Doom64 on Zandronum. Is it possible?

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Zeberpal
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Doom64 on Zandronum. Is it possible?

#1

Post by Zeberpal » Fri Aug 16, 2013 11:30 am

Following this thread, we pretty much don't have our own Doom64 for Zandronum, do we? Yes, there is cdoom64 and some others, but still they miss some of original D64 substance.

Actually always wanted the one to exist, but at the time Kaiser made Doom64EX, and there was no real reason to make an adaptation. Latelly I see more people wanting to play 64 on this port, obviously to play it online or to make maps for it. On the other side, Doom64EX is not that popular amongside mappers, mainly because of it's limitation for modding (including custom music) and mapping effects.

So in perspective, what could D64 for Zandronum contains?

MAPS

All 32 maps. Now, as it will be made for Zan, we could finally use ACS to make them visually look the same (I mean coloured sectors, Skybox support, GLdefs support for original sprites effects, if you remember a sector flickering in rotation on MAP01 - we can do the same effect now!). We could add also add additional Deathmatch Player starts now.

Just some ACS usage i can remind :

*ENTER and EXIT global scripts will be followed with Fade effect, like in original.
*Puzzles also can be made with ACS.
*Quake effect is certain areas.
*All the misc stuff like traps, dissapearing items, summoning monsters.

DECORATE:
*Obviosly monsters, weapons, items. etc. Plus now we can make transparent monsters.
*Skulltag actors? Maybe?

ANIMDEFS:
*Obvious..+ warping lava effect

3DFLOORS: Finally ZAN supports them and D64 has no 3d slopes, only horizontal ones, it will be even fully supportable in software render! Can be used for skyes in Skybox as well.

MENUDEFS: Just the exact menu set as original, only if ZAN will support it any time soon.

TEXTURES: Nearly impossible, but perhaphs we could stylize doom textures for compatibillity with vanilla pwads?

COMPETETIVE MAPS: What about making D64DM, D64CTF, D64DOM, D64LMS, D64DUEL maps? It would require decent mappers though.

SBARINFO for original hud and GLDEFS for original dynamic lights.

PWAD or IWAD : I just checked Megaman's IWAD structure and, hey. Actually it could even be a main wad named doom64za.wad or something to keep things smooth for specified maps for 64.

This thread is mainly for discussion. Is it even possible to make and are we allowed to make it in general?
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RE: Doom64 on Zandronum. Is it possible?

#2

Post by John Zombie » Fri Aug 16, 2013 2:02 pm

if i remember correctly D64 had color effects for walls/textures as well, with optional fading effect from top to bottom... is it achievable at all on a zdoom-based port?
I like the overall idea anyways
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RE: Doom64 on Zandronum. Is it possible?

#3

Post by someoneelse » Fri Aug 16, 2013 3:19 pm

It is a planned Zdoom feature, if I remember correctly (recognizing data from wad created from original cartridge image)
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RE: Doom64 on Zandronum. Is it possible?

#4

Post by NachtIntellect » Fri Aug 16, 2013 4:17 pm

If I remember correctly there is a TC for it on Jdoom.
http://www.doomwadstation.com/doom64/index.html

They did it fairly well I would say, it is probably entirely possible to make it available on zandronum I would even say it should have it's own IWad, but that would require licensing from ID would it not?
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RE: Doom64 on Zandronum. Is it possible?

#5

Post by Lord_of_D: » Fri Aug 16, 2013 10:48 pm

WhiteAce wrote: If I remember correctly there is a TC for it on Jdoom.
http://www.doomwadstation.com/doom64/index.html

They did it fairly well I would say, it is probably entirely possible to make it available on zandronum I would even say it should have it's own IWad, but that would require licensing from ID would it not?
there is also a port for the game called Doom64EX, which is the best port atm
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RE: Doom64 on Zandronum. Is it possible?

#6

Post by Catastrophe » Fri Aug 16, 2013 11:29 pm

Lord_of_D: wrote:
WhiteAce wrote: If I remember correctly there is a TC for it on Jdoom.
http://www.doomwadstation.com/doom64/index.html

They did it fairly well I would say, it is probably entirely possible to make it available on zandronum I would even say it should have it's own IWad, but that would require licensing from ID would it not?
there is also a port for the game called Doom64EX, which is the best port atm
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RE: Doom64 on Zandronum. Is it possible?

#7

Post by Tux » Fri Aug 16, 2013 11:30 pm

Lord_of_D: wrote:
WhiteAce wrote: If I remember correctly there is a TC for it on Jdoom.
http://www.doomwadstation.com/doom64/index.html

They did it fairly well I would say, it is probably entirely possible to make it available on zandronum I would even say it should have it's own IWad, but that would require licensing from ID would it not?
there is also a port for the game called Doom64EX, which is the best port atm
Zeberpal wrote: Actually always wanted the one to exist, but at the time Kaiser made Doom64EX, and there was no real reason to make an adaptation. Latelly I see more people wanting to play 64 on this port, obviously to play it online or to make maps for it. On the other side, Doom64EX is not that popular amongside mappers, mainly because of it's limitation for modding (including custom music) and mapping effects.
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RE: Doom64 on Zandronum. Is it possible?

#8

Post by Zeberpal » Sun Aug 18, 2013 8:07 am

John Zombie wrote: if i remember correctly D64 had color effects for walls/textures as well, with optional fading effect from top to bottom... is it achievable at all on a zdoom-based port?
Unfortunatelly no, there is just two messy ways to do that though.
1) Make a dummy noclip 3dfloors with set sector color script ... Nah it's way too messy.
2) Photoshop the walls with gradient.. and flats..for every sector on a level... Well, that's annoying I guess.
WhiteAce wrote: I would even say it should have it's own IWad, but that would require licensing from ID would it not?
I really don't know. Is there a permission for making IWads?
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RE: Doom64 on Zandronum. Is it possible?

#9

Post by Echo » Sun Aug 18, 2013 9:46 am

In theory, most of Doom 64 could be recreated for Zandronum relatively easily (maps in UDMF would certainly be helpful regarding various functions), and even replicating all of the original Thing behaviours accurately (including the Mother Demon) wouldn't be that much of an issue. Certain triggers and level specials would also be created with no problem in ACS. But that's the easy bit.

The biggest (and most tedious) timesink in getting the project to 'look right' would be the sector lighting. Doom 64's lighting system is completely different to Classic Doom's, and pretty fucking ludicrous in comparison too. The time and effort that would be involved if all of the gradients and colours were to be remade as accurately as possible (on a per-sector basis, remember) would just be way too much to handle, both for anyone trying to work on such a thing, and all the nonsense strain it would cause for lower-end machines having to deal with all that shit*. Practically, it's just not worth the hassle. Truthfully, and for the sake of convenience, standard colour-sector lighting effects (and glowing flats defined in GLDEFS) would be more than enough of an effect if any project like this was seriously going to be considered.


*The WAD would also easily exceed several hundred megabytes, and that's before sounds/graphics/music are added -- UDMF maps are much larger files than standard format maps.
Last edited by Echo on Sun Aug 18, 2013 9:47 am, edited 1 time in total.
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RE: Doom64 on Zandronum. Is it possible?

#10

Post by Ænima » Sun Aug 18, 2013 3:49 pm

Echo wrote: *UDMF maps are much larger files than standard format maps.
Are you sure? Every time I convert a map to UDMF, it shrinks to 1/4 its original filesize.
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RE: Doom64 on Zandronum. Is it possible?

#11

Post by Dark-Assassin » Sun Aug 18, 2013 3:52 pm

UDMF is text based, not compiled so of course it's going to be smaller.
Also, everything text based compresses the best.
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RE: Doom64 on Zandronum. Is it possible?

#12

Post by Marcaek » Sun Aug 18, 2013 6:08 pm

You know, kaiser is still developing this port guys :/

Regardless, I believe he mentioned a decorate-style lump for modding support in the future. He's also looking for help so if anyone with programming experience would like to contribute try contacting him over on doomworld.

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RE: Doom64 on Zandronum. Is it possible?

#13

Post by The Endertainer » Mon Aug 19, 2013 3:57 am

Now im no advanced mapper or anything, but with the most recent maps coming out for zandro, i don't think it's impossible. I mean, doom 64 maps are complex in some parts, but im sure a bit of ACS could do the trick.

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RE: Doom64 on Zandronum. Is it possible?

#14

Post by Shane » Mon Aug 19, 2013 5:11 am

A doom64 style iwad for Zandronum? I'm behind that like...

The competitive maps that you all desire from this seem like they would adhere to quake-style matches, which by all means isn't a bad idea at all, infact I endorse that as well. This would also give excuse to make some competitive maps with 3D floors attached as I am still waiting patiently on a DM wad with 3D floors... Well I mean a good one at the least if there are any out there
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