The second update is here! Not a lot of individual changes but rather less but bigger changes. The biggest change is that monsters now spawn the way they did in Doom 64, no more teleport fog. If you happen to find a spot I missed please report it. Version 1.2 contains all the fixes from 1.1, so please do not use 1.1 any more.
CHANGELOG:
Version 1.2 (4/18/17)
GENERAL:
- Added version number to startup window title
- Added the ability to always auto skip the story so far intro (option in Doom 64 Features Menu)
- Regular Imps and Nightmare Imps will infight again (thought they didn't infight before)
- Created actor classes for fake keys and more to be used for certain map effects
- Cyberdemon and Mother Demon death animations in cast call improved
- Lost Souls and Pain Elementals will now crush into nothing instead of gibs
- Cacodemon and Pain Elemental movement code improved as to not drift away
- Lowered Arachnotron pain chance from 128 to 96
MAPS:
- All maps are now textured display automap friendly
- All normal maps now have rough par times, subject to adjustment if needed
- Skybox sectors and other dummy sectors hidden from the automap in textured display
- Lost Soul spawn Z-height adjusted in maps they are on so they appear floating already
- Textures around switches in various maps cleaned up and properly aligned
- All monster spawns changed to fade-ins like the original instead of teleport fog
- MAP01 Staging Area: Fixed a bug which caused the floor near Chainsaw to scroll
- MAP23 Unholy Temple: Fixed an issue which caused a script not to run after taking yellow key
- MAP29 Outpost Omega: Fixed an issue which could cause the Unmaker's script to not run if picked up too fast
- MAP30 The Lair: Fixed an issue which could cause the blue key post to not lower back down if picked up too fast
- MAP32 Hectic: Changed early plasma ammo reward from cells to cell packs
- MAP32 Hectic: Green armor trap trigger lines no longer set to front side only
- Lightning and thunder effect on MAP11, MAP12 and MAP30 is now less aggressive; MAP14 unchanged
- Many other minor line fixes and texture adjustments on all maps
Just a note I am aware of a teleport fog spawn I missed, it's on MAP17 down the hallway with the shotgun guys. I have already fixed it and may update the file later today but I might just save it for 1.3.
...And a couple more, one in MAP24 when taking the Soulsphere and then the Mother Demon teleports in. These 3 spots will be fixed for 1.3.
Right on!
I love this mod, its smooth and polished What is the difference from this then say the one that uses the N64 rom? also is the d64 ex even accurate even though it uses the rom?
I guess this project is to get it working and be the most accurate from scratch using the latest gzdoom and zandrounum? I love this because it works smoothly. even doom 64 ex is gittery
Doom 64 EX will always be the most accurate version of the original no matter what since it uses the actual ROM and works directly from the source. The point of this mod is to bring as much of that as possible to a common engine, like GZDoom. There have been previous attempts but none at this level. The biggest difference you will notice is the lack of the unique Doom 64 lighting effects but I hope to change this in the future.
Awesome , no problem! I like this the best because of the performance and polish. and im familiar with the zandronum commands and interface much better . thx
not working with gzdoom v3.0.0.
Yep I am aware. Unfortunately I have no idea why. You will need to use the last version that worked until I can figure out what's going on.
Update: Try launching with -nosound. I think the problem is coming from some kind of sound issue.
Issue should now be fixed with v3.0.1 and versions prior to 3.0.0. Do note the menu will be overridden with an outdated layout and will prevent access to some new menus. A patch wad will be needed to re-enable these menus.