Doom 64 port release will include a brand-new chapter



The upcoming port release of Doom 64, which is scheduled to be released on March 20th, 2020, alongside the long-awaited Doom Eternal, will feature a brand-new chapter as a continuation of the original Doom 64 story, and a direct follow-up after Doomguy defeats the final boss of the game.
The new chapter also promises to add in a "bit of lore" that seems to cater to fans of both the original and the modern Doom series.

“On our end, persistent players will have the opportunity to unlock a new chapter in the Doomguy’s saga, taking place shortly after [Doom 64’s] original campaign concludes. The Mother Demon you defeated in that outing had a sister, and since you’ve been messing up Hell non-stop, she tries to get rid of you by sending you away. If you can make your way back and take revenge, you’ll be rewarded with a bit of lore that fans of both series, new and classic, should enjoy.”

:arrow: Source
 
Last edited by ShadowOne333,

Kioku

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Does it have "proper" doom style controls (I believe "tank controls" is the term?)? Or is does it only have shitty twin-stick options like the Doom 1 and 2 ports?
What's wrong with the twin stick option?
 

Pleng

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What's wrong with the twin stick option?

Do I have to go through this every time? I can't play twin-stick. I've tried and tried and tried; but I've been playing Doom for 20 years and in all that time I've pressed a button when I want to strafe. Old habits die hard.
 

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Does it have "proper" doom style controls (I believe "tank controls" is the term?)? Or is does it only have shitty twin-stick options like the Doom 1 and 2 ports?
I'm not sure?
You can rebind some controls I believe, but I haven't tried changing it to anything else but twin sticks like modern FPS's do because they feel natural to me.
 

Kioku

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Do I have to go through this every time? I can't play twin-stick. I've tried and tried and tried; but I've been playing Doom for 20 years and in all that time I've pressed a button when I want to strafe. Old habits die hard.
Yes, let's be snarky about an honest question.

Anyway, I guess I never thought about that. It'd be interesting to go back and play it like it was way back when.
 

Pleng

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Yes, let's be snarky about an honest question.

I mean I could say the same about your response. It wasn't particularly helpful. I've obviously expressed a dislike for twin-stick controls, asked for alternatives and, rather than get an answer I, as always am asked to justify why I don't like twin stick controls. *shrug*

Anyway, I guess I never thought about that. It'd be interesting to go back and play it like it was way back when.

The most irritating thing about the Doom 1 (and presumably 2) port is that it does have the control scheme, but it's only accessible when playing with single joycons in split-screen. There's no way to access that control scheme with a pro controller, and no way to use a single joycon in single player mode.
 

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Besides the new chapter, what are the differences between that and Doom64 EX already available as an homebrew ? Is Bethesda still asking for a Bethesda account to play ?

There is an annoying pop-up that appears when you "achieve" certain common place things, like finding the BGF. That's different and annoying, but other than that, aside of a few bugs having been worked out that were still present in EX, they appear about identical to me.
 
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Kaiser, the programmer behind Doom64 EX points out the differences between Doom 64 EX 2.5 and the official remaster.

Apparently I’ve been seeing this question pop up pretty damn frequently so I will be posting a list of the more significant differences to be found in the official remaster compared to EX 2.5.
Please feel free to share this, as I am tired of having to answer this question myself!

I apologize in advance if some of these things sound too technical. Because most of them are.

  • Uses the newest version of Kex Engine for its framework. It was necessary since it’s already scalable across multiple platforms. This does not affect the game in any way and the game logic for Doom 64 remains intact.
  • Up/down look and jumping removed. The goal was to keep this release of Doom 64 as ‘Vanilla’ as possible, plus it saves the issues when having to deal with the sky and player getting stuck in levels.
  • Switched to a shader pipeline-based renderer. 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). All effects are now driven by pixel shaders.
  • Depth buffer is no longer used and instead now follows how the original game rendered the scene. This means that sprites will no longer be cut off by floors or walls depending on the order of subsector draws. Additionally, sprites are now fragmented based on the subsectors they overlap
  • Better awareness for widescreen aspects
  • 3-point texture filtering emulation
  • The way clouds were rendered is now correct
  • Demos now work, including the hidden hectic demo and intro map (there are some side-by-side comparison videos on youtube)
  • The timings of some executed scripted events were off by 1 frame. This is now corrected in the official release. Good examples are the blue key door in Breakdown and the scripted areas in Main Engineering. Compare the two and you’ll see what I mean.
  • Non-player objects have slower gravity (they fall down %25 slower than the player)
  • The entire original collision detection is now retained in this release, this includes all bugs (was needed for demos to sync correctly)
  • 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)
  • Monsters are now able to trigger linedef specials flagged as ‘death trigger’. Flag seemed to be multi-purpose, but monsters are now able to trigger the dart traps in Even Simpler
  • Logic for light strobing and glow effects were wrong – corrected in this release – also 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 perpetual platforms were wrong – Used a different randomization logic – needed to make demos work
  • Additional brightness setting in addition to the game’s original brightness setting. It applies an additive layer over the screen to increase the brightness even further
  • Automap controls is now idential to the original (hold use button to pan around)
  • Wav files are now used for sfx playback instead of MIDI
 

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