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Doom 64 ex download step2/1/2024 Since I’ve been very busy with other ‘EX’ projects (3 to be exact), dotfloat has been kind enough to continue maintaining Doom64EX. Posted in Uncategorized | 1 Reply Patch for Windows 10 Users Wav files are now used for sfx playback instead of MIDI.Automap controls is now idential to the original (hold use button to pan around). It applies an additive layer over the screen to increase the brightness even further Additional brightness setting in addition to the game’s original brightness setting.Logic for perpetual platforms were wrong – Used a different randomization logic – needed to make demos work.Logic for doors and platforms were wrong – ‘RaiseToNearest and RaiseAndChange’ were suppose to move at half the speed.Logic for light strobing and glow effects were wrong – corrected in this release – also needed to make demos work.Flag seemed to be multi-purpose, but monsters are now able to trigger the dart traps in Even Simpler Monsters are now able to trigger linedef specials flagged as ‘death trigger’.Projectiles fired from the player will immediately explode if the player is ~5 units away from a wall (not sure why Midway did this, but was needed for demos to work).The entire original collision detection is now retained in this release, this includes all bugs (was needed for demos to sync correctly).Non-player objects have slower gravity (they fall down %25 slower than the player).Compare the two and you’ll see what I mean. Good examples are the blue key door in Breakdown and the scripted areas in Main Engineering. This is now corrected in the official release. The timings of some executed scripted events were off by 1 frame.Demos now work, including the hidden hectic demo and intro map (there are some side-by-side comparison videos on youtube).The way clouds were rendered is now correct.Better awareness for widescreen aspects.Additionally, sprites are now fragmented based on the subsectors they overlap This means that sprites will no longer be cut off by floors or walls depending on the order of subsector draws. Depth buffer is no longer used and instead now follows how the original game rendered the scene.All effects are now driven by pixel shaders. Again, this was something that was necessary as modern graphic APIs now do not support the features that Doom 64 EX relied on (legacy OpenGL features like texture combiners, etc).
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