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| {{Introduction | | {{Introduction |
− | |introduction = '''''Doom 64''''' is a [[:Category:Sci-fi|sci-fi]] [[:Category:FPS|first-person shooter]] game developed by [[Company:Midway Games|Midway Games]], [[Company:Id Software|id Software]], and [[Company:Nightdive Studios|Nightdive Studios]], and published by [[Company:Bethesda Softworks|Bethesda Softworks]]. It was the Nintendo 64 exclusive sequel to '''''[[Doom II: Hell on Earth]]''''' from 1997 in the ''[[Series:Doom|Doom]]'' series, and uses the [[:Engine:Kex Engine|KEX Engine]]. | + | |introduction = '''''Doom 64''''' is a [[:Category:Sci-fi|sci-fi]] [[:Category:FPS|first-person shooter]] game developed by [[Company:Midway Games|Midway Games]], [[Company:Id Software|id Software]], and [[Company:Nightdive Studios|Nightdive Studios]], and published by [[Company:Bethesda Softworks|Bethesda Softworks]]. It was the Nintendo 64 exclusive sequel to '''''[[Doom II: Hell on Earth]]''''' from 1997 in the ''[[Series:Doom|Doom]]'' series, and was ported using the [[:Engine:Kex Engine|KEX Engine]]. |
| | | |
| |release history = The game was originally released on March 31, 1997 for the Nintendo 64, using a modified, hardware-accelerated version of the [[:Engine:id Tech 1|id Tech 1]] engine based on '''''[[Doom (1993)|Doom]]''''''s PlayStation port, and took introduced new features to the engine such as animated sky textures, colored lighting, fog effects, smoother liquid texture animations, among other features while taking advantage of the console's unique 3-point filtering algorithm.<ref>{{Refurl|url=https://doomwiki.org/wiki/Doom_64|title=Doom 64 - The Doom Wiki at DoomWiki.org|date=2020-10-28}}</ref> It was, however, often mistaken for yet another port of the 1993 ''Doom'' during its initial release due to its title (the original working title was ''The Absolution'', referenced in its final level) at a time where most of its ports struggled to bring the PC version's experience to a console, while competing with the likes of ''GoldenEye 007'' and '''''[[Turok: Dinosaur Hunter|Turok]]''''' with their advanced 3D graphics on the Nintendo 64. | | |release history = The game was originally released on March 31, 1997 for the Nintendo 64, using a modified, hardware-accelerated version of the [[:Engine:id Tech 1|id Tech 1]] engine based on '''''[[Doom (1993)|Doom]]''''''s PlayStation port, and took introduced new features to the engine such as animated sky textures, colored lighting, fog effects, smoother liquid texture animations, among other features while taking advantage of the console's unique 3-point filtering algorithm.<ref>{{Refurl|url=https://doomwiki.org/wiki/Doom_64|title=Doom 64 - The Doom Wiki at DoomWiki.org|date=2020-10-28}}</ref> It was, however, often mistaken for yet another port of the 1993 ''Doom'' during its initial release due to its title (the original working title was ''The Absolution'', referenced in its final level) at a time where most of its ports struggled to bring the PC version's experience to a console, while competing with the likes of ''GoldenEye 007'' and '''''[[Turok: Dinosaur Hunter|Turok]]''''' with their advanced 3D graphics on the Nintendo 64. |
| | | |
− | For many years, ''Doom 64'' did not see a release on other platforms, and with Midway Games filing for bankruptcy in 2009, the chances of the game being re-release elsewhere seemed uncertain, however, despite this, there were efforts by ''Doom'' modder [[:Company:Samuel "Kaiser" Villarreal|Samuel "Kaiser" Villarreal]] to port ''Doom 64'' to PC unofficially, starting with his ''Doom 64: Absolution'' project, a total conversion of ''Doom II: Hell on Earth'', followed by '''''[[Doom 64 EX]]''''', a port that runs off data extracted from the original Nintendo 64 cartridge. Samuel along with fellow ''Doom'' modders Edward "Edward850" Richardson and James "Quasar" Haley went onto to work for [[:Company:Nightdive Studios|Nightdive Studios]] and developed an official port of ''Doom 64'' with a partnership with Bethesda.<ref>{{Refurl|url=https://www.youtube.com/watch?v=7WUbyZaPRm0|title=DF Retro EX: Doom 64 - Remaking an N64 Classic For PS4, Xbox One, Switch + PC! - YouTube|date=2020-10-28}}</ref> It was initially announced for the Nintendo Switch to accompany the then-upcoming '''''[[Doom Eternal]]''''', originally slated for a November 22, 2019 release until they was delayed to March 20, 2020 but announced versions of ''Doom 64'' for PlayStation 4, Xbox One, and PC. The game was released on the planned release date (through [[Store:Bethesda.net|Bethesda.net]] and [[Store:Steam|Steam]] for PC), and features many quality-of-life improvements such as support for higher framerates, widescreen resolutions, an updated HUD message system, individual brightness sliders, among others.<ref>{{Refurl|url=https://doomwiki.org/wiki/Doom_64_(2020_version)|title=Doom 64 (2020 version) - The Doom Wiki at DoomWiki.org|date=2020-10-28}}</ref> The official re-release of ''Doom 64'' also features haptic controller feedback on all versions, a first for the KEX Engine. | + | For many years, ''Doom 64'' did not see a release on other platforms, and with Midway Games filing for bankruptcy in 2009, the chances of the game being re-release elsewhere seemed uncertain, however, despite this, there were efforts by ''Doom'' modder [[:Company:Samuel "Kaiser" Villarreal|Samuel "Kaiser" Villarreal]] to port ''Doom 64'' to PC unofficially, starting with his ''Doom 64: Absolution'' project, a total conversion of ''Doom II: Hell on Earth'', followed by '''''[[Doom 64 EX]]''''', a port that runs off data extracted from the original Nintendo 64 cartridge. Samuel along with fellow ''Doom'' modders Edward "Edward850" Richardson and James "Quasar" Haley went onto to work for [[:Company:Nightdive Studios|Nightdive Studios]] and developed an official port of ''Doom 64'' with a partnership with Bethesda.<ref>{{Refurl|url=https://www.youtube.com/watch?v=7WUbyZaPRm0|title=DF Retro EX: Doom 64 - Remaking an N64 Classic For PS4, Xbox One, Switch + PC! - YouTube|date=2020-10-28}}</ref> It was initially announced for the Nintendo Switch to accompany the then-upcoming '''''[[Doom Eternal]]''''', originally slated for a November 22, 2019 release until they was delayed to March 20, 2020 but announced versions of ''Doom 64'' for PlayStation 4, Xbox One, and PC. The game was released on the planned release date (through [[Store:Bethesda.net|Bethesda.net]] and [[Store:Steam|Steam]] for PC), and features many quality-of-life improvements such as support for higher framerates, widescreen resolutions, an updated HUD message system, as well as a new set of levels that ties storyline of the classic ''Doom'' games with the modern '''''[[Doom (2016)]]''''' reboot.<ref>{{Refurl|url=https://doomwiki.org/wiki/Doom_64_(2020_version)|title=Doom 64 (2020 version) - The Doom Wiki at DoomWiki.org|date=2020-10-28}}</ref> The official re-release of ''Doom 64'' also features haptic controller feedback on all versions, a first for the KEX Engine. |
| | | |
| |current state = Unfortunately, Bethesda sought to end their partnership with Nightdive Studios after ''Doom 64'' was finally released, thus preventing any further updates or fixing overlooked issues such [[#Sprites are rendered 0.5px off when using DirectX 11|pixel-scaling distortion]] caused by the PC version's stock DirectX 11 shaders and inability to remap key bindings on non-QWERTY keyboard layouts. Thankfully Samuel has provided players ways to address issues with the DirectX 11 shaders and PC Gaming Wiki's own [[User:Suicide_machine|Suicide machine]] has provided his own [[#SuicideMachine's Unofficial Configuration Tool|configuration tool]] and [[#Sui's Hack|hack]] to remedy other inconveniences with the PC version. A small number of mods, community tweaks, and an [[#Doom 64 EX Compatibility Patch|unofficial compatibility patch]] for ''Doom 64 EX'' are also available. | | |current state = Unfortunately, Bethesda sought to end their partnership with Nightdive Studios after ''Doom 64'' was finally released, thus preventing any further updates or fixing overlooked issues such [[#Sprites are rendered 0.5px off when using DirectX 11|pixel-scaling distortion]] caused by the PC version's stock DirectX 11 shaders and inability to remap key bindings on non-QWERTY keyboard layouts. Thankfully Samuel has provided players ways to address issues with the DirectX 11 shaders and PC Gaming Wiki's own [[User:Suicide_machine|Suicide machine]] has provided his own [[#SuicideMachine's Unofficial Configuration Tool|configuration tool]] and [[#Sui's Hack|hack]] to remedy other inconveniences with the PC version. A small number of mods, community tweaks, and an [[#Doom 64 EX Compatibility Patch|unofficial compatibility patch]] for ''Doom 64 EX'' are also available. |
This page is for the official port from 2020. For the fan-made port from 2011, see Doom 64 EX.
Doom 64 is a sci-fi first-person shooter game developed by Midway Games, id Software, and Nightdive Studios, and published by Bethesda Softworks. It was the Nintendo 64 exclusive sequel to Doom II: Hell on Earth from 1997 in the Doom series, and was ported using the KEX Engine.
The game was originally released on March 31, 1997 for the Nintendo 64, using a modified, hardware-accelerated version of the id Tech 1 engine based on Doom's PlayStation port, and took introduced new features to the engine such as animated sky textures, colored lighting, fog effects, smoother liquid texture animations, among other features while taking advantage of the console's unique 3-point filtering algorithm.[1] It was, however, often mistaken for yet another port of the 1993 Doom during its initial release due to its title (the original working title was The Absolution, referenced in its final level) at a time where most of its ports struggled to bring the PC version's experience to a console, while competing with the likes of GoldenEye 007 and Turok with their advanced 3D graphics on the Nintendo 64.
For many years, Doom 64 did not see a release on other platforms, and with Midway Games filing for bankruptcy in 2009, the chances of the game being re-release elsewhere seemed uncertain, however, despite this, there were efforts by Doom modder Samuel "Kaiser" Villarreal to port Doom 64 to PC unofficially, starting with his Doom 64: Absolution project, a total conversion of Doom II: Hell on Earth, followed by Doom 64 EX, a port that runs off data extracted from the original Nintendo 64 cartridge. Samuel along with fellow Doom modders Edward "Edward850" Richardson and James "Quasar" Haley went onto to work for Nightdive Studios and developed an official port of Doom 64 with a partnership with Bethesda.[2] It was initially announced for the Nintendo Switch to accompany the then-upcoming Doom Eternal, originally slated for a November 22, 2019 release until they was delayed to March 20, 2020 but announced versions of Doom 64 for PlayStation 4, Xbox One, and PC. The game was released on the planned release date (through Bethesda.net and Steam for PC), and features many quality-of-life improvements such as support for higher framerates, widescreen resolutions, an updated HUD message system, as well as a new set of levels that ties storyline of the classic Doom games with the modern Doom (2016) reboot.[3] The official re-release of Doom 64 also features haptic controller feedback on all versions, a first for the KEX Engine.
Unfortunately, Bethesda sought to end their partnership with Nightdive Studios after Doom 64 was finally released, thus preventing any further updates or fixing overlooked issues such pixel-scaling distortion caused by the PC version's stock DirectX 11 shaders and inability to remap key bindings on non-QWERTY keyboard layouts. Thankfully Samuel has provided players ways to address issues with the DirectX 11 shaders and PC Gaming Wiki's own Suicide machine has provided his own configuration tool and hack to remedy other inconveniences with the PC version. A small number of mods, community tweaks, and an unofficial compatibility patch for Doom 64 EX are also available.
General information
- Steam Community Discussions
- Official list of differences from Doom 64 EX
Availability
Source |
DRM |
Notes |
Keys |
OS |
Retail |
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Bethesda.net |
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Steam |
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Bethesda.net account creation can be skipped. DRM-free when Steam is not installed or by creating a steam_appid.txt file containing its Steam ID number 1148590 in <path-to-game>.[4] |
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|
- Granted to pre-orders of Doom Eternal.
- The game's Official Soundtrack and 20th Anniversary Extended Edition Soundtrack are available for purchase or streaming via the composer's Bandcamp page.
Version differences
- Background music on Level 20: Breakdown (Track name "The Rotted Foul" according to Doom 64 Official Soundtrack listing) plays differently in comparison to the Nintendo 64 equivalent, with some samples playing too fast or at too high a pitch. Level 21: Pitfalls background music (Perfect Hate) also has minor differences starting around the 0:30 mark.[5]
Essential improvements
Skip intro videos
- The copyright screen and photosensitive warning will still be displayed.
Game data
Configuration file(s) location
Save game data location
- 10 save slots available.
Video
Input
Key rebinding screen (Keyboard). Cycles through the keyboard and controller bindings.
Key rebinding screen (Controller). 'Use' is also set as Left Trigger by default.
Audio
Audio feature |
State |
Notes |
Separate volume controls |
|
|
Surround sound |
|
[11] |
Subtitles |
|
No voices to show subtitles for. |
Closed captions |
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Mute on focus lost |
|
Always disabled. |
Localizations
Language |
UI |
Audio |
Sub |
Notes |
English |
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French |
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German |
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Italian |
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Spanish |
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Issues fixed
Black screen on startup (with sounds playing)
Change the renderer in config files[12]
|
- Navigate to
%USERPROFILE%\Saved Games\Nightdive Studios\DOOM 64\
- Edit
kexengine.cfg with text editor.
- Find a line
seta r_rhirenderfamily "vulkan" .
- Set it to either
seta r_rhirenderfamily "d3d11" or seta r_rhirenderfamily "opengl" .
- If the config file is missing, download this config and place it in
%USERPROFILE%\Saved Games\Nightdive Studios\DOOM 64\ .
|
Sprites are rendered 0.5px off when using DirectX 11
- The game's stock DirectX 11 shaders are outdated and bugged and need to be recompiled.
Use either Vulkan or OpenGL 3.2 rendering[13]
|
Recompile the DirectX 11 shaders[13]
|
- Navigate to
%USERPROFILE%\Saved Games\Nightdive Studios\DOOM 64\ and open kexengine.cfg with text editor.
- Find the following lines and modify them:
- Set
seta d3d11_compileShaders "0" to "1" .
- Set
seta developer "0" to "1" .
- Launch the game, then press ~ to open the developer console.
- Type
buildDX11ShaderArchive in the developer console and press ↵ Enter to recompile the new shaders, and then exit the game.
- Create a back-up of the
Doom64.kpf found in <path-to-game> , then open Doom64.kpf with an archiving tool (e.g. WinRAR, 7zip) and go inside its contents to find the progs directory.
- Copy the new
dxShaders.bin file found in the <path-to-game>\progs folder and insert this file into Doom64.kpf\progs using your desired archiving tool, replacing the original file.
Notes:
- This may require d3dcompiler.dll.
|
Other information
API
Executable |
32-bit |
64-bit |
Notes |
Windows |
|
|
|
Middleware
|
Middleware |
Notes |
Audio |
FMOD |
|
Input |
SDL2 |
|
Parameter |
Description |
-window |
Sets the game to run in windowed mode |
-fullscreen |
Sets the game to run in fullscreen |
-width X |
Sets game window's width |
-height Y |
Sets game window's height |
-skipmovies |
Skips intro movies / company logos |
-warp X |
Warps to level ID, where first level is 1 |
-skill X |
Sets difficulty to X, where "Be Gentle!" is 1, "Bring It On!" is 2 etc. Use in combination with -warp X command. |
-nomonsters |
Disables monsters. Sets cheat flag, disabling achievements. |
-fast |
Enables fast monsters |
-file *.wad |
Loads additional wad file. Sets cheat flag, disabling achievements. |
-basepath <path> |
Sets the base path from which to load files. |
- Written by wiki user Suicide machine, unofficial configuration tool was developed with intention of simplifying key rebinding process, especially on non QWERTY keyboards. Tool also features access to basic graphics options, helpful when scaling basic issues with the game. Can be downloaded here.
Mods
- A hack written by Suicide Machine that is an attempt to restore some form of mouse look. Do note, that mouse look at the moment doesn't affect aiming itself.
Install Sui's hack.[14]
|
- Download the hack and extract it.
- Move all the files to game's directory.
Notes:
- To configure the hack, edit
Scripts\Doom64Hack.ini with text editor.
- To configure vertical aim sensitivty, use
cl_msensitivityy console command.
|
Doom 64 EX Compatibility Patch
- The Doom 64 EX Compatibility Patch is a patch that converts the game files of Doom 64 into a format that the fan-made port from 2008, Doom 64 EX, can recognize and play. This allows owners of Doom 64 to make use of the added features of the fan-made port, such as enabling mouse look, disabling auto-aim, etc.
Install the compatibility patch (Windows only)[15]
|
- Download the compatibility patch from the Steam thread and extract it to a temporary folder.
- Browse to <path-to-game> of the official 2020 port of Doom 64.
- Copy the files
DOOM64.WAD and DOOMSND.DLS over to the temporary folder of the compatibility patch.
- Browse to the temporary folder of the compatibility patch, launch
run.cmd , and press ↵ Enter.
- A new folder called
output was created that contains the patched Doom 64 EX compatible files.
- The compatible files can now be moved into the base installation folder of Doom 64 EX and played using the fan-made port.
Notes
- Do not overwrite the original files within <path-to-game> of Doom 64 with the patched files as they have been made incompatible with the official port!
|
Restoring red medical crosses
- The red cross symbols on recovery items were altered in this re-release.
Use uncensored.wad for Doom 64
|
- Download Restore Red Crosses and extract
uncensored.wad into the DOOM 64 folder.
- Launch the game with the
-file uncensored.wad command line argument.
Notes
- This method disables achievements as it finds loading the WAD as a cheat. This issue can be bypassed by using Sui's Hack and enabling
FileDoesntSetCheatFlag .
|
Restore the red crosses via SLADE[16]
|
- Download the original uncut files here, and then extract its contents to its own folder within a convenient location on your computer.
- Download the latest stable binaries of SLADE that matches your operating system here.
- Run SLADE, and go to Edit → Preferences → Advanced, then uncheck
iwad_lock and click Apply.
- Open the
DOOM64.WAD found in <path-to-game> with SLADE, and then search for the following files by using the search box: MEDIA0 , PSTRA0 , and STIMA0 .
- Right-click each of these files, click Import, and then replace these files with their uncensored counterparts that you have downloaded earlier.
- Go to File and click Save to save the changes. You should now see the original red crosses on recovery items. A back-up of the original WAD file is also created automatically.
Notes
- This method does not disable achievements as you are not loading WAD files into the game, therefore does not count as a cheat.
|
System requirements
Windows |
|
Minimum |
Recommended |
Operating system (OS) |
10 | |
Processor (CPU) |
Intel Core i5-750
| Intel Core i5-2400 AMD Phenom II X6 1075T 3.0 GHz |
System memory (RAM) |
8 GB | |
Hard disk drive (HDD) |
| |
Video card (GPU) |
Nvidia GeForce GTX 660 AMD Radeon R7 240 Intel HD Graphics 530
| Nvidia GeForce GTX 780 AMD Radeon R9 290X |
- A 64-bit operating system is required.
Notes
- ↑ 1.0 1.1 Notes regarding Steam Play (Linux) data:
References