A downloadable tool for Windows, macOS, and Linux

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WadSmoosh merges your provided Ultimate Doom, Doom 2, Master Levels, No Rest for the Living, Final Doom, Sigil, and Sigil II data into a single IWAD file that can be played in GZDoom, with each game as its own entry in the episode list. This makes it very convenient to play all of classic Doom's official releases, and user created mods (WADs) for both Doom 1 and Doom 2, without relaunching the game with different settings. You should only need to run WadSmoosh once; then you'll have the PK3 file that can be used with GZDoom indefinitely.

It's fine if you don't have all of the Doom games, eg you have Doom 2 but not Final Doom - WadSmoosh will package up everything it can find.

Note for those running from the itch.io app: WadSmoosh is a command-line program; it has no GUI or configuration options. See the readme for details on how to use it.

Also from the project's readme:

WadSmoosh is not a general-purpose tool for merging Doom WADs; it is for merging retail content only - it was created in 2016 out of a desire for a "complete" retail version of Doom and Doom II, and only exists as a program because the IWAD file that it generates cannot be distributed legally. Please do not ask if WadSmoosh will support any specific WAD.
StatusReleased
CategoryTool
PlatformsWindows, macOS, Linux
Release date Aug 12, 2016
Rating
Rated 5.0 out of 5 stars
(44 total ratings)
AuthorJP LeBreton
TagsDoom, utility
Code licenseMIT License
LinksSource code

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Click download now to get access to the following files:

wadsmoosh-win-linux-mac.zip 17 MB
Version 26

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Viewing most recent comments 1 to 40 of 146 · Next page · Last page

how to add sigil 2 to wadsmoosh?

Any chance this could get a feature to update an existing smooshed wad? Like, a feature to add Sigil II to one that has everything else? It's not a huge deal, but it still takes a little while to get everything downloaded from Steam again, all the files in the folder again, etc.

Not that I expect a Sigil III or anything, but like... I didn't expect a Sigil II. And it also might benefit people who like... eventually buy a copy of The Master Levels, or whatnot, and just want to add them in.

(-2)

Glad to see this has Sigil II support! Thinking about it, "Sigil II" sounds kinda...lame. I wonder what'd fit better as an episode name for it, see if I can make a custom graphic for it

Is there an instruction to getting this to run on ArkOS/Emulation station? I'm trying to follow this guide: https://retrogamecorps.com/2021/01/03/guide-lzdoom-for-rg351p-arkos/
But having no luck, even if my sh script is as follows:

/opt/lzdoom/lzdoom -iwad /roms2/doom/doom_complete.pk3 -config /roms2/doom/mods/DoomComplete.ini -savedir /roms2/doom/mods/DoomComplete_saves



Is there a problem with it not running from Doom/Doom2 iWads?

By "having no luck" do you mean it doesn't launch? If not, what errors do you see in the log? I haven't tried running LZDoom in a long time but theoretically the WadSmoosh IPK3 doesn't use any features that LZ doesn't have...

(1 edit)

Yes sorry I should have been more clear. It just black screens and dumps to the OS.

I did however, get it to work by renaming the pk3 to .wad and it appears to work fine that way just launching from the OS, as ArkOS knows how to launch WAD/IWAD) files natively to LZ/GZDoom. (bypassing the script)

(-4)

are u gonna add tnt revilution and plutonia 2 on this package? i know they're not official but those are sequels to final doom and are pretty good

For some reason, SEWERS and BETRAY aren't being added despite me using the versions specified in wadsmoosh.py. Any ideas?

(2 edits)

I also encountered this error which may be the cause: https://pastebin.com/XFQrFCmd
(I had to run the exe from cmd to add the actual error message at the end as it wasnt in wadsmoosh.log when the program closed)

While I had renamed the unity wads in wadsmoosh_data.py and the source_wads folder, I was noticing the program stopping at the same point before as well.

Are your Master Levels WADs modified in any way? Looks like it's expecting to find a sky texture in one of them (one of multiple similar starfields) but it's not finding it. I don't know of any alternate official versions of these (plenty of bootleg versions where people tried to merge all 20 into a single PWAD, but that's obviously unsupported.)

Huh, I thought I was using the ones from the original master levels steam release, but after making sure by overwriting the ones I was using with the ones from that, it suddenly works! Thank you!

Also, is there a place I can submit a custom UV+ menu graphic themed after the nightmare one, as well as a consistent Sigil II one?

Hey, uhm... I'm having an error, I'm not sure what's up. I'm a bit dumb, or at least, I'm not super familiar with Linux, but its what I got, so...

I'm getting this error; 'wadsmoo.sh: line 2: python: command not found'

... what does this mean? I'm not sure what to do about this... I did dig through the README but... it didn't really help with this, I've also dug through oh so many forums hoping to find something but I've got nothing at all.

Which OS are you running wadsmoo.sh from?

(1 edit)

I got it; I opened the wadsmoo.sh and changed 'python' to 'python3', and it seems to be working now :)

Install (or fix the path to) python. 
https://phoenixnap.com/kb/python-command-not-found

It's working; that doesn't seem to be the issue?

(1 edit)

sudo ln -s /usr/bin/python3 /usr/bin/python

It’s in the link above under Symbolic Links. 

Basically, you need to link “python” to python3. Or just cheat and rename it every time lol. Doesn’t really matter now I guess. 

Yeah, I already opened wadsmoo.sh and added a 3 after python, so it was;

#!/bin/sh

python3 wadsmoosh.py "1$"

Rather than `python wadsmoosh.py "1$"`.

How do I add my own wads to this? I want to add e1m8B and e1m4B, as well as integrate the playstation maps into this

There's an addon that adds Romero's maps to wadsmoosh afteir e1m4 and e1m8 respectively.

The playstation maps are included in UME and I believe work just fine with wadsmoosh, however that mod also adds a whole bunch of other stuff some may not like and unfortunately doesn't have a toggle menu.

To add maps, you'd have to edit the mapinfo files.

can you add me on discord to tell me how to do that?

also does UME require brutal doom?

It doesn't require BD, that's the whole point of it. 

I only have a loose idea on Doom modding, so I'm not sure if I could help you right away. I'm still learning it myself, but I might reach out to you later.

I don't understand what's happening with the episode selection menu. You never mention it at all yet the preview pic is nice and legible with all episodes up to Sigil displayed properly. Of course Sigil II is out now so the list is even longer, but nobody here seems to have much of an issue with that.

There are two posts of other people having issues with the menu selection, one was from a custom version that didn't use the ForceList thing in the Menudef, so not really applicable to me. The other had my exact same issue.

From user Kthulhu:

The response to that came from debridmax87 which simply suggested going into the wad and changing the line spacing. Which... okay, first of all, if that was the actual solution then why the hell is it mentioned nowhere in your readme? This isn't some shoddy fly by night thing you've got going here, WadSmoosh is quality, and your readme's and the like are extremely comprehensive, but nowhere do you mention "oh and also the episodes aren't gonna fit so after you run this program I wrote to specifically do everything for you automatically you actually need to do something yourself not automatically." That doesn't make any sense. Why would it be like that? This can't be the correct answer. Nevertheless, having no other options, I tried it, and...

...it just squished everything together. Predictably, maybe, but this is ugly, and more to the point it doesn't look like the preview image which means I've done something wrong, this isn't the intended fix, and nobody else is having these problems which means there's some sort of obvious thing I've overlooked or maybe it's like a secret or something. But then it gets worse. While that other post I mentioned isn't applicable to me because I'm just trying to get the doom_complete.pk3 out of the box to display the episodes correctly, Vorpal Void comes in with the answer about using ForceList and shares this image:

WHAT?! Holy hell, if my menu looked like THAT it would solve my ACTUAL problem of wanting to fit the Master Levels episodes in there, which would add another option for Dr. Sleep's Inferno, Cabal, and Titan. And this screen here has plenty of space for that, but it doesn't look like your preview screenshot and it doesn't look like my episode menu either.

I intuited that the solution has to be some sort of resolution thing, right? If it was something hardcoded into the Menudef itself you would 1. have mentioned it and 2. more than two people would have brought it up by now. But what options need to be changed? I cannot stress enough that I have tried *every* one of them that I could find, even the ones that didn't seem to make any difference at all and I didn't understand what they meant to begin with. The only things that seemed really relevant or to have much of an affect on anything were all inside the Set Video Mode options, and if all you wanted to do was adjust the display of the gameplay itself those all clearly change things... but not a single damn one of them changes the resolution of the menus. The only thing useful I did find was by searching for "menu" in the option search and getting rid of that yellow tint that covers the screen when you open the menu.

Am I taking crazy pills? What's going on here? Honestly at this point I've considered making my own episode name graphics that are like... what, 5 pixels high?! Will that help? Or maybe just taking away the ForceList and just having it display regular text? And I don't really want to do either of those things but like I don't know that I have any other options. Can someone let me in on this secret knowledge?

(4 edits) (+1)

Answered 20 days ago by jdbrowndev

GZDoom -> Options -> Miscellaneous Options -> Disable Menu Clean Scaling -> Off

Edit: You may need to enable "Full Options Menu" under Options if you haven't already.

(+1)

Yep, simple as that, thank you!

I scrolled through all the comments going back to page one, and like I said I did an option search for "menu," so I felt pretty confident I tried everything I could find... but also the answer was always just going to be something I overlooked somehow, wasn't it?

Either way, thanks for helping me find it!

(1 edit)

I've done the line spacing trick, but set it to a middle spot of 16 instead of 14. This way the episodes aren't squished on top of each other as I didn't like that either.

I also used mvrck87's Sigil text fix and set "Disable Menu Clean Scaling" to off, as mentioned already by inferno999.

This solved all menu issues for me. It isn't really 1:1 to the pictures you've posted but it works for me.

Also, please note that the preview image was taken on an older version, before Sigil 2 came out and messed up the episode list.

EDIT: As it turns out, thie line spacing part was completely unnecessary. I scrolled down to the Vorpal Void post you mentioned and set the spacing back to 18. I managed to replicate the screenshot you've posted, and I prefer it this way too. It ssems like the disabled clean menu scaling is the only culprit here. The ForceList is by default in the most recent version of WadSmoosh.

Here's the new result I got (not a fullscreen screenshot btw):


Yeah I noticed the preview pic was pre-Sigil II but I've seen other posts about the episode menu made after Sigil II, and it all still fit.

It actually just barely still fit after adding in the episodes from the Master Levels, so I ended up doing a little futzing with the menudef after all. I changed the spacing to 16, which I just think looks nicer, and ended up changing the menu position so it looks more centered. Only thing it bumped into the "Which Episode?" patch so I moved that up into the negatives, which turns out as soon as it's negative anything it just shoots up to the top of screen. A little weird, but whatever I guess.

This is the menu after setting the title patch to 50, -1 and the position of the menu itself to 30, 0:

I'm not... super happy that I can't seem to make the title patch go a little lower? But when you're dealing with such a huge list of episodes you do kinda need to make sure you have plenty of room for them all. I could just get rid of the "Which Episode?" heading altogether, it's not like what this menu is for is going to confuse anyone who plays it (just me), and technically most of them aren't really "episodes" under the Doom 1 definition anwyas.

Quake 1 technically has more episodes but you select them from those in-world introduction maps, so even the remastered version doesn't need to cram as much crap onto the screen as I'm trying to do. Considering the all of that I don't think it looks too bad.

I'm on the fence about keeping that custom, not all caps version of the Sigil 2 patch. I made the author-defined ML episodes white to match the box art because I thought it would look cool and since Sigil is already doing the Nightmare font thing I might as well add in a little personality for other stuff too. I mean to this day retail releases only ever treat Master Levels out of the box as 20 individual wads or an single episode, and neither of those approaches actually reflects what the handful of maps with an actual plot are about, so they've always sort of stood apart from the other episodes in that way.

But at this point it's all just fiddling around, the actual problem I was having is solved. So WadSmoosh rules. Now if I can just figure out how to swap between the Sigil soundtracks without having to close and reopen GZDoom I'll have the perfect iwad...

(+2)

Hey, I updated the community MIDI add-on to include:

- Replacements for duplicate tracks from The Ultimate Doom, including the entire Episode 4 from https://www.doomworld.com/vb/thread/120788 (this also includes a new track for E1M10 SEWERS.wad)

- TNT tracks from https://www.doomworld.com/forum/topic/121711-tnt-midi-pack-now-on-idgames/

BETRAY.wad uses the Doom 2 text screen music and since I haven't found anything made specifically for this level, it remains unchanged.

Download link: https://drive.google.com/file/d/1G0_52gykavKobkz0Xfgn_d7JT01Dr3Xg/view?usp=shari...

I did only some very quick testing, but it seems to work well. I'm fairly new to modding Doom, so if I fumbled something, please tell me right away.

(+1)(-2)

This tool is great! Thank you so much for creating it. It would be nice if Maximum Doom is supported by this tool as well, because it's official, but i understand why it's not.

(+2)

That is 1,830 more maps and a large amount of those maps are not really as good.

(+1)(-2)

I know, but there are some good maps. I didn't played them myself, i watched videos on YouTube, but i'm planning to play them soon. I think it deserves more love. People worked on those maps, put effort on them and to not like them in the end its kinda unfair. Of course, we don't have to like every map, but still.

(2 edits) (+1)

There's really no point. They're not even close to official - just a massive dump of shovelware from the user community at the time. They were added to the Master Levels disc as "bonus content," mostly to pad the advertisable  value. Including these with WadSmoosh would massively bloat what is already a perfectly complete collection.

If you want to play the levels in an "all in one" format, there's already a wad called "Maximum doom in one v3 final" which does just that, and it's easy to load.

Having tried a lot of the levels though, I have to agree with RoniPunk - most of the levels are unvetted, unfinished, nearly unplayable garbage. 

(-1)

I still think is worth giving a try if people never played Maximum Doom. I like it because it's pretty much random. Random maps, random enemies, everything is completely random. Unfortunately, most of the levels are bad, but there's some levels that are alright. Also, there's some good deathmatch maps in it, worth playing online or lan. Overall, Maximum Doom is not the worst thing ever. I wish those unfinished and broken maps can be fixed at some point, but oh well.

(+1)

There's a trillion wads out there. They don't have to be integrated into Wasmoosh to be played. 🤷‍♂️

(+1)

Can somebody tell me what all supported files for this are?

Dont just say the retail files, because I know that Sewers and Betray also work.


I want to know what else works so I can include it (if i have it)

See the "supported WADs" section of the readme that's included with the download:

https://heptapod.host/jp-lebreton/wadsmoosh/-/blob/branch/default/README.md

(+2)

This doesnt include the Sewers or Betray Level despite them being supported, so how am I to know other stuff isnt missing from here as well?

(6 edits) (+1)

From looking at the script, I believe this is a comprehensive list:

doom.wad
doomu.wad (for widescreen assets from unity port)
doom2.wad
doom2u.wad (for widescreen assets from unity port)
nerve.wad
nerveu.wad (for widescreen assets from unity port)
tnt.wad*
tntu.wad (for widescreen assets from unity port)
plutonia.wad
plutoniau.wad (for widescreen assets from unity port)
sewers.wad
betray.wad
extras.wad (for "found secret" sound from unity port)
sigil_v1_21.wad or sigil_v1_0 or sigil_v1_1 or sigil_v1_2)
sigil_shreds.wad
sigil_ii_v1_0.wad or sigil_ii_mp3_v1_0 (one or the other!)

Plus the 20 wads from Master Levels:
attack.wad
blacktwr.wad
bloodsea.wad
canyon.wad
catwalk.wad
combine.wad
fistula.wad
garrison.wad
geryon.wad
manor.wad
mephisto.wad
minos.wad
nessus.wad
paradox.wad
subspace.wad
subterra.wad
teeth.wad
ttrap.wad
vesperas.wad
virgil.wad

Edit: Also, there are 2 supplemental wadsmoosh specific wads which add community midi packs for episodes without  unique music, and Romeo's alternate episode 1 levels (e1m4b and e1m8b) such that they load sequentially after their original counterparts.  These wads are located here: https://itch.io/post/4237949 . I'm not say enough to bake these into doom_complete.wad, so I just load them with [Global.Autoload] in gzdoom.ini. If anyone knows how to add at least the Romer levels to doom_complete, please let me know! 

*EDIT2: I originally though you needed a patched TNT.wad to fix the map31 yellow key glitch, but after some testing, it appears neither a patched wad or the  "TNT31.WAD" supplemental patch wad are necessary. Wadsmoosh seems to be patching the yellow key in on its own.  .... Maybe JP can confirm this is a feature of Wadsmoosh?

Edit 3: Adding the unity versions of each IWAD on top of to the normal IWADs updates a total of 18 images with their widescreen equivalents from the Bethesda ports. These are all things like intermission, end game, and credits screens, and their file size increases by about 50%. The affected files are: BOSSBACK.Imp, CREDIT.Imp, ENDPIC.Imp, HELP.Imp, INTERPIC.Imp, INTER_E4.Imp, NVINTER.Imp, PFUB1.Imp, PFUB2.Imp, PLUBOSS.Imp, PLUINTER.Imp, STBAR.Imp, TNTBOSS.Imp, TNTINTER.Imp, VICTORY2.Imp, WIMAPO.Imp, WIMAP1.Imp, WIMAP2.Imp

(+1)

I didn't mention the Unity widescreen WADs because those assets are now included as part of GZDoom.

Wadsmoosh seems to be patching the yellow key in on its own.  .... Maybe JP can confirm this is a feature of Wadsmoosh?

No, this is part of the compatibility fixes that GZDoom automatically applies on its own: https://github.com/ZDoom/gzdoom/blob/master/wadsrc/static/zscript/level_compatib...

Also, there are 2 supplemental wadsmoosh specific wads which add community midi packs for episodes without  unique music, and Romeo's alternate episode 1 levels (e1m4b and e1m8b) such that they load sequentially after their original counterparts.

These aren't supported and aren't part of WadSmoosh, I made those purely as addon WADs.

(4 edits)
I didn't mention the Unity widescreen WADs because those assets are now included as part of GZDoom.

Understood. However it looks like GZDoom's "game_widescreen_gfx.pk3" doesn't include art for NRFTL, so perhaps there is still some benefit in adding nerveu.wad to one's source wads folder? 

These aren't supported and aren't part of WadSmoosh, I made those purely as addon WADs.

Fair enough! That said, (and I know you hate it when people ask but) is there ANY chance that any of the 8 exclusive levels from the commercially released original Playstation port of Doom will ever be integrated? I mean, if the two secret levels from the original Xbox port count, surely these do too ;)

Anyway, thanks for your work on this! Wadsmoosh is now the only way I'll play Doom. 

Oh right, sorry I'd forgotten about those. Updated the section in the readme in the depot to mention them.

(-1)

Any chance we can get support for the the Romero remakes (e1m8b and e1m4b) as well as the PSX levels? 


Also, Maybe free doom levels too? There is an addon that allows free doom to be merged with this but idk if you want to include that.

and maybe the Works Of The Masters and the lost episodes


Lastly, how would I go about adding my own episodes to this?

(1 edit) (+2)

Ok, for those having a little bit of an OCD with Sigil II's entry in the episode list being a little bit oversized and in uppercase, there's an easy enough fix, though you'll need to edit the doom_complete.pkg file in Slade:

- Go to Doom Text Generator, choose Doom — menu font or Doom — nightmare font (whichever you like best), set scale to 1,  kerning  to 2, and switch the color to red; leave the other settings at default and download the image.

- Open doom_complete.pkg in Slade, go to the graphics folder and find M_EPI6.Imp; Click Entry -> Import and located the image you downloaded from the Doom Text Generator, then just save.

You might want to  adjust the kerning for the Sigil entry too, as it's a little too close.

Here's what it looks like:


And if you change linespacing to 14 (as mentioned by @debridmax87) and disable the menu clean scaling:


(+3)

Thank you for this! I've been trying to figure it out to no avail (I didn't realize the menu items were pre-generated images).  Finally went with a kerning size of 1 for both sigil 1 and 2 and kept the nightmare font. Thanks! 

Amazing tip! Thanks

(2 edits) (+3)

I'm coming across a very minor graphics and gameplay issue. When I come across this kind of switch, it's already showing its triggered state graphic. When I try and interact with it, the graphic doesn't change and I don't get the 'click', but the intended effect in the level still occurs. I thought it was because I'd edited the main PK3 file to emulate an updated fullrun.pk3, so I tried on a freshly generated smoosh with no mods, and I get the same issue.

Doesn't majorly affect gameplay, as it still does what it's supposed to, there's just no feedback when interacted with.

EDIT: Also, on a hunch, tried generating the PK3 with none of the "U" WADS, but alas, the issue persists.

EDIT 2: Okay, I was misremembering, this is the default, untriggered graphic, but the rest of the issue is still there. Just tried in Ultimate Doom running in GZD 4.11.3 to make sure it wasn't a GZDoom issue

(+3)

Thanks, not sure how long this was broken but it's fixed now: https://jp.itch.io/wadsmoosh/devlog/658262/wadsmoosh-141

(1 edit)

It's a pretty minor thing, but is Sigil II really supposed to look bigger than all the other items in the menu?  Thor's OST isn't working for me either (it's got the naming right and all).

(1 edit)

Well noted. In imo it should be sabe size as 1

Actually, it looks like it's in all upper case while the others aren't, isn't it?

I think its the case, so yes

(+1)

"Thor's OST isn't working for me either (it's got the naming right and all)."

You probably have BOTH of the Sigil_II wads in the Source_Wads directory. Pick one or the other. Sigil 1's music wad is a supplement to the base wad. Sigil 2's music wad is NOT a supplement - it is a stand alone wad with the base maps and the music. 

(+1)

Thank you so much! That fixed it!

Is there a way to scale down the episode selection list somewhat?  I've got everything supported, and it runs off my screen:



Deleted 115 days ago
(+1)(-1)

Open doom_complete.pk3 in Slade --> menudef.txt --> Linespacing 18 (change this number from 18 to 14).

Save changes, save the file, exit.



(1 edit)

What is this? FYI, WADs used: DOOM (from the BFG Edition), SIGIL, and SIGIL II.

(1 edit) (+1)

Update GZDOOM. 

Wadsmoosh now uses the ForceList instruction to prevent the episode menu from compressing down to text only. The ForceList instruction was added to GZDOOM in version 4.10.0 (Dec 4, 2022). You're on 4.7. Just get a fresh copy of GZDOOM and you're good to go.  

(4 edits)

Aye. So obvious, but not for my small brain, apparently. Thank you!

EDIT: New GZDOOM version is giving me a problem with the aspect ratio and whatnot, showing an ugly green texture around the HUD at the bottom of the screen and slightly altering the AR, but only after I exit the menu. Looks like I am going to have to sacrifice WadSmoosh if it means I get to play a DOOM that doesn't have any weird graphical issues. I'll see if I can find another way to get all of DOOM and the SIGIL WADs to be launched from a single executable.

Worse case scenario, I'll just make an icon for my desktop that just opens the folder.

(2 edits)

Hum. Well, I'm sure with some troubleshooting you could probably get the graphical stuff squared away, but if you just want to revert back to GZDOOM 4.7, you can just manually remove the "ForceList" line from the doom_complete.pk3 (rename pk3 to zip, edit the menudef.txt file inside, delete the ForcList line, save and zip it all back up and rename back to pk3)

As for troubleshooting, are you saying the hud is glitching green, or is it just the normal unwanted uglygreen hud? Have you tried typing "screenblocks 11" into the console to get rid of the bottom bar? Or "hud_althud 1" to try the alternative hud? If it's more of a graphic glitch, have you tried changing the render mode or API under Options > set video mode? You could also try deleting your old gzdoom.ini in case there's some old settings in there that are messing up the new app. You'd have to recreate any custom bindings though.

Deleted 115 days ago
(1 edit)

Why does V 1.4 require renaming the Sigil II wad to sigil2.wad rather than recognizing sigil_ii.wad, which jdbrowndev's fork recognizes? Just asking.

(3 edits)

"sigil_ii.wad" was never the official name of the WAD. It recognizes the two official filenames ("SIGIL_II_V1_0.WAD" for the free version and "SIGIL_II_MP3_V1_0.WAD" for the paid version with MP3 music) as they come directly from Romero. This can be observed on line 209 of "wadsmoosh_data.py" : SIGIL2_ALT_FILENAMES = ['sigil_ii_v1_0', 'sigil_ii_mp3_v1_0']

Once it finds your version it makes a temporary copy of it named "sigil2.wad" - I'm assuming this makes it easier for wadsmoosh to merge the data as It doesn't need to track which filename to inject into the smooshed pk3 down the line.  So, as you've found, you can just bypass the temp copy and directly rename your Sigil II wad to "sigil2.wad" since that's what it ultimately smooshes ;)

(+3)

FYI, if your episodes list is cut off at the bottom of the screen in the latest release, I had to set "Disable Menu Clean Scaling" to "Off" under the Miscellaneous Options in GZDoom. Then the episodes list appeared like normal with all the episodes listed.

Thanks!

(+1)

Hey, I was browsing through comments here and I noticed there's a mention of SEWERS.WAD and BETRAY.WAD having support. Are any of the other console release wads (like Hell Gate, Mansion etc) also supported? I feel like that's something that should be clarified in the description, but it's mentioned neither here nor in the readme.

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I have added a few modified playstation map to my doom_complete.pk3. I moded a few maps from episode 2, 3 and 4 and a few from Doom 2 with a hidden switch like they did for SEWERS and BETRAY to lead to secret levels. (The switches are in ridiculous locals like e1m1 and doom 2 map 2) So, each episode has 10 maps instead of 9 and Doom 2 has 38 now. (e2m7 secret exit goes to e2m10, e3m1 goes to e3m10, e4m7 goes to e4m10. Doom 2 map11 serect exit goes to map 35, map13 goes to map34, map34 goes to another secret map36, map16 goes to map37, map37 goes to another secret map38.)

*I just realized I never fully finished this project. I need to finished two maps Redemption Denied and Club Doom. I need to have to wall to the exit lowered after defeating the two Spider Masterminds in Redemption Denied and add the music to Club DOOM. 

Hey How do I add the PSN and XBOX and other such exclusive maps to this? Also where do i get the files for them? Can you add me on discord?

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For those that are waiting for Sigil II support, I went ahead and added support on my own fork:

https://github.com/jdbrowndev/wadsmoosh-sigil-ii

The fork works with the free midi or paid mp3 wad, whichever you prefer. It does not include a built wadsmoosh.exe file, so I recommend installing Python and running with the "python3 wadsmoosh.py" command. This should work on any platform.

JP - would you like me to submit a merge request to the main repository? I would be happy to put that together for your review :-)

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This is great, and I thank you, but is the episode text supposed to look like this?
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I think gzdoom will show this condensed menu if the normal red text menu exceeds the height of your screen and display settings. Maybe others in the chat here will know more.

I've had the same condensed menu appear many times before the Sigil II release. Especially if I added pwads with episodes on top of the iwad produced by wadsmoosh.

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Hello from the chat.

It can be fixed by using ForceList as part of ListMenu instructions. Additionally, you’d want to increase line spacing to 18. Not sure if it’s a most elegant way to do that, but it works.

Result:

How did you do this? Is it a mod? If so, could you link it? Thanks.

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you have to go into the source code for the pk3 that was created from wadsmoosh using Slade and opening the pk3 file. Then click on a file called menudef from the list. at the top it will say "ListMenu", inside the brackets just type "Force List" and save. thats it. 

Great work! I just updated my doom_complete.pk3 with my old to add the PlayStation maps and also updated the fullrun.wad to work sigil II. I would thought JP would have updated by now but maybe he is adding new stuff to next update. Until then thank for you fork of Wadsmoosh!

Wow, you did some great thinking/editing to get the extra psx maps into it as well. I wish there was a way for you to share this or a way to re-create this for all, would love to have a way to play it as you made it as the flow sounds great.

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I used Slade and Ultimate Doom Builder to edit/add maps. I have worked on this in the past. Maybe I will start program the fork of Wadsmoosh project again to add these levels.

* I am having trouble adding the original music for clubDOOM map from playstation DOOM. I have tried several different zscripts. oh great now I also need a script for Redemption Denied. I also can't get the script to lower the wall after the two Spider Masterminds a defeated. I maybe over looking something or over my head on this project.

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Hi, what exactly do I need to add to the fullrun mapinfo to add Sigil II into the ordering? I've got a vague idea of what I need in there, but I'm a rank amateur when it comes to these things

EDIT: Actually, never mind, I just figured out how to edit it directly into the Doom Complete pk3 Wadsmoosh generates

Nice! You'd still need to find a way to replicate the insane amount of health that E6M8's Spider Mastermind has.

Good point! I saw that health change in the DEHACKED lump earlier. Maybe it could be added in with some zscript.

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it isn't working for me- i get "cannot find E6M1" in the console when i try to play Sigil 2

Interesting. Did you get any errors in your wadsmoosh.log file?

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Yeah it was telling me WAD Sigil_II not found.

Turns out that the .wad file you get in the zip file from the romero games website is named SIGIL_II_V1_0.wad, and renaming it to SIGIL_II.wad worked.

I couldn't get the .wad file with the THORR soundtrack to work without also renaming it to SIGIL_II.wad (it currently comes named SIGIL_II_MP3_V1_0.wad and i tried renaming it SIGIL_II_MP3.wad and that didn't work)

Huh that is odd. The script will look for SIGIL_II_V1_0.wad and SIGIL_II_MP3_V1_0.wad (case insensitive) as they are named from Romero's website. It will copy them to a sigil_ii.wad if found, then continue the import with that name.

I tested this successfully on Linux and Windows. There must be some other difference between our setups. Or a bug. But I'm glad you got it working :-)

I've tried it multiple times, it won't work unless the file is named sigil_ii.wad.  As for my setup, i'm running Windows 11 Pro x64- i have no idea what else might be relevant but you are free to ask

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How do I download your fork? I go to the link and there's no release on the GitHub to download? Furthermore, as far as I know, there isn't any documentation on how to even launch this program in linux, when I download the base program from the itch.io page and try to launch it using the .sh file on my linux system, it won't run.

The easiest way to download the fork is to click the green Code button and then Download ZIP. Or, you can clone the repository using git.

Once downloaded, you will need to install Python 3 to run the tool. There are many tutorials online to do this, more than I can type here. Find a tutorial for the linux distribution you are running.

You can then place your wads into the source_wads directory and run the wadsmoosh.py script using "python3 wadsmoosh.py"

Thank you! Although, it keeps giving me an error in the command line

FileNotFoundError: [Errno 2] No such file or directory: 'wadsmoosh_data.py'

Sure. I would check that you extracted all files from the download. And that you cd into the directory with wadsmoosh.py before running the script

Do I need a specific version of the wads? The pk3 compiled but when I try to start any of the episodes, gzdoom crashes

jdbrowndev, thanks for creating this fork. I'm not getting it to run SIGIL_II_MP3_V1_0. The wad name SIGIL_II_V1_0 remains as in the original download from Romero Games.
I have no experience with programming, could you explain how to proceed? the MP3 pack of Sigil 1 (by Buckethead) works correctly. It's only the Sigil 2 MP3 pack (by Thorr) that doesn't run when running doom_complete.pk3.
Best regards!

It looks like others may be having this issue, though I haven't been able to reproduce it. Try renaming your mp3 wad file to SIGIL_II.WAD and place it in source_wads, then rerun the tool.

Unlike the Buckethead file for Sigil 1, the Thorr mp3 wad contains all the level data for Sigil 2. I don't think you need to add any other Sigil 2 wads

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It worked! Problem solved! Thanks for answering!

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Is there a simple way to download this?


Edit: ok, got it. You have to click the green code button, download it, and move it into the original wadsmoosh folder, replacing the original files.

I recommend replacing M_EPI6.imp with this image so both Sigil entries are consistent in font size and style.

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Hey, SIGIL 2 came out today to celebrate DOOM's 30th anniversary. You may wanna update the tool to support those. 

https://romero.com/sigil

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I was thinking the same thing too.
And sometime later in the future, add Hellion and One Humanity as well?

what is Hellion? Link please?

https://slayersclub.bethesda.net/en-US/article/new-add-on-sigil-ii-doom


Looks like it's Romero's next map pack, this time for Doom 2.

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How do I disable Ultra-violence+? My source wads don't have unity update garbage in them, I don't want that in my smooshed wad :(

Could maybe put a thing that checks whether you're using unity versions or not, so that it doesn't put it there regardless? It just kinda irks me a bit, especially because the UV+ menu text glaringly sticks out like a red thumb due to it's font color not matching the other difficulties

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Dunno why this would get downvoted, do people hate options

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Your work on the WadSmoosh program is excellent. Thanks for sharing it! As someone pointed before, now that the Sigil II wad has been released, will you update WadSmoosh to be able to add it as well? Both with Midi and MP3 soundtrack if possible? Thank you!!!

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Sigil II has officially been released. Will there be an update to add it to WADSmoosh (as well as Thorr's soundtrack if present)?

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https://doomwiki.org/wiki/Skill_level#Doom_and_Doom_II_skill_levels :

The 2019 re-release introduced a new skill between Ultra-Violence and Nightmare!, entitled Ultra-Violence+. It behaves as UV with fast monsters but also enables the spawning of multiplayer-only map things in single player mode.

What should the final CRC32 of a complete doom_complete.pk3 with everything in it be?

That depends on so many things (WADs you have, and which exact versions of those you have) with so many possible combinations that it wouldn't be practical to give a single hash or even a list of hashes.

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Are you talking about the animated rock texture on the walls, or something else?

Is "Enable Final Doom Texture Substitutions" switched on in the Wadsmoosh section of the options menu?

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This might be weird to ask, but could we get Freedoom Phase 1 & 2 support?

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Will this support One Humanity? Apparently it's no longer gonna be part of SIGIL II

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Romero said that that level will eventually be part of another project, so I intend to wait and see what becomes of that.

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Ok also it's gonna be a pain for my personal modded version of the pk3 when SIGIL II releases in December

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Does WadSmoosh automatically apply the fix to map31 of TNT, or should the anthology version be used?

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GZDoom's built in map patching functionality correctly handles all versions of it, and WadSmoosh doesn't change the contents (thus the checksums, which is what GZDoom uses to detect map versions) of any of the map files it extracts.  Nothing needs to be patched or altered by the user.

Are the Xbox levels automatically patched too or should the fixed versions be used?

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Ah I'd forgotten, I misspoke in my previous comment: adding the secret exits to E1M1 and MAP02 for the Xbox levels, if WadSmoosh detects  SEWERS.WAD and BETRAY.WAD, are the only two times level data is modified.

Wish there was a way to get doom 64 in here, although it is kinda different the doom 64 in doom 2 mod might work

Love this tool, been using it for a long time. I was curious if you could add support for John Romero's E1M4B and E1M8B in some way? I tried using zscript to make a new options menu to toggle between the original maps or Romero's, but I couldn't figure it out. The way I'm doing it now is pretty jank but it works, I have it so if you play through Sewers you go to "Knee Deep B" where it's just the same levels but with Romero's new ones swapped in.

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Search the main comments page here for E1M4 and you should find an addon (PK3) I made that adds these two to the map sequence. PK3s are just ZIP files so if you want a variation on that sequence you can just open it up and edit the mapinfo files in any text editor.

Any chance to add Hell To Pay and Perdition Gate, to this amazing tool ?

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Those aren't official (or effectively-official, like Romero's maps) releases, so no. But if you look at the data inside the doom_complete.pk3 you could add support for those as new episodes without much difficulty - you could copy the mapinfo\doom2_levels.txt and have a decent template for a doom2-shaped episode, and only need to change a few things such as level names and music tracks.

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This is just a hacky solution (and running WadSmoosh again will blow away these changes), but if you open the doom_complete.pk3 file in an archive editor (winzip, whatever) and go to the file mapinfo\masterlevels.txt, and delete every line that says "ResetHealth" and "ResetInventory", you will progress from level to level as you do in vanilla Doom 2 etc.

The maps are not balanced for this; you'll have a much easier time, but it's totally up to you how to enjoy them!

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Can you possibly make a similar tool for Wolfenstein 3D? One that would combine Wolfenstein 3D, Spear of Destiny, Return to Danger and  Ultimate Challenge?

I don't really know anything about Wolf3D modding, but that's a cool idea - maybe someone knowledgeable in the Wolf3D community would be interested in it? I know ECWolf is one of the leading source ports these days: http://maniacsvault.net/ecwolf/

Found something similar to what I was thinking: https://www.moddb.com/mods/wolfenstein-3d-30th-anniversary-edition

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Getting an odd error when trying to use WadSmoosh's Doom Complete result with Voxel Doom II, in which the Doom II exclusive sprites, super shotgun, archvile, revenant, and the like are still 2D.

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Found this on Voxel Dooms MODDB comments:

1kadkad Aug 6 2023

For those who have wadsmoosh version of DooM: 1. Open cheello_voxels.pk3 (with SLADE). 2. Go to filter folder. 3. Rename doom.id.doom2 to doom.id. 4. Save.

This should fix missing voxels but bear in mind it will also affect performance.

P.S. Voxel DooM is compatible with mods like Babel. But you have to replace SCTR to SARG everywhere in spectre.txt in order to replace custom pinky to a voxel model. Also It appears that Babel adds two additional death sprites to cacodemon that will overwrite voxel model if you combine mods. This can be fixed by removing M and N letters (or replacing them to L) from HEAD lines in cacodemon.txt from Babel mod.

Thanks! This worked perfectly, thanks for the tip for Babel too!

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