental sound effects, the increased reverb that affects all sounds now, and player movement (which is now slower and less slippery). It also provides the Doom 64 replacement sound font that you can choose to use, which gives the midi tracks a much more creepy, subtle sound. It does not make any changes to weapons or monsters, as those are handled in their own individual modules available in the "addons" section of this mod's ModDB page.
REQUIRED: GZDoom (v4.6 or higher recommended)
Changelog:
1.05 (5/11/22)
- Liquid flats improved (perfected even maybe?)
- Fixed an incorrect brightmap for a ceiling light
- Tweaked a few dynamic light values
- Added a few missing dynamic lights for pickups
- Split up the starbase wall textures between Doom 1 & 2
1.03 (5/8/22)
- Filenames adjusted to no longer contain spaces
- Files packed into zips using native Windows instead of 7-zip
- Layers properly configured for liquid flats and liquid falls
- Spine texture adjusted to hopefully allow for better tiling
- Compatibility with Resurgence lava falls added
- Further integration with TNT Evilution
- Removal of NashMove, aka "Less Slippery Movement"
(will create separate movement/realism module)
1.0 (5/3/22) - Initial post-beta release. Project split into individual modules.
Recommended Addons...
- The D64ifier Flashlight (should be included with this)
- The D64ifier WEAPONS (available in the "addons" section here on ModDB)
- The D64ifier MONSTERS (available in the "addons" section here on ModDB)
- The D64ifier MUSIC (available in the "addons" section here on ModDB)
- The D64ifier MOVEMENT (coming soon)
- Nash's Gore Mod
* Construction *
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Base : Doom 64 WMI Redux with additional bits and pieces from SD64, Brutal Doom 64, Doom 64 Retribution, and Doom the Way Midway Did.
Build Time : Around 100 hours
Editor(s) used : Slade, GIMP, Paint.net, and XnConvert
Known Bugs : Frame rate can slow down exponentially the larger a level is / more light sources it contains.
May Not Run With : Anything older than GZDoom 4.6.0.
Tested With : GZDoom 4.6.0 and up.
* Copyright / Permissions *
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Authors may NOT use the contents of this file as a base for modification or reuse.
Permissions have been obtained from original authors for any of their resources
modified or included in this file.
You MAY distribute this file, provided you include this text file, with no modifications.
You may distribute this file in any electronic format as long as you include this file intact.
I have received permission from the original authors of any modified or included content
in this file to allow further distribution.
* Recommended Settings *
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Brightness, Gamma, and Contrast should all be at the default 1.0 to prevent dark areas
from being too dark. Gamma can be increased to 1.20 if everything is still too dark.
- Saturation being lowered to 0.75 seems to give the best effect but up to personal taste.
- Video should be set to hardware renderer; not software.
- Sector Lighting mode should be set to Standard, Bright, or Doom Legacy if you have a
darker monitor, and "Dark" or "Doom" if you have a brighter monitor. Avoid
"Build" or "Software" as they will cause certain visual effects to not work.
- Make sure dynamic lights are enabled or you'll miss out on a LOT.
- Use tone mapping at your own risk - it will remove a lot of the more subtle lower levels
of what can be seen.
CREDITS
The D64ifier Core Module
===============================
- Midway - Doom 64
- Sukru Gilman, Francisco Gracia, Laurent Bezault, and Andy Wilson -
Original game art (textures & sprites)
- Logan "Hyperchaotix" McCloud - ripping & organizing of assets
- Kaiser - Doom 64 EX / sprite ripping & resizing
- Dreadflame / GuitarDeity and Footman - Doom 64 WMI Redux which was
the basis for almost every Doom 64 project that came after.
- Sir_Squidly - additional texture organizing, editing, & patching
- Cage - textures from "Doom the Way Midway Did", used for excellent UAC
and tek walls.
- DrDoctor - Lots of decoration sprites
- Doomkid - Sprite touch ups & conversions
- Sgt. Mark IV - Sprites of heads on a stick and inspiration for
environmental fog/smoke effects
- The FreeDoom Team - A small amount of misc textures
- Sterling Parker (aka Caligari87) - DarkDoomZ (inspired by Dark Doom by
Josh771)
- Marisa Kirisame - Texture Lights
- Nash Muhandes - BillBoarder and NashMove (aka "Less Slippery Movement")
- Sunbeam - LiveReverb
- ??? - DPWipe - I lost the forum thread where I got this from so if you are
the creator please let me know!
- Cryonaut - this whole compilation, implementation, various custom textures,
new sprites (candelabra, candle flames, evil eye), and a large portion of
the Decorate code.
Ayy nice job.
Edit: I like the new flickering light columns
(btw dont forget to go outside & relax I know modding & stuff can get addictive)
Thank you! Haha yeahhhh... very very true. I have a day job that requires I show up to the office though so I at least am forced to go outside twice a day. :)
Corrupted file download twice
Use 7-Zip.
It isn't corrupted, but fonbok is right - for some reason Windows can't extract the files inside, but 7-zip can. I'll make the next one with the Windows built-in option instead of with 7-zip, and that should solve that problem.
Nothing happens, the mod does not load.
\gzdoom.exe" D64ifier CORE.pk3 D64ifier Flashlight.wad
When it comes to command line parameters, spaces are viewed as separations of the parameters unless they are within quotes. So you have 3 options: 1. Drag and drop the files onto the gzdoom executable, 2. change your line to gzdoom.exe "D64ifier CORE.pk3" "D64ifier Flashlight.wad", or 3. change the filenames to replace the spaces with underscores ("_"). I will make sure the spaces are replaced with underscores or are just removed when I do the next upload.
Thank you, I removed the gaps and everything works fine, a very cool project, It remains to add global lighting and shadows. Adding HD textures would be nice.
Awesome glad to hear it! Stay tuned. They are coming after I get the weapons, monsters, and music modules added. :)
Personally, I prefer ambient music, but it's your right to decide.
Actually it's YOUR right to decide. Music module now available in the addons section! :)
as much as i like nashmove (i think thats the movement mod included) i think it shouldnt be built in the core since i think it may mess with compatibility with some mods (assuming thats what youre doing for with releasing it as separate modules then again nashmove is made to be universal if i recall) or some people may not like the non-slippery movement but thats just me
that aside glad to see this get a proper release even its just only the core and im having a blast playing this with brutal doom 64 and the doom 64 maps for doom 2
also when i load with mod with a mod that has an extra option in the main menu like bd64 it doesnt show up when loaded with the core if that makes sense
Yes NashMove is indeed the movement mod included. The goal of The D64ifier is to not just make the game look and sound like D64, but also to feel like it, so NashMove seemed like a good fit since the movement was much less slippery and fast in Doom 64. But NashMove might also be going too far in the other direction... so I'll have to ponder that a bit.
Glad to hear it! The Monsters and Weapons modules are finally ready (took an extra day or two longer than I expected), so I'm about to get them uploaded and then it'll just be 12-24 hours for them to be approved.
That does make sense. The D64ifier has a "menudefs" lump, which means any other mod that has its own may be at risk of having it get overwritten if you load the D64ifier last. You can try loading Brutal Doom 64 after the D64ifier and see if that works, but I don't know what kinds of things Brutal Doom 64 may overwrite from the The D64ifier.
i dont recall d64 ever having less slippery movement but its been awhile since i played d64 in its pure form so maybe i should get around to it
though i would personally reccomend having nashmove have been part of tbe weapons mondule rather than the core
also i tried loading the core with a mod called Nightmare Logic and it doesnt work as apparently Nightmare Logic has nashmove built in so thats a shame but good work regardless
i do have bd64 loaded after the core so i get the props and such from bd64 but it doesnt show the bd64 options regardless
I think I might do some sort of separate movement/realism module and move NashMove over to that. It would also include Immerse (footsteps, weapon bob, camera tilt), slower movement in liquids, and I was thinking maybe headshots and critical strikes when attacking an enemy from behind that hasn't seen you yet.
Hmmm so if two mods try to load at the same time that both have NashMove then they cancel each other out essentially? That's a bummer. I'll have to check out Nightmare Logic though. I've never heard of that.
I'll try to look into why the options aren't showing up in the menu. Hopefuilly it is something simple.
Weapons, Monsters, and Music modules are all now available in the addons section. :)
from my testing yeah thats what happened to me when i tried to load up both mods though you might be able to get it working who knows
check out nightmare logic though its a pretty good weapons mod Forum.zdoom.org
hype to hear, ill be sure to check out the other module later today!
Should there be a specific order for loading modules?
Core first, then addons, and then addons for addons (like the alternate monster appearances addon I just uploaded for the monsters module) is the general rule. Monsters, Weapons, and Music can all go in any order though and it won't matter.
Everything is very good, I liked the additions. I look forward to further development of the project, especially HD textures.
Why was the lantern removed D64ifier-Flashlight.pk3?
AH DAMMIT. Because I'm an idiot? lol - Thank you for notifying me. It has now been re-added.
im having a really hard time loading the files.Any help would be appreciated.
Hey there - I'd recommend either adding the files in to the ini file as auto-loading files if you plan on this being your primary setup, OR if you like to change things up frequently, grab a front-end like Doom Loader, Doom Runner, or Arachnotron, which makes it easier to set up multiple mod files to run in certain orders. Either way, they should end up being listed as the core module first, then the music, weapons, and monster modules if you're using them, and then anything else after that. If that doesn't help let me know a more specific description of the trouble you're having and I'll see what I can do!
thanks buddy.Very very awesome work!
It's so dark the screen that it's almost impossible to play. Can anyone help me with the configuration?
Thanks!
Have you gone though everything I put in the "Recommended Settings" section of the readme and the description above?
Brightness, Gamma, and Contrast should all be at the default 1.0 to prevent dark areas from being too dark. Gamma can be increased to 1.20 if everything is still too dark. Video should be set to hardware renderer; not software. Sector Lighting mode should be set to Standard, Bright, or Doom Legacy if you have a darker monitor, and "Dark" or "Doom" if you have a brighter monitor. Avoid "Build" or "Software" as they will cause certain visual effects to not work. Make sure dynamic lights are enabled or you'll miss out on a LOT.
Thanks!
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Amazing addon! This is really starting to come together very well! I do have a few complaints though.
1.) When I launch map 20 and 30 in Doom II, everything buffers and lags to where it's barely playable. The framerate is really choppy ams I don't know if it's the mods or my device.
2.) The chainsaw doesn't automatically pick up when I grab it.
3.) The cacodemon is lacking movement animations
4.) Some of the enemies appear more smaller than how they originally appeared. Like the pinkies for example
5.) Revenant's colors seem a bit off compared to the original sprite.
Other than these little nitpicks, I love what you are doing here! There's a lot of room to improve here and I hope you can deliver soon. Keep up the amazing work. By the way I found an archvile sprite gif that would work perfectly for an updated enemy replacer! Alright well enough of me, I love this mod, I hope for more awesome stuff from you!
Thanks!
1: hmmm... 20 is Gotcha which is fairly simple, and 30 is the Icon of Sin which is even more simple, so that is rather perplexing... What about maps 28 and 29? Any slowdown with those? Because usually if I get any slowdown, those are the two that I get it on. Or what about map 24 - Chasm? If you also get slowdown on that then your problem may be large amounts of liquids.
2: It will in v1.0 of the weapons module when I eventually release it. ;)
3: I feel like I had a reason for that but I can't remember what it was now. I'll look into it.
4: Do they? I'll check on it when I crack it back open to work on the next update for it.
5: What original sprites? Dr. Pyspy's? I did apply a bit of warming tone to them because I liked how it looked.
Thanks for the feedback! Always appreciated. :)
Anytime! I'm excited! I haven't tried the other maps now that you mentioned it.
Hi.,
I'm new to modding and would like to try this d64. However, when I try to run it. it gives me an error "Execution could not continue.
6 errors while parsing DECORATE scripts"
How can I proceed?
Sorry again for being such a noob. TT_TT
Are you using the latest version of GZDoom? You need version 4.6 or higher.
Hi, I've managed to get it work and I thank you. However, the only thing that I've d64ified within the game is the menu style.
I don't know what I've done wrong.
I already have the following in the same folder as the GZDoom 4.6:
D64ifier-CORE
D64ifier-Flashlight
D64ifier-HiResTex
D64ifier-MONSTERS
Again, another apologies for being a noob when it comes to mods. I'm just an avid fan of D64 which is why I want to play the old Doom games with D64 graphics
Well you have to do more than just having the mod files in the same folder as GZDoom. In fact you don't even need to have them in the same folder. What is important is just that GZDoom has some way of knowing that you want it to load those files, as well as the order you want them to be loaded in. This can be done in a variety of different ways, and it is up to you which way you want to do it.
You can edit the GZDoom ini file's "autoload" section if you think you're not going to want to change things very often after getting it set up (so this is a good long-term solution). If you're pretty sure that you want the D64ifier to act as your "default" setup, then I would recommend doing this. YOu want to look in the folder that GZDoom is in for a file called "gzdoom-(your name).ini", right-click it, and open it with Notepad. THen look for the section that says "[doom.Autoload]", and right under that section add the following lines...
PATH=./D64ifier-CORE.pk3
PATH=./D64ifier-Flashlight.pk3
PATH=./D64ifier-HiResTex.pk3
PATH=./D64ifier-MONSTERS.pk3
PATH=./D64ifier-WEAPONS.pk3
PATH=./D64ifier-MUSIC.pk3
(I know you didn't mention having the weapons and music modules, but I just figured you might get them so I added them to the example as well).
Adding those lines to the ini will tell GZDoom to always load those files, from the same folder that GZDoom is in, in that order every time any Doom game is launched.
Hope that helps!
The only thing i cant figure out now is the d64sounds.The doom launcher does not find the file.
d64sounds? I think you must be confusing that with something else because there's nothing that goes by that name here. Sounds are just included with whatever module they are related to.
Wow you really are a genius. Thank you so so so much. I've manage to make them work thanks to your in depth tutorial.
Alwhough I don't know why the HiResTex is not working but yeah I've manage to make the other 5 work.
This is so cool. Keep up the awesome work ^_^!!
hi, might if i ask you this
can i use your zdoom code and decorate to copy for my custom mod
i really like those torch decorate and wanted to use this
i will sure give a credit and i really hope you would allow me to do that
i'm just not good at communication so that's all haha
thanks first
The torches with the particle flames? Those are actually from Super Doom 64 and I am fairly certain they were created by that mod's author, StrikerMan780, so he is who you would want to credit for those. :)
Which reminds me I had accidentally left him out of the credits file in this mod, so I gotta add him in there!
hey thanks, i will sure give you and him a credits properly as i could
once again thank you so much
Hey man! i made a version of this with a shader that works on Delta Touch, it's just a modified version of the original with some slight changes, so you can use it if you want. (it was DPWipe.fp btw)
Mega.nz
Interesting - of all the things I'm surprised the DPWipe shader would cause a compatibility problem. What needed to be modified in it to make it work?
I just needed to add more floats, GLES doesn't like floats and intergers mixed together and just crashes the game
Good mod. Thanks for your work. But any idea why there is no muzzle flash on the pistol after the first shot in a quick consecutive sequence of shots? There's one flash from the first shot and then nothing for all the rest of the bullets, until I start the shooting again, where again there's one muzzle flash then nothing.
Yes! I have a note reminding me to fix that on the next update to the weapons module, so that will be taken care of......... hopefully soonish? I don't want to say this weekend because any time I say something like that it jynxes it, so we'll see.
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Can you add support for Zandronum? Not for multiplayer. I just have a toaster that can't run ports with OpenGL as the default renderer.
Oof... that would be tricky... a lot of the atmosphere is created thanks to things that are specific to OpenGL and GZDoom, like the ZScript and dynamic lights. No promises, but I'll add it to the list of possible things to give a shot at a later date.