DOOM 64

DOOM 64

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PokeHeadroom Mar 23, 2020 @ 10:53pm
can you mod this version of doom 64?
is it possible and whats ou there?
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Showing 1-15 of 24 comments
JackieTheDemon Mar 23, 2020 @ 11:55pm 
Not really no.
Blakjak Mar 24, 2020 @ 4:10am 
Originally posted by Dungeon Devil:
Not really no.
I've already seen a couple mods. Look in the guides section. People have custom wads like replacing red cross medkits. you use -file ___.wad to load them.

Now map creating, I'm not sure yet. You could probably do it.
Last edited by Blakjak; Mar 24, 2020 @ 4:11am
Immorpher Mar 24, 2020 @ 9:09am 
We know you can mod new levels and music into this port. It doesn't support custom textures yet, but we let the devs know and they might be working on it.

Anyone who is familiar with slade can open the Doom64.wad and see how the levels are organized. They are compatible with Doom Builder 64.
Sui Mar 24, 2020 @ 1:02pm 
Originally posted by Blakjak:
Originally posted by Dungeon Devil:
Not really no.
I've already seen a couple mods. Look in the guides section. People have custom wads like replacing red cross medkits. you use -file ___.wad to load them.

Now map creating, I'm not sure yet. You could probably do it.

There is also some "mods" folder definied in code (from what I've dissected it), which apparently suppose to work with kpf files, but I have not been able to get it running.
Immorpher Mar 24, 2020 @ 1:14pm 
Originally posted by Suicide Machine:
There is also some "mods" folder definied in code (from what I've dissected it), which apparently suppose to work with kpf files, but I have not been able to get it running.

That's interesting! I did not know that. kpf files are basically zip files and you can make them by changing the extensions around and handling them like zips. I wonder if that would be the proper way to get at adding custom textures since I know the kpf files do contain custom graphics.
Eldoro Mar 24, 2020 @ 3:20pm 
I really want to add a few animation frames to most of the sprites! would be interesting if some one finds a way to modd this game!
PokeHeadroom Mar 24, 2020 @ 4:04pm 
Originally posted by Eldoro:
I really want to add a few animation frames to most of the sprites! would be interesting if some one finds a way to modd this game!
it truly disappoints me the lack of animation frames in the weapons on this game considering how the look of the arsenal in doom 64 is my favourite wll in the mean time i guess ill have to play doom 64 retribuition instead or doom 64 ex.

ngl i was expecting more options on this remaster so the fact that it isnt as feature complete as some of the other community source ports/remasters/remakes makes me wonder if it would be worth buying if it didn't have the lost levels extra chapter, its nice i got it for free though and so is the accurate lighting
1337Walrus Mar 24, 2020 @ 5:37pm 
You can load a custom patch wad to uncensor the medikits, but that's about it. There's no other censorship or anything else of note, really.
Marauder Shields Mar 25, 2020 @ 5:03am 
Originally posted by Immorpher:
We know you can mod new levels and music into this port. It doesn't support custom textures yet, but we let the devs know and they might be working on it.

Anyone who is familiar with slade can open the Doom64.wad and see how the levels are organized. They are compatible with Doom Builder 64.
Were there any news about anyone porting The Outcast Levels from Absolution port (or the Absolution-only maps), or Redemption Denied to this version yet? Really tempted to pull the trigger on this, but people complaining about missing features\bugs discourages me
Last edited by Marauder Shields; Mar 25, 2020 @ 5:13am
Immorpher Mar 25, 2020 @ 10:13am 
Originally posted by Marauder Shields:
Were there any news about anyone porting The Outcast Levels from Absolution port (or the Absolution-only maps), or Redemption Denied to this version yet? Really tempted to pull the trigger on this, but people complaining about missing features\bugs discourages me

Ill see if they have custom textures, if not, some of them should be compatible, if they are compatible with EX. I found this, which may do the trick, I'll just have to look at the wads later: https://www.tapatalk.com/groups/doom64ex/outcast-redemption-denied-and-reckonking-maps-upda-t191.html
Pokéman493 Mar 25, 2020 @ 3:00pm 
To my knowledge, the WAD for DOOM 64 isn't compatible with gzdoom yet
Immorpher Mar 25, 2020 @ 3:29pm 
Just took a look at the versions of Outcast Levels and Redemption Denied compatible with EX. I found that indeed they use additional textures which cause the port to crash. I could remove those textures and they likely will run, just some of the levels will have "i suck at mapping" placeholder texture put around.
Berzerk2k2 Mar 25, 2020 @ 3:49pm 
Since this is the Kex engine creating a "mod" folder inside the Doom 64 game folder with custom mods in ".kpf" file format inside should work just fine like it does with all the other Kex engine games (Turok games, Forsaken, System Shock, Blood: Fresh Supply).
Sui Mar 25, 2020 @ 3:54pm 
Originally posted by Berzerk:
Since this is the Kex engine creating a "mod" folder inside the Doom 64 game folder with custom mods in ".kpf" file format inside should work just fine like it does with all the other Kex engine games (Turok games, Forsaken, System Shock, Blood: Fresh Supply).

Yeah, I tried, but it doesn't seem to work, sadly. Also Map command seems to use level ID and not level name :steamsad:
Also it's "mods" folder.
Unless I am missing something....
Last edited by Sui; Mar 25, 2020 @ 3:57pm
Immorpher Mar 26, 2020 @ 9:21am 
Update: a dev at nightdive is looking into the custom texture loading bug, so there may be a fix or method on the horizon! :)
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