Post by ZeroCoyote on May 26, 2002 21:15:54 GMT -5
I can't believe that I actually found a group of people who are attempting a TC of the Nintendo 64-exclusive game to the PC. I play the thing even to this very day... definitely the best in my opinion (excluding the lack of multiplayer modes).
From what I've gathered so far, it looks like you'll be using a standard Doom engine of some sort. I don't know if this'll be of any help or not (or if I'm wrong), but why not use something like the Quake 2 engine? Now, just to tell you now, I'm not recommending a version of Doom 64 with 3D models, but to use the Q2 engine for it's advanced features such as colored lighting (I realize the lighting in Quake 2 is different than Doom 64, but I think it would look great nonetheless), creating multiple floors (I realize this isn't used much to begin with, but there are areas in Doom 64 that have them), Quake 2's programmable built in language (I think it is anyway... but anyway, the plus-side to this would allow you to script more complex things out, such as one level in Doom 64 [can't remember which] where the ceiling comes pressing down into the floor and when it raises back up an all-new area is created), and not to mention it's higher color palette (I assume anyway... all I know is that the original Doom engines use 256 color graphics, as opposed to Doom 64's which uses much more color and sports a higher resolution). The only major changes that would have to be made would be implementing code to use 2D sprites rather than 3D models, disabling things like being able to look freely, jumping, and crouching, and maybe somehow adding support for something like Impulse Tracker for the music (from what I know, it's basically a MIDI file that uses custom instrumentation... I think Unreal may use it).
Eh... like I said, dunno if my input will help or anything, but I think this Doom 64 TC will definitely kick ass the closer it is to the original game.
From what I've gathered so far, it looks like you'll be using a standard Doom engine of some sort. I don't know if this'll be of any help or not (or if I'm wrong), but why not use something like the Quake 2 engine? Now, just to tell you now, I'm not recommending a version of Doom 64 with 3D models, but to use the Q2 engine for it's advanced features such as colored lighting (I realize the lighting in Quake 2 is different than Doom 64, but I think it would look great nonetheless), creating multiple floors (I realize this isn't used much to begin with, but there are areas in Doom 64 that have them), Quake 2's programmable built in language (I think it is anyway... but anyway, the plus-side to this would allow you to script more complex things out, such as one level in Doom 64 [can't remember which] where the ceiling comes pressing down into the floor and when it raises back up an all-new area is created), and not to mention it's higher color palette (I assume anyway... all I know is that the original Doom engines use 256 color graphics, as opposed to Doom 64's which uses much more color and sports a higher resolution). The only major changes that would have to be made would be implementing code to use 2D sprites rather than 3D models, disabling things like being able to look freely, jumping, and crouching, and maybe somehow adding support for something like Impulse Tracker for the music (from what I know, it's basically a MIDI file that uses custom instrumentation... I think Unreal may use it).
Eh... like I said, dunno if my input will help or anything, but I think this Doom 64 TC will definitely kick ass the closer it is to the original game.