PSX DOOM and DOOM 64 total conversions for GZDoom, overhauled. This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and add many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference. In addition to that, the mod is highly modular and contains many *optional* "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.
Contains DOOM 64 CE with graphics and audio addons. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with GZDoom 4.8.2 for convenience, but you can use an existing installation of it. Read the readme for more details.
If you are upgrading from version 3.3.0 and want to avoid the large download, you can download the Lite version and overwrite every file in your existing installation with those files. The extra addons contained in this download were not updated.
Thank you for fixing the incorrect counts! I was trying to do a 100% run with this, and could not figure out why there were extra mystery enemies that didn't appear to be anywhere in the level. xD
Very sorry about that! The latest gzdoom update caused a bunch of unexpected side effects, and I hope this was the last of them. This mod is pretty large so there's always the chance of bugs slipping by.
One thing you should know for your run is that the first three episodes (Doom 64/Doomsday/Redemption Denied) and some bonus maps use the maps from Doom 64 Retribution as a base. That mod's author, Nevander, added minor fixes without deviating from the original maps. Because of this, there may be some *very* slight differences with what says on Doomwiki (like the unofficial secrets counting as actual secrets which you already have noticed).
Is there any way to make the elements on the original Doom 64 HUD completely visible instead of transparent?
Nevermind, I got it ☺️
I have a problem. when i run doom64-install.bat doesn't recognize the doom 64 wad, i have it on steam says that is not found
i tried to put the doom64.wad in the carpet, nothing. help
If you are using a legitimate copy of Doom 64, verify integrity of game files through Steam so it redownloads a clean wad, and then copy it in the same directory as the installer. Make sure that the folder called "patcher" is also there, some people have deleted it by accident in the past.
I have a problem, when im running the bat it says could not assemble the lost levels and i dont know why
Strange, here's a couple of things you can try from the top of my head:
- Verify integrity of game files through Steam so it forces a download of a clean Doom 64 wad.
- Make sure you didn't delete the directory called "patcher" where the installer is.
- Run the installer in a directory where it has permissions to write files.
If it keeps failing, please attach a screenshot or copy the last lines that appear in the installer so I can take a look
Hey this is a great mod. I'm having one problem though. On the campaign selection screen, the "Bonus Maps" isn't there. Everything else works fine though. I tried reinstalling but still not there. Any ideas?
You need to beat Hectic to unlock them (in the original, that's how you unlocked the option to play the Fun maps), but you can type "unl_bonus 1" without the quotes in the console to force unlock the option.
Thanks!
Thanks f**, a cool mod that doesn't work without the supposedly STEAM "ariginal"
Strangely, the option to enable jumping keeps switching to default (Which is off) every time I start up the the game when I had it set to enabled. Anyway I can prevent that from happening?
gzdoom must be resetting the variable, which is outside the control of the mod.
You can create a file named autoexec.cfg and add "set sv_allowjump 1" (without the quotes) to force it enabling each time gzdoom opens.
Read these for reference:
Zdoom.org
Zdoom.org