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 4.10.0 for convenience, but you can use an existing installation of it. Read the readme for more details.
Do you know where the GZDoom .ini config file (the one that usually takes your Windows username) has moved to?
Because I jumped from GZDoom v4.8.0 to a clean v4.10.0 and it seems like the config file has moved, because it's not in the gzdoom.exe folder any more.
Is it just me?
Do you know where it's gone?
Read the note at the start of the announcement: Forum.zdoom.org
Beautiful. Thanks.
So is there a separate .ini for Doom CE? Where?
Just in its folder with all the other Doom CE files?
There is not, it uses the same ini as the other iwads.
Is there any way to save one config for CE and another for vanilla GZDoom?
Or does the one .ini file make room for both separately?
Because I play them as two separate games.
The ini stores the CE config separately from other iwads, just like the Doom config is separate from Heretic for example.
I'm not sure if it's Doom CE or GZDoom,
but the rotating quicksaves option doesn't seem to work.
I have it set to 5 rotating quicksaves.
But it doesn't matter what I set it to,
or how many times I quicksave,
there's only one quicksave showing in the load menu.
Any ideas?
It is a gzdoom bug. It will be fixed in the next release. Ref: Github.com
Thanks, you've been really helpful.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
I'm using Gzdoom 4.10.0, with the DOOM64.IWAD and all the addons, inclusive the ipk3.
Upon opening the game, it says: 'Script error, "DOOM64.CE.Addon.GFX.Decals.pk3:decaldef.txt" line 2427: BloodDrip has not been defined.
Without Addon GFX Decals it seems to work fine, for a while.
I can't reproduce this, so I assume that it is a problem with the load order. The addons must come after the ipk3.
I seem to have a problem in one of the TC levels, Nebula. The blue Demon Key just keeps disappearing and there doesn't seem to be a way to bring it back.
This is how the map is designed. The key disappears if you approach it from the front. Instead, there is a secret in the final arena that will let you grab it from behind.
This comment is currently awaiting admin approval, join now to view.
Hi! I have downloaded the doom file (Doom 64 CE 3.5.2 (Full version) and I have a question about the ending scene after defeating Mother demon. At the end it shows the number of killing enemies and items and secrets statistic, but it does not show the cast of the enemies of the game. How do I fix that? Can you help me with that?
When you are in the final statistics screen, you need to press the "action" button to move to the next screen. The cast of characters appears at the end.
That said, I've completely rewritten this part in the next release, and it will work in a more natural way.
One more thing. Is it possible to change the flame background to a diffrent look like?
There is an option to switch between the classic flame sky and a new one in the Features menu. You will need to complete the level for it to apply though.
Hi again molecicco! I wanna say thank you for helping me earlier with the ''action'' button at the end of the statistic screen, I appreciate that! I also noticed that in the ''Lost Levels'' campaign on first map ''Plant Ops'' some enemies are able to open a secret wall on that map and it's kind of annoying when that happens, so I wonder if it's possible to fix that somehow and another thing that is strange when comes to the secrets hidden in ''The Absolution'' maps campaign for example map 20 ''Breakdown'', it says that it's only 3 secrets on the map screen but it's actually more than 3 secrets on that map. The secrets are 1. Grabbing the Backpack near the Megaarmor. 2. Supercharge behind the wall near the red key bars. 3. Grabbing the BFG weapon behind the wall same area where the yellow key is. That are the secrets according to the numbers of secrets and the ''FOUND A SECRET'' that appears on the screen. But what about the Megaarmor and the Megasphere? They should be secrets as well them to but it doesn't say that's a secret. It's the same on several maps on ''The Absolution'' campaign and should be fixing to my opinion. Is it possible to fix it more specificually what comes to finding the secrets on the maps? Best regards doomplayer10
I want to keep the secret count like the original, which has some secrets that don't count. For example Breakdown only has 3 official secrets: Doomwiki.org(Doom_64)
Ok, I was just compareing with another versions of Doom 64 and noticed that it was more secrets counts than the original so I was just wondering because I thought that was little stranged for me.
This comment is currently awaiting admin approval, join now to view.