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Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II updated to version 1.4

That's also a possibility! I remember really enjoying the Outcast levels, though I haven't played them since they came out.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II updated to version 1.4

Unfortunately not. This is primarily a vanilla Doom mod, meaning modding features are very limited (in relation to, say, ZDoom modding). In order to 'add' a new weapon like the Unmaker, you have to replace an existing weapon. The demon keys would be pretty much impossible to implement in the same way they are in the original Doom 64.

Believe me, if we would have been able to implement that stuff in vanilla Doom, we would have done it!

Good karma+3 votes
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

Since this is a vanilla Doom 2 mod, adding any weapons of any kind is next to impossible without outright replacing any of the existing weapons. There are probably mods out there that you can likely load with this that can add the Unmaker (check ZDoom forums).

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Sorry for the late reply! I haven't tested this with that version of Brutal Doom before, but it might be causing the issue. You need to make sure D64D2 is loaded after all other wads (and even then there's no guarantee it will work with mods).

The blue key trap in MAP02 makes use of some special Dehacked items (so the cool randomized trap can work). If a mod replaces or alters any of those map objects, then the effect will break.

Good karma+2 votes
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Sorry for the late reply (I don't seem to always get notification here...). Did you have any luck getting the mod to run? I don't know anything about DSDooM since I've never used it, and the mod wasn't tested in it. I would need to know what exactly the problem is to help you out any further.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Hey! This has come up a couple of times already, but I haven't really addressed it. The idea is pretty cool and I would like to do it sometime. However since the add-on map pack was just released commercially, I think it would be a good idea to hold off on it for a while. I also would really want to get the permission of the map author (Kaiser) before going through with it. Things could get complicated since the game was just re-released commercially. So I will want to get permission for any future additions like remaking the new maps in vanilla.

So we'll see! It's a cool idea for sure :)

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

You're welcome, and thanks for playing!

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

This is the final version, yes.

Aside from that, there's not an easy way I can add that enemy because of engine limitations (this was meant to be compatible with the original DOS Doom engine). You can create a mod that could add the monster, but that's something you'll have to do yourself.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Yes, those monsters will make an appearance in these maps. This was meant to be somewhat of a fusion between Doom 64 and Doom II, so all Doom II entities make an appearance in this (apart from the Icon of Sin).

Good karma+2 votes
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Those tracks with the 'E' appended to their lump name were added because the vanilla versions had to be simplified. The 'E' versions won't play correctly if played with OPL2. So the composer of those tracks added the 'enhanced' versions for advanced sourceports (they have more instruments and generally sound more complete).

There's no way to turn off the new tracks (that I'm aware of); the only way to do this would be to have a separate file for music. And that's definitely not something we would have done since they are too important to the main project. This is a case where mod makers would have to make their own mods around the project (which is what you did).

Anyways, glad you got the music stuff figured out. And I'm happy to hear you're enjoying the map set :)

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

I just remembered that some tracks have 'enhanced' versions for ZDoom-based ports. Are you playing in GZDoom or a similar port? If so, you'll need to edit the music wad to include either a patched ZMAPINFO lump OR some renamed tracks. If you would like to do that, let me know and I'll try to help.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Jump and crouch are disabled by default because both can break maps (they were designed to run in the original vanilla Doom engine).

You can force jump/crouch by going to Options > Gameplay Options, and then scroll down to 'Allow Jump' and 'Allow Crouch'. Both are probably set to 'Default'. Set both to 'On' and that should re-enable them.

Just be aware that this map set was designed specifically without jumping and crouching enabled. So if you play with them on, you may end up breaking a map unless you're very careful.

Good karma+2 votes
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

As far as I'm aware, Legacy won't support the animated skies (and most of the GZDoom enhancements). That stuff is mostly made to work with ZDoom-based ports. Though I'm not familiar with Legacy's mod support; if it is possible to support that stuff, it would likely require a separate mod made specifically for D64D2.

Also I'm not sure Legacy supports .deh patches. My guess is that it would since the original vanilla Doom did. But you may have to load it separately via command line. That's something you'll have to research since I haven't touched Legacy in many years.

Sorry I can be of more help :(

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

There's probably not much else I can do to help without seeing the music wad in question. Also I'm not sure how comfortable you would be with opening the music wad in SLADE. But if you can do that, check to make sure each track is named properly (ie. MAP01 music should be D_RUNNIN, etc). D64D2 just uses the Doom II music lump names, so anything named the same (but loaded after it) will get replaced.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Oh I see, you meant the port. Sorry!

The project was made to run in the original DOS Doom. I haven't actually tried Legacy out in many years, so I can't say if it will work. But since the project is vanilla, I would assume it would run just fine. The only way to know for sure if to try it out yourself.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

I'm not sure what you mean by Legacy SP? If its a mod, give it a try and it may work already.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

Yes, using the correct load order is exactly what I mean. You need to load mods/.wads on top of D64D2.wad; this is standard procedure when it comes to loading extra stuff in Doom. When I say 'on top of', I mean you load D64D2.wad first and then anything else secondary.

If its not working, then you are doing something wrong or there is an issue with the extra .wad being loaded. The music wad needs to replace the vanilla Doom II tracks lumps in order to work properly.

Good karma+2 votes
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom 2 - /idgames release (final)

None. Side-load it as a separate wad.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

Thanks! This should run with Brutal Doom, just make sure you grab the latest version. The version above is old and archived, the latest can be grabbed here: Moddb.com

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II v1.2

The original Doom 64 music will have to be side-loaded as a mod. We wanted original midi music mixed with some of the Doom and Doom II tracks, not the ambient Doom 64 stuff.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

The Motherdemon replaces it.

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Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

Yea unfortunately because of how GZDoom handles loading the dehacked patch, Brutal Doom won't work on MAP02 or MAP02B. I think the rest of the wad will work just fine though, if you wanna give that a try.

Anyways, yes you are welcome to use anything in the wad like that however you wish! Just, like you said, be sure to give proper credit :)

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

Music mods should work, just be sure your loading the wads in the correct order (music wad should be loaded on top of D64D2.wad).

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

The doors should open up automatically a second or two later. I've tested this a bunch of times in the latest GZDoom and it works just fine.

What difficulty are you playing on? If you play on the easiest difficulty (I'm Too Young To Die), the voodoo dolls that make that trap work are broken. This has since been fixed in v1.1 (which released today, I'll be getting it up here soon).

If you aren't playing on the easiest difficulty, then make sure you've got your GZDoom compat set to 'Doom (Strict)' (Options > Compatibility Options > Compatibility Mode). This shouldn't make a big difference, but its possible that the voodoo could break without that compatibility option enabled.

Apart from that, the only other thing that might break this is a gameplay mod. You didn't mention you were playing with any mods, but if you are, try playing without it and see if that fixes it.

By the way, there are actually two versions of MAP02 - MAP02 and MAP02B. If your playing continuous, GZDoom will exit you to MAP02B from MAP01. But if you warp to it via console, you'll have to tell it to take you to MAP02B. However this shouldn't be an issue because both maps will actually work in GZDoom (MAP02B just has some quality-of-life changes for advanced ports). However if you warp to the 'B' version in GZDoom, there's next to no chance of that puzzle breaking.

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

I did very quick surface testing a while back, and Smooth Doom seems to work just fine so long as you make sure to load D64D2.wad on top of it. Other people have been playing this with other mods and, so far, I haven't heard about any conflict issues.

Good karma+2 votes
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

Thank you :)

Good karma+1 vote
Mechadon
Mechadon - - 27 comments @ Doom 64 for Doom II

No Unmaker unfortunately. This is because of the limitation of the original Doom format. The only way we'd be able to add a new weapon is by cannibalizing an existing weapon and its related actors.

There are probably GZDoom mods that exist that would let you play with the Unmaker though, I bet!

Good karma+1 vote