Modder ‘Nevander' has released a brand new version of Doom 64: Retribution. Doom 64: Retribution is a full remake and 'port' of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is to be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish.
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Doom 64: Retribution version 1.4a improves the code for checking if the map name should be shown upon map load by including it all in the CVAR check, adds the global compatibility setting to disable drops being tossed by enemies like in the original game, and adds new torch things that have the flames already combined with the torch bases, as well as brightmaps to the new torch things so the fire will be bright like before.
Doom II: Hell on Earth. The title screen for Doom II (the TITLEPIC lump, as in Doom) is based on the game's box art, created by fantasy artist Gerald Brom.Like the box art, it shows the marine, without his helmet, fighting a cyberdemon, although the flames in the background have been made sharper by using graphics from the WALL221 texture patch graphics from the game. GZDoom Builder-Bugfix crashes on map load/creation. On WineD3D it works perfectly, except there is no transparency in 3D mode, which sucks. So I tried D9VK, but I get this. Software information GZDoom Builder-Bugfix R3060 System informat. If you are unsure a video mode would display correctly, you can use the T key to test it for five seconds then return to the previous mode. If you are sure, however, the Enter key selects it normally. Note: in 16:9 and 16:10 aspect ratios, the LB tag may appear next to some screen resolutions; this means that these modes are letterboxed.
By default, GZDoom should run in full screen using your desktop screen's resolution. To change the graphics settings, press Escape. Then, using the Arrow keys, select Options Display Options, or Options Set Video Mode, and then press Enter. Start the game and have fun playing!
In addition, this new version of this project adds Absolution TC's textures for the Outcast Levels, improves dynamic lights around key bars to be smoother and more evenly distributed on the surrounding walls, cleans up and properly aligns textures in various areas of various maps.
Those interested can download this mod from here, and below you can find its complete changelog.
Doom 64 Retribution Version 1.4a Release Notes
Version 1.4a (2/6/18) [current]
GENERAL:
– Fixed the issue in which the Doom 64 Features menu would not appear in the options menu
NOTE: Unfortunately this causes the minimum required version of GZDoom to be much higher now
– Added instructions on making the mod run on older GZDoom versions once again due to MENUDEF changes (see README)
– Removed new open elsewhere lock in favor of the basic print function since it can be done even easier with that
MAPS:
– MAP34 Test Facility: You can now toggle the firing range on and off at will instead of waiting in cycles
– MAP34 Test Facility: The target range zombies will now be silent when being destroyed or gibbed to be removed
– ABS04 Shadows Watching: Added missing lower unpegging to secret green armor cave door
– ABS04 Shadows Watching: Fixed the blue key switches so they specifically require the blue skullkey
– ABS06 Doom 64 Museum: Fixed an issue where Unmaker upgrades and ammo would remain unchanged when exiting the map
– OUT01 Destroy: Taking the secret Unmaker will remove the red light from the spot where the weapon sits
– OUT02 Stepwalk: Fixed an issue where two Hell Knights were stuck under some monitors on Watch Me Die!
– OUT03 Control: Failing the puzzle will no longer result in more difficult enemies being spawned each time
– OUT05 Portal: Raised the Z height offset of the Cacodemons in the light effect room so they aren't in the floor
– OUT08 Derelict: Removed instances of lock type 255 and used script 255 with print function and playsound instead
– OUT08 Derelict: Fixed a difference in brightness after taking yellow key in the sector in which it sits
Version 1.4 (2/5/18)
GENERAL:
– Added an option to disable the titlemap intro sequence when starting the game (option in Doom 64 Features Menu)
– Added an option to disable the fade in from black on level starts (option in Doom 64 Features Menu)
– Added an option to disable the freeze effect and fade out on level finish (option in Doom 64 Features Menu)
– Added an option to use the classic Doom style invulnerability screen effect (option in Doom 64 Features Menu)
– Added an option to use translucent flashes for for supported weapons (option in Doom 64 Features Menu)
– Added an option to disable Berserk auto switch to Fists upon pickup (option in Doom 64 Features Menu)
– All CVAR options are now server CVARs as to prevent desync issues if players are using different options in coop
– Changed the key order on the status bar from red-yellow-blue to blue-yellow-red to match Doom 64 EX
– Keys will now always show up in order of type and color on the status bar even if picked up out of order
– Brightmaps have been moved into their own PK3 file that can be loaded after the main mod like with GZDoom itself
– Improved the code for checking if the map name should be shown upon map load by including it all in the CVAR check
– Map names that appear when starting maps are now retrieved from LANGUAGE instead of being a string in the map ACS
– Added lock numbers to LOCKDEFS $Title properties for GZDB so mappers can see the lock numbers in-editor
– Added a new lock type to use on doors to signify that they open elsewhere (lock number 255)
– Added the global compatibility setting to disable drops being tossed by enemies like in the original game
– Added an unlit candle thing to use for map scripting effects or just to have a version of the candle that's unlit
– Increased the rate of fire of the Super Shotgun to be a little bit faster and closer to the original game
– Fixed a minor issue with explosive barrel collisions causing them to be able to be stepped onto while exploding
– Fixed an issue which caused the Radiation Suit to not display the correct string from LANGUAGE when picked up
– Fixed the Fist's modern animation rate of fire to be the same speed as the classic's (and correct) rate of fire
– Fixed a minor incorrect alignment of the muzzle flash on the Shotgun's classic firing animations
– Fixed an issue where aim pitch would stay raised when firing the Super Shotgun with only 2 shells left
– Improved the fire states for the Rocket Launcher so the firing sound is better synced with the flash
– Adjusted horizontal offsets of fired rockets so they are more centered instead of slightly to the right
– Adjusted vertical spawn height of player fired rockets so they are a bit lower like the Plasma Rifle's projectiles
– Reduced the duration of the Plasma Rifle projectile's death state to more closely match the original speed
– Reduced speed of Cyberdemon rocket to the Doom II default of 20 instead of 23 since any other speed is annoying
– Lost Souls which die upon spawning will now damage the player within a radius of 128 from their death origin
– Removed fullbright from some monster frames to help retain color when in colored sectors (will brightmap later)
– Added new torch things that have the flames already combined with the torch bases (originals still available)
– Added brightmaps to the new torch things so the fire will be bright like before (in brightmaps PK3)
– Renamed the first nine composite switches so that they are sorted correctly in map editor texture browsers
– Changed the CONBACK graphic to be a little more appropriate for the mod and to increase console readability
– Removed some textures that didn't fit and or used classic Doom style texturing
– Doomslayer skill: Default Spectre spawns are now replaced by Hell Knights
– Doomslayer skill: Default Imp spawns are now replaced by Nightmare Imps
– Textures: Absolution TC's textures for the Outcast Levels added
– Textures: DOOM 2016 'Night Sentinel-esque' textures added for later use in the Retribution episode
MAPS:
– Absolution TC's exclusive maps have been added as their own episode (6 new maps)
– Absolution TC's Outcast Levels have been added as their own episode (10 new maps)
– INTERMISSIONS: Removed the fade in on intermissions for secret levels (finale text screens still fade in)
– MAP02 The Terraformer: Improved connection and removed gaps between crusher columns and supports
– MAP03 Main Engineering: Fixed red key and Soulsphere spawning to behave like the original
– MAP04 Holding Area: Added more room to alcove leading to secret exit so straferunning is not needed to cross
– MAP05 Tech Center: The player must now shoot the panels in order to get the Soulsphere secret
– MAP05 Tech Center: Made it possible to get back up to the switch past the crushers by using a wall below it
– MAP06 Alpha Quadrant: Made it obvious that the yellow key switch needs the yellow key before going up
– MAP06 Alpha Quadrant: Made it possible to pass beside the yellow key switch instead of needing to go around
– MAP06 Alpha Quadrant: Lowered the light levels in the large column room to be a bit darker
– MAP08 Final Outpost: Added missing ambush flag to Hell Knight when grabbing red key
– MAP08 Final Outpost: Removed wrongly placed Baron of Hell near Soulsphere that was meant to be spawned instead
– MAP08 Final Outpost: Taking Soulsphere will now spawn Baron of Hell on normal or higher like the original
– MAP08 Final Outpost: Added a hidden 'bonus' for being persistent in the face of apparent failure
– MAP08 Final Outpost: Fixed an issue where the HUD could flash up when entering the intermission before MAP09
– MAP12 Altar of Pain: Hid a small sector outside the map that was appearing on textured automap
– MAP14 Eye of the Storm: Using one of the blue key switches will cause the other to be used as well
– MAP15 Dark Entries: Added missing block monster line flag at the dart area like the original map
– MAP16 Blood Keep: Lowered the z-height offset of the red and blue wall torches in the red area and blue tunnel
– MAP18 Spawned Fear: Added missing reverb effect inside Soulsphere wall secret
– MAP18 Spawned Fear: Fixed an issue where a switch could be pressed too fast and not lower back down after
– MAP18 Spawned Fear: Fixed an issue where door to candle room could stay open after pressing next switch
– MAP18 Spawned Fear: Entering either secret behind the bookshelves will now count for both instead of separate
– MAP18 Spawned Fear: Adding missing light glow effect in red candle room in the center fire pit
– MAP18 Spawned Fear: Red torches in red candle room will now start as empty unlit torch bases like the original
– MAP18 Spawned Fear: Unlit candles will be in the cages in the same room and will be lit when using the switch
– MAP20 Breakdown: Adjusted positioning of some monsters in start area so they won't already see the player(s)
– MAP20 Breakdown: Adjusted speed of sliding door to better sync with door opening sound effect
– MAP20 Breakdown: Adjusted positioning of hanging gore props in red key room so they are lined up with the grate
– MAP20 Breakdown: Tweaked script and actions of trap after taking red key to be more synced up
– MAP20 Breakdown: Players will no longer be one item short for not completing super secret
– MAP20 Breakdown: Super secret rewards can now only be spawned once completing super secret steps
– MAP22 Burnt Offerings: Added missing sector damage effect in Megasphere secret nukage pool
– MAP23 Unholy Temple: Players will now start with correct z-height offset like the original map
– MAP24 No Escape: Added an exit switch that will open when the Cyberdemons die instead of automatically ending
– MAP29 Outpost Omega: Fixed an issue which could allow the player to trigger both artifact switch uses back-to-back
– MAP29 Outpost Omega: The artifact switch will now stay on after first use, and then turn off on the second
– MAP31 In the Void: Players will now start with correct z-height offset like the original map
– MAP31 In the Void: The outer edge of the map will no longer be a HOM around the entire map in software mode
– MAP31 In the Void: Improved a spot where void covered a floating pillar near the artifact switch room
– MAP31 In the Void: Properly aligned the blue key bar sectors with the switch (left one was too far left)
– MAP31 In the Void: Remade and aligned the floating walkway near the blue key and artifact switch room
– MAP34 Test Facility: Improved the props room so that you can see every form of torch and fire instead of just some
– MAP34 Test Facility: The candle in props room can now be toggled between lit and unlit using the new unlit candle
– All torches in Hell maps replaced with newly created combined versions to prevent sprite overlapping issues
– All locked doors and switches will now require the correct key type such as keycard or skullkey instead of either
– Improved dynamic lights around key bars to be smoother and more evenly distributed on the surrounding walls
– Textures in various areas of various maps cleaned up and properly aligned
John Papadopoulos
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the 'The Evolution of PC graphics cards.' Contact: Email
Current release: Version0.9.3
To keep abreast of changessince the last release, please consult thisthread on the Chex Quest Fan Forums.
This version of DeiMWolfrequiresGZDOOM.This version can be run as a regular PWAD under The Ultimate DooM, butwill also function as its own IWAD if specified as one via the commandline (-iwad) or defined as an IWAD in a launcher, such as ZDL
September 1942.
The Germans still controlthe continent.
You are William John 'B.J.' Blazkowicz, an American intelligence operative sent to investigatereports of horrific human experiments being conducted at a site deep insideGerman territory.
Captured before reachingyour destination, you have been interned in the dungeon of an ancient castleknown as Wolfenstein (Wolf's Stone) for interrogation and eventual execution.
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Moments ago you seized yourchance. Taking advantage of your guard's momentary clumsiness, youstruggle with him and send him to his final reward. Hoping the otherguards did not hear his muffled scream, you take the weapons from his body. A bayonet and a P38 aren't much when freedom is nine dungeon levels away,but you have to try. If you escape, you will have one heck of a storyto tell your grand kids about! If not, at least you will go out ina blaze of glory!
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Good luck!
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This is DeiMWolf, a mod forGZDooM (formerlyDooM Legacy), based on the shareware version of the classicFirst Person Shooter Wolfenstein 3D.
There have been dozens ofDooM mods based on Wolfenstein 3D, so what makes DeiMWolf different thanthe others?
Pretty much every mod thathas been made based on W3D uses versions of the original W3D graphics andsounds. The goal of DeiMWolf, albeit not fully realized as of thiscurrent version, is to use completely new graphics and sounds, either modifiedfrom free net sources, or made entirely from scratch. Although thelayouts of the levels are 100% faithful to those of the original game,and the background musics are from the original W3D, everything else isintended to be different!
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Please be sure to visitDeiMWolf's forum to give comments and suggestions regarding this project.