After compiling a Doom_complete.pk3 my chaingunners are invisible when firing. I tried many different combinations of brightmaps and mods and it seems to only be a problem when using the Wadsmooshed PK3. Anything you've seen before?
I did a little bit of digging since i posted and It seems to be some sort of issue when running Wadsmoosh 1.3 with the NeuralUpscale2x_v1.0 mod. If i disable the Neural upscale everything works as it should. Best i can tell only the Chaingunner has issues, but all looks normal to me when I start digging around in the actual sprite folder. Maybe something to do with the Filter naming?
Alright, sorry to keep blowing up the thread, but i spent last night troubleshooting and in GZDOOM 4.5 there's no issue. As soon as I switch to 4.6, 4.61, or 4.7.1 I get invisible chaingunners but only with the Neural upscale sprites.
I can confirm this on my system, and in fact all Doom 2 sprites (monsters, archvile fire, super shotgun pickup etc) are invisible. I am baffled as to what would have changed in GZDoom 4.6 to have caused this. I'll investigate.
It's a map from Sigil 2; once the full Sigil 2 is released (ETA unknown) I'll make a call on whether it gets to be its own episode in WadSmoosh. Nothing until then.
I'm using Monterey 12.2.1. Unfortunately, it doesn't work . If there's no easy fix on your end, I'll try to just borrow a a Windows computer from someone and do it that way if it's easier. It's not a big deal! The error message is attached if you want to see.
Also, on Works of the Masters in Waters of Lethe, there are a lot of textures missing. Any idea what's causing it?
Sorry. I'm hanother issue. I was playing Mines of Titan on Works of the Masters in GZDoom with this load order: Beautiful_Doom_716.pk3, doom_complete.pk3, masters.pk3. When I got to the exit of Mines of Titan, I got an error.
EDIT: Apparently there are discrepancies with Beautiful Doom. Worked perfectly fine when I took it off the load.
The Master Levels are 20 separate WAD files, not one - starting alphabetically with ATTACK.WAD. If your Master Levels WAD is a single file, that's probably a version that was compiled by some or other unofficial/pirated release, and isn't supported by WadSmoosh.
I realize you've kind of already covered this territory, but I've read through the entire tree of comments here and I feel really uncertain about which files I should include for an "optimal" combination. I have at least some version of all the IWADs in question (there are multiple versions of almost all of them) but I'm not sure exactly which version of each IWAD is most desirable to create the best version of the output.
Would it be possible to create an "ideal IWAD list", based on the checksum information from these sites?
To minimize the work required on your end (which I certainly want to do), it seems like the most logical process would be for you to collect the ideal IWAD collection in a folder on your own system and then just run sha1sum (or md5sum, etc.) against them and post the checksums. Then I can easily figure out exactly which version of each IWAD those checksums correlate to (I've already written a tool to do this, as preparation for writing this comment).
Here are the sha1sums of my source wads. I'm 99% sure these are all just the totally stock last-known-good DOS versions you'd find on Steam or GoG before the Unity port overhaul:
Yikes, I'm really sorry it took so long to reply to this after asking you to do stuff...life kind of got in the way. blech
Anyway, these are the IWADs you're using, based on those checksums:
Your filename
iwad-patches filename
Description
doom2.wad
doom2_1.9.wad
Doom 2 1.9
doom.wad
doom_ud.wad
Ultimate Doom (1995)
nerve.wad
nerve_bfg.wad
BFG Edition
plutonia.wad
plutonia_1.9.wad
Original retail box
sigil.wad
n/a (not an IWAD)
Sigil 1.21
tnt.wad
tnt_1.9.wad
Original retail box
That's not the whole story, though. For example, I have SEWERS.WAD and BETRAY.WAD which WadSmoosh does detect and use. There's also some stuff about widescreen assets; I'm not sure if I personally care about that stuff since I'm just here for what happens after the menu, but if we're going to be pedantic about it (and I certainly have a pedantic streak :P) then I suppose it's worth bringing up.
There's a comment further down that seems to be a full list of everything, that I somehow missed before; would you mind taking a quick look and confirming that this is the list of all the WAD files you need to "max out" the final output file?
Hey, this is probably my favorite Doom mod of all time and no GZDoom install is complete without it in my opinion. I do, however, have a couple of small feature requests:
1 - Similar to the reintegration of Betray and Sewers, and on the note of Sigil's inclusion, would it be possible to get E1M4b and M8b [Romero's level remakes] included in some way? I would love to be able to play a 12 level long ULTIMATE version of Episode 1, i.e. maybe have E1M4, then M4b, then play the original M8, then M8b?
2 - Would it be possible to integrate the Community midi packs for Plutonia [Jimmy], Master Levels [Peter Lawrence], and No Rest for the Living [also Peter Lawrence]? They are excellent midi packs and I think would make each of these collections of levels feel even more "complete", as basically every level would have it's own music. The master levels pack goes off of the PSN order. Links to the aforementioned projects as follows:
Obviously I know just randomly asking for extra features is something tons of people do, but I think just these two things would make your mod the most complete package of all official [and semi-official] doom content possible, giving almost every level unique music.
Feature begging aside, this really is an incredible project and it has enriched my doom playing experience to an incredible degree over the years. Thank you so much for your efforts.
[Update: I decided to donate, but please do not think of it as some kind of informal commission expectation or something of the sort, there's no obligation to carry out these feature requests, it was just for what you've already done for both myself and the Doom community with your awesome tool. Again, thanks, and peace be with you.]
Hey, thanks for the donation. Those two things you asked for sounded like they'd be easy to do as PK3 mods, so I decided to see if they were and threw them together:
Load the two PK3s in these ZIPs as regular mods atop WadSmoosh and you should hear all the MIDI packs in their intended episodes, and you'll go to E1M4b after E1M4 and E1M8b after E1M8. You can add them to your "autoloads" list in your gzdoom.ini file if you want them to be loaded every time you launch GZDoom.
I didn't get permission to distribute the MIDI files in those, but I included the readmes in the ZIP, as is standard for most stuff on the idgames archive. If anyone besides you expresses interest in this, I'll actually secure that permission officially.
I've tested it altogether and it does precisely what I wanted out of it. Thank you so much! This basically gives me the perfect Doom install I've been lusting after for all these years, this is truly incredible. I know it may seem less significant due to your expertise but I very sincerely appreciate your efforts! Thank you!
Can you update wadsmoosh_midipacks to include the TNT MIDI Pack as well? And perhaps the version of the Ultimate MIDI Pack that only replaces the duplicate songs?
Thanks - these are great! One question - how can I warp to the Romero levels with IDCLEV? I'm no expert on this stuff but looking at the mapinfo.txt they share the same levelnums - is this the issue?
Perfect thanks! When I die (e1m8b is pretty difficult) it doesn't restart the map however & just...pauses over my corpse, aside from reentering the map command, is there a standard restart level command or setting I can use?
I thought pressing the use key or fire button would always reload your last save/autosave in GZdoom, is that not happening here? I tried opening the map that way and dying just now and that's what it did... also tested walking through the final portal and "dying" to trigger the E1 finale text, that worked fine too.
Hey so I have an update regarding the romero maps added into the campaign. E1M8B is intensely difficult when starting from the post E1M8 health drop finale, to the point that it's very luck based and usually halts my interest in finishing due to how difficult it is to start it, especially compared with the difficulty of anything else in a commercial doom map. The fix I came up with was adding a modified E1M8 via a TNT31 style pwad, where in the modified map I simply change the teleport linedefs into level end linedefs. Do you think that's something that could be incorporated? Or would that be bad as it would be technically including content from a commercial doom wad? The PWAD I made is designed to require that Doom 1 and 2 are present when running, which basically guarantees it would have to be run with Wadsmoosh, if you would like me to provide it, though all I did was copy the content of the map to a new map, make the modification to the end level linedefs, delete the kill sector (for monster count reasons unless they weren't marked as part of the count, not sure forgot to check), I can provide it.
I've avoided modifying any actual original map data at all costs, preferring instead to use GZDoom's runtime compatibility patching system to fix up anything. In that vein, I'd say you could simply edit the MAPINFO in the E1M8b addon, add the "ResetHealth" keyword to the E1M8b block of that data and you'll start that map with 100 health instead of whatever you ended E1M8 with.
Yeah in terms of legality that's probably the best solution. I'll probably just roll with what I have, then remember your solution if I ever lose my wads or something and have to reinstall
I use a program called PyInstaller that turns Python code into a runnable Windows EXE. Actual malware authors decided it was a useful tool, and the companies that make antivirus software don't bother to discriminate between malware EXEs made with PyInstaller and legitimate programs. There are dozens upon dozens of closed issues about this on the PyInstaller project page: https://github.com/pyinstaller/pyinstaller/issues?q=is%3Aissue+virus+
If I had any reason to believe that my Windows machine was compromised and might be passing on a virus or trojan via builds it created, I would not release anything until I was certain it was gone. But this is not, nor has ever been, the case. It's frustrating, I wish I could do more. Windows Defender at least has a process by which you can submit your code and tell it to not flag it as a false positive, but most other AV software houses are not transparent.
I have all of the required WAD files in the right place, but the master levels aren't showing up when I run the exe. It runs when I use it with GZDoom, though. Help?
It doesn't even show up on the initial list when I run the exe, like it does with the other WADs - it shows the file names and the episode list, and master levels isn't on there
Okay so I found the right file name, turns out you have to call it attack.wad. I had to find that out by looking through the code, which nobody should have to do to use a program. Now the problem just seems to be finding the right WAD, since the one I had threw an error and it seems it couldn't find each map.
I had to find that out by looking through the code, which nobody should have to do to use a program.
Sometimes when using a console-based or technical application such as wadsmoosh, you sometimes need to do stuff like that. The problem's been resolved, right?
I'd prefer to have the Doom 1 title screen and music as opposed to Doom 2 (or the twisted faces if I disable game_widescreen_gfx.pk3). How do I change that?
This is an old post but just in case anybody else winds up here:
Loading e1m4b.wad and e1m8b.wad separately (as the reply comment below this one says) will replace E1M4 and E1M8 with the new versions, and you should do that if that's what you want. If you do this, the two WAD files aren't specific to this mod and can be downloaded from any of the usual places.
If, on the other hand, you prefer to play the original E1M4 followed by the new one, and the original E1M8 followed by the new one (so the episode now contains 11 maps total if you count the secret level), then our fearless leader here has created a special WAD to provide that behaviour; this link is to another comment on this same page with the download link:
Something else I wanted to ask about, is there any way to make the fan-made Plutonia and Master Levels music packs work with this? If I try to just load the packs' WADs with this mod the songs will not play as intended, they'll play in the regular Doom II levels while Plutonia/Master Levels will just have vanilla Doom II music. It'd be awesome if you could officially add support for including these music packs in the game with this mod.
Edit the wads with SLADE3 and replace the MIDIs with the ones in their assigned MIDI packs (which you also open using SLADE3). Then run wadsmoosh and it should work.
I couldn't get this to work since MASTER (The Master Levels) and NERVE (No Rest for the Living) use the Doom II MUS files.
Any chance WadSmoosh will ever support mapping either of those Episodes to different sets of music so we can replace them with Music Packs?
For example, I was able to replace the Plutonia music by renaming all the D_ files to P_. It would be great if all MASTER & NERVE MUS files were prefixed with M_ & N_ respectively. This would allow us to use their respective community music packs.
I remember that in previous versions of this mod the menu screen used to be a black and white version of that classic warped faces Doom art alongside the original main menu song, but now both the art and the song have been replaced by Doom II's.
Is there any way to restore these two things to how they used to be?
Edit the wads with SLADE3 and replace the MIDIs with the ones in their assigned MIDI packs (which you also open using SLADE3). Then run wadsmoosh and it should work.
Hi where can i get / find the correct unity nerve.wad, i have all the doom games in steam i just dont know where the wad is, or is it only in Bethesda.net? If you could direct me to the correct folder or tell me where to buy the latest version, id be grateful.
I'm not sure where to find nerve.wad in the newish Unity port, I assume it's in one of the subdirectories where other WAD files are, but the addons all require a Bethesda.net account which I don't have.
Here's a page with info on the original nerve.wad, as included with Doom 3 BFG Edition and the older console ports:
Hmm, well i have the Nerve.wad in ":\Steam Games\steamapps\common\DOOM 3 BFG Edition\base\wads" but it throws the ERROR: Couldn't find lump with name INTERPIC so id like to get the nerve_unity_1.3.wad (6ab960ae23430ca2ced7db3edd8075b7e0158f26) but i have no idea where id get it from. :(
Once you find the folder, you should find a file simply named "3"; that's the WAD file you're looking for. Copy that file to your desired location, and then rename the copy.
Hope that helps!
(And in case it's not obvious, you do need to download No Rest for the Living within the Unity version of Doom II first.)
Thank you! You are a star! Logged into Doom 2 and downloaded the "DLC" found the Saved Games\id Software\DOOM 2\WADs\3 (which is not in the Steam\Common folder... which is where all the other .wads are for Doom 3 etc, and was the main part of the issue) found the "3" file (which I would never have guessed was the correct unity wad)... and Boom... um ... i mean and DOOM, there it is, the FULL wadsmoosh mega file, no errors, perfection!
For some reason the Final Doom title card/background is not loading in GZDoom 4.5.0 for me. Do you know of any way to fix this? It ends up loading the Doom II title card/background and I have the Final Doom title card/background set to on.
WadSmoosh only supports official releases (including Romero's work) that can't otherwise be distributed. That new MIDI pack you should just be able to download and run as a PWAD freely.
I would love to see this also support Free Doom 1/2. After all these years, it feels almost as official as actual Doom does, and I'd love to throw them in there as well.
Doom 64 is quite different from standard Doom under the hood. That's why there was a separate project Doom 64 EX and now the official re-release that's available. It would require a ton of work to include into GZDoom, and it would only benefit this single game/wad... it would essentially need to be a whole different "mode" just for this one game.
The new widescreen assets included with GZDoom override the WadSmoosh PK3's title screen, and GZDoom treats it like Doom 2 for most intents. I still need to figure out how to properly support the built-in widescreen assets.
When you buy the Master Levels you get 20 WAD files, it's not an all-in-one thing. Master.wad must have been generated by some other tool, WadSmoosh doesn't support that.
Hi can this be made compatible with Blzut3's unofficial Master Levels for Doom 2 patcher, so that it also recognises the master.wad that it creates as a master levels collection and simply adds that wad in place of building its own from the level files. Im sure the added flexabilty it has for arrangement of these level will benifit this project. Lots of options from Playstation to Xbox Strict some with or without the secret exit and my personal fav Xaser's Arrangement with the secret exit AND his text and musical choices for each level is a fav of mine. Also is there a way to get your "Works of the Masters" implemented instead of the Default as that too would be an excellent option.
You should totally add that "Pistol Start" menu option from Works Of The Masters, as an option for all levels in WADSmoosh, with the Default option only applying to the Master Levels maps...
When you say "it no longer works with GZDoom", what do you mean exactly? How are you running GZDoom? Is doom_complete.pk3 in the same directory as GZDoom? Do you see any errors in the console or log when running?
SIGIL.WAD is fine for Sigil, WadSmoosh should detect it under any filenames it's been released as.
I have no idea if it works with Doom Touch and I cannot commit to supporting that.
Dumb question: does this support the Unity re-release's IWADs for Doom I and II, as well as its downloadable Final Doom, No Rest for the Living, and SIGIL WADs? Another thing, could it be possible to have an option to not have the level author's names appear in the level completion screen?
I do plan to support the new widescreen assets from the Unity ports, and using the Unity IWADs as sources in general, but I'm waiting to see what exactly the next release of GZDoom (4.5, probably) does to support these. Once that's out I'll do a WadSmoosh 1.3 release that piggybacks off that.
I'd like the map authors to only be visible if you're playing an IWAD level, and filed this feature request for it https://forum.zdoom.org/viewtopic.php?f=15&t=69424 but unfortunately I don't think it can be disabled for now.
Is there a list available that shows all supported .wad files? Trying to get my doom_complete.pk3 as COMPLETE as possible. I Apologize if this is something readily available that Im just not seeing.
As the top line of the readme says, "Ultimate Doom, Doom 2, Master Levels, No Rest for the Living, Final Doom (TNT and Plutonia), and Sigil". Plus the two Xbox secret levels, which is really more of an easter egg since they're 1) bad and 2) incredibly hidden in-game.
Awesome thank you. Yeah when I read the comment below where you said the xbox levels worked, it made me think "what else am I missing..?" so i just wanted to make sure that was it.
Hello! I can't seem to get SIGIL_SHREDS to load with WadSmoosh! I tried dropping it in the 'source' folders, tried renaming it from SIGIL_SHREDS to just SIGIL but none of that work! What do I do?
Yes. Just drop those into the "source_wads" folder alongside your doom.wad and doom2.wad, and WadSmoosh will create the same secret exits to them in e1m1 and map02 that are there in the Xbox version.
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After compiling a Doom_complete.pk3 my chaingunners are invisible when firing. I tried many different combinations of brightmaps and mods and it seems to only be a problem when using the Wadsmooshed PK3. Anything you've seen before?
If I leave my load order unchanged and I switch to Doom2.wad the chaingunners appear normal. Only Doom_Complete gives me invisible chaingunners.
Would you mind posting your log file from a session where this happens? From the command line, something like:
gzdoom.exe > gzdoom.log
You can post the contents of that log file to something like pastebin. Then I could see what is being loaded and in what order.
I did a little bit of digging since i posted and It seems to be some sort of issue when running Wadsmoosh 1.3 with the NeuralUpscale2x_v1.0 mod. If i disable the Neural upscale everything works as it should. Best i can tell only the Chaingunner has issues, but all looks normal to me when I start digging around in the actual sprite folder. Maybe something to do with the Filter naming?
GZDOOM log file
Alright, sorry to keep blowing up the thread, but i spent last night troubleshooting and in GZDOOM 4.5 there's no issue. As soon as I switch to 4.6, 4.61, or 4.7.1 I get invisible chaingunners but only with the Neural upscale sprites.
I can confirm this on my system, and in fact all Doom 2 sprites (monsters, archvile fire, super shotgun pickup etc) are invisible. I am baffled as to what would have changed in GZDoom 4.6 to have caused this. I'll investigate.
Will Wadsmoosh be updated to include Romero's new One Humanity wad?
It's a map from Sigil 2; once the full Sigil 2 is released (ETA unknown) I'll make a call on whether it gets to be its own episode in WadSmoosh. Nothing until then.
I keep getting exit code 0x1 on my Macbook. Any idea what that is? It recognizes all my WADs, but then it fails at the end.
Just curious, what version of macOS are you running? Macs ship with an increasing ancient version of Python and I'm guessing the error is due to that.
If you don't mind getting your hands a little dirty, you could try this:
1. Open wadsmoosh.py in a text editor.
2. Search for the line that reads:
input_func = raw_input if sys.version_info.major < 3 else input
3. Replace it with:
input_func = input
4. Then try running wadsmoosh again.
Let me know if that works or not. I don't have easy access to such a system.
I'm using Monterey 12.2.1. Unfortunately, it doesn't work . If there's no easy fix on your end, I'll try to just borrow a a Windows computer from someone and do it that way if it's easier. It's not a big deal! The error message is attached if you want to see.
Also, on Works of the Masters in Waters of Lethe, there are a lot of textures missing. Any idea what's causing it?
I just wanted to let you know that I was able to combine then after using Boot Camp! Thank you!
Sorry. I'm hanother issue. I was playing Mines of Titan on Works of the Masters in GZDoom with this load order: Beautiful_Doom_716.pk3, doom_complete.pk3, masters.pk3. When I got to the exit of Mines of Titan, I got an error.
EDIT: Apparently there are discrepancies with Beautiful Doom. Worked perfectly fine when I took it off the load.
I can't get the program to recognize my Master Levels wad, anybody know why?
The Master Levels are 20 separate WAD files, not one - starting alphabetically with ATTACK.WAD. If your Master Levels WAD is a single file, that's probably a version that was compiled by some or other unofficial/pirated release, and isn't supported by WadSmoosh.
Hi, JP LeBreton!
There is any way to add "FreeDoom Phase 1 & 2" support to Wadsmoosh!?
In any case!
Thanks for this amazing project!
Have a good day!
Will you make a version that supports the PSX levels?
I realize you've kind of already covered this territory, but I've read through the entire tree of comments here and I feel really uncertain about which files I should include for an "optimal" combination. I have at least some version of all the IWADs in question (there are multiple versions of almost all of them) but I'm not sure exactly which version of each IWAD is most desirable to create the best version of the output.
Would it be possible to create an "ideal IWAD list", based on the checksum information from these sites?
To minimize the work required on your end (which I certainly want to do), it seems like the most logical process would be for you to collect the ideal IWAD collection in a folder on your own system and then just run sha1sum (or md5sum, etc.) against them and post the checksums. Then I can easily figure out exactly which version of each IWAD those checksums correlate to (I've already written a tool to do this, as preparation for writing this comment).
Here are the sha1sums of my source wads. I'm 99% sure these are all just the totally stock last-known-good DOS versions you'd find on Steam or GoG before the Unity port overhaul:
as for the Master Levels my sha256sums match the ones on this page: https://github.com/Doom-Utils/iwad-patches/blob/master/master-levels/generate-ta...
Yikes, I'm really sorry it took so long to reply to this after asking you to do stuff...life kind of got in the way. blech
Anyway, these are the IWADs you're using, based on those checksums:
That's not the whole story, though. For example, I have SEWERS.WAD and BETRAY.WAD which WadSmoosh does detect and use. There's also some stuff about widescreen assets; I'm not sure if I personally care about that stuff since I'm just here for what happens after the menu, but if we're going to be pedantic about it (and I certainly have a pedantic streak :P) then I suppose it's worth bringing up.
There's a comment further down that seems to be a full list of everything, that I somehow missed before; would you mind taking a quick look and confirming that this is the list of all the WAD files you need to "max out" the final output file?
https://itch.io/post/2635901
The Master Levels WADs only have one version so I won't clutter up this table with them, but thanks for confirming the checksums. :)
Perhaps I'm doing something wrong, but I'm finding that brightmaps of all kinds simply don't work when using the generated doom_complete.pk3
Whenever John Romero releases his Sigil sequel, will that WAD be integrated into this project likewise?
Hey, this is probably my favorite Doom mod of all time and no GZDoom install is complete without it in my opinion. I do, however, have a couple of small feature requests:
1 - Similar to the reintegration of Betray and Sewers, and on the note of Sigil's inclusion, would it be possible to get E1M4b and M8b [Romero's level remakes] included in some way? I would love to be able to play a 12 level long ULTIMATE version of Episode 1, i.e. maybe have E1M4, then M4b, then play the original M8, then M8b?
2 - Would it be possible to integrate the Community midi packs for Plutonia [Jimmy], Master Levels [Peter Lawrence], and No Rest for the Living [also Peter Lawrence]? They are excellent midi packs and I think would make each of these collections of levels feel even more "complete", as basically every level would have it's own music. The master levels pack goes off of the PSN order. Links to the aforementioned projects as follows:
Plutonia midi pack: https://doomwiki.org/wiki/Plutonia_MIDI_Pack
Nerve.wad midi pack: https://www.doomworld.com/forum/topic/119301
Master levels midi pack: https://www.doomworld.com/forum/topic/118804-master-levels-for-doom-ii-25th-anni...
Obviously I know just randomly asking for extra features is something tons of people do, but I think just these two things would make your mod the most complete package of all official [and semi-official] doom content possible, giving almost every level unique music.
Feature begging aside, this really is an incredible project and it has enriched my doom playing experience to an incredible degree over the years. Thank you so much for your efforts.
[Update: I decided to donate, but please do not think of it as some kind of informal commission expectation or something of the sort, there's no obligation to carry out these feature requests, it was just for what you've already done for both myself and the Doom community with your awesome tool. Again, thanks, and peace be with you.]
Hey, thanks for the donation. Those two things you asked for sounded like they'd be easy to do as PK3 mods, so I decided to see if they were and threw them together:
http://vectorpoem.com/doom/wadsmoosh_romero_e1.zip
http://vectorpoem.com/doom/wadsmoosh_midipacks.zip
Load the two PK3s in these ZIPs as regular mods atop WadSmoosh and you should hear all the MIDI packs in their intended episodes, and you'll go to E1M4b after E1M4 and E1M8b after E1M8. You can add them to your "autoloads" list in your gzdoom.ini file if you want them to be loaded every time you launch GZDoom.
I didn't get permission to distribute the MIDI files in those, but I included the readmes in the ZIP, as is standard for most stuff on the idgames archive. If anyone besides you expresses interest in this, I'll actually secure that permission officially.
I've tested it altogether and it does precisely what I wanted out of it. Thank you so much! This basically gives me the perfect Doom install I've been lusting after for all these years, this is truly incredible. I know it may seem less significant due to your expertise but I very sincerely appreciate your efforts! Thank you!
This is great, Thank you
Can you update wadsmoosh_midipacks to include the TNT MIDI Pack as well? And perhaps the version of the Ultimate MIDI Pack that only replaces the duplicate songs?
https://www.doomworld.com/idgames/music/tntmidi
https://doomwiki.org/wiki/Ultimate_MIDI_Pack
could you add .MID the Way ID Did too?
Could we get another link for this, possibly with the new TNT midi pack as well? The old links seem to be broken.
http://vectorpoem.com/doom/wadsmoosh_romero_e1.zip
http://vectorpoem.com/doom/wadsmoosh_midipacks.zip
Are these links broken for you?
I was able to get them to work, thank you
That's awesome!!! Thanks!!!
Thanks - these are great! One question - how can I warp to the Romero levels with IDCLEV? I'm no expert on this stuff but looking at the mapinfo.txt they share the same levelnums - is this the issue?
Try "map e1m4b" at the console (pull it down with the tilde ` key).
Perfect thanks! When I die (e1m8b is pretty difficult) it doesn't restart the map however & just...pauses over my corpse, aside from reentering the map command, is there a standard restart level command or setting I can use?
I thought pressing the use key or fire button would always reload your last save/autosave in GZdoom, is that not happening here? I tried opening the map that way and dying just now and that's what it did... also tested walking through the final portal and "dying" to trigger the E1 finale text, that worked fine too.
Hey so I have an update regarding the romero maps added into the campaign. E1M8B is intensely difficult when starting from the post E1M8 health drop finale, to the point that it's very luck based and usually halts my interest in finishing due to how difficult it is to start it, especially compared with the difficulty of anything else in a commercial doom map. The fix I came up with was adding a modified E1M8 via a TNT31 style pwad, where in the modified map I simply change the teleport linedefs into level end linedefs. Do you think that's something that could be incorporated? Or would that be bad as it would be technically including content from a commercial doom wad? The PWAD I made is designed to require that Doom 1 and 2 are present when running, which basically guarantees it would have to be run with Wadsmoosh, if you would like me to provide it, though all I did was copy the content of the map to a new map, make the modification to the end level linedefs, delete the kill sector (for monster count reasons unless they weren't marked as part of the count, not sure forgot to check), I can provide it.
I've avoided modifying any actual original map data at all costs, preferring instead to use GZDoom's runtime compatibility patching system to fix up anything. In that vein, I'd say you could simply edit the MAPINFO in the E1M8b addon, add the "ResetHealth" keyword to the E1M8b block of that data and you'll start that map with 100 health instead of whatever you ended E1M8 with.
Yeah in terms of legality that's probably the best solution. I'll probably just roll with what I have, then remember your solution if I ever lose my wads or something and have to reinstall
Can you add support for "HXDD: Heretic and Hexen Merger" by Lemon King in the next update?
Running the latest 1.3 version through virustotal hits 23/70 antivirus engines that there is a trojan in this code, so I am curious as to what is causing all these engines to trigger this:
https://www.virustotal.com/gui/file/0e4ad7f9c493fa2acf5388eb34469f50862d49b56f24...
I use a program called PyInstaller that turns Python code into a runnable Windows EXE. Actual malware authors decided it was a useful tool, and the companies that make antivirus software don't bother to discriminate between malware EXEs made with PyInstaller and legitimate programs. There are dozens upon dozens of closed issues about this on the PyInstaller project page: https://github.com/pyinstaller/pyinstaller/issues?q=is%3Aissue+virus+
If I had any reason to believe that my Windows machine was compromised and might be passing on a virus or trojan via builds it created, I would not release anything until I was certain it was gone. But this is not, nor has ever been, the case. It's frustrating, I wish I could do more. Windows Defender at least has a process by which you can submit your code and tell it to not flag it as a false positive, but most other AV software houses are not transparent.
I have all of the required WAD files in the right place, but the master levels aren't showing up when I run the exe. It runs when I use it with GZDoom, though. Help?
We've talked on Discord before, and your problem is with the Master levels, right? Check what error is outputted.
It doesn't even show up on the initial list when I run the exe, like it does with the other WADs - it shows the file names and the episode list, and master levels isn't on there
I've also tried different file names, like master.wad and masterlevels.wad
Okay so I found the right file name, turns out you have to call it attack.wad. I had to find that out by looking through the code, which nobody should have to do to use a program. Now the problem just seems to be finding the right WAD, since the one I had threw an error and it seems it couldn't find each map.
I've tried multiple different versions of the master levels WAD, but none seem to work - it says it couldn't find canyon, catwalk, fistula, etc.
I've also made sure that each of these maps are present in the WAD file that I'm using.
Sometimes when using a console-based or technical application such as wadsmoosh, you sometimes need to do stuff like that. The problem's been resolved, right?
The wadsmoosh zip is setting off my Windows Defender. It's detecting something in it as "Win32/Uwamson.A!ml"
See this post: https://itch.io/post/3527522
I'd prefer to have the Doom 1 title screen and music as opposed to Doom 2 (or the twisted faces if I disable game_widescreen_gfx.pk3). How do I change that?
For some reason, whenever I run the .exe, it doesn't generate the .pk3. The last thing the log says is "copying mapinfo.txt."
Will you add support for John Romero's E1M4b and E1M8b
You have to use wadsmoosh to compile all the IWADs together and use E1M4b and E1M8b as mods.
This is an old post but just in case anybody else winds up here:
Loading e1m4b.wad and e1m8b.wad separately (as the reply comment below this one says) will replace E1M4 and E1M8 with the new versions, and you should do that if that's what you want. If you do this, the two WAD files aren't specific to this mod and can be downloaded from any of the usual places.
If, on the other hand, you prefer to play the original E1M4 followed by the new one, and the original E1M8 followed by the new one (so the episode now contains 11 maps total if you count the secret level), then our fearless leader here has created a special WAD to provide that behaviour; this link is to another comment on this same page with the download link:
https://itch.io/post/4237949
Something else I wanted to ask about, is there any way to make the fan-made Plutonia and Master Levels music packs work with this? If I try to just load the packs' WADs with this mod the songs will not play as intended, they'll play in the regular Doom II levels while Plutonia/Master Levels will just have vanilla Doom II music. It'd be awesome if you could officially add support for including these music packs in the game with this mod.
Edit the wads with SLADE3 and replace the MIDIs with the ones in their assigned MIDI packs (which you also open using SLADE3). Then run wadsmoosh and it should work.
I couldn't get this to work since MASTER (The Master Levels) and NERVE (No Rest for the Living) use the Doom II MUS files.
Any chance WadSmoosh will ever support mapping either of those Episodes to different sets of music so we can replace them with Music Packs?
For example, I was able to replace the Plutonia music by renaming all the D_ files to P_. It would be great if all MASTER & NERVE MUS files were prefixed with M_ & N_ respectively. This would allow us to use their respective community music packs.
I remember that in previous versions of this mod the menu screen used to be a black and white version of that classic warped faces Doom art alongside the original main menu song, but now both the art and the song have been replaced by Doom II's.
Is there any way to restore these two things to how they used to be?
turn off widepix (or something like that) in the GZDoom launcher.
Thanks, I just deleted "game_widescreen_gfx.pk3" from the GZDoom folder and it restored the old menu art.
I'd still like a way to play Doom 1's music on the menu, though. I really like the menu theme from Doom Metal Vol. 5.
Is there a way to use the plutonia and master level music packs in this?
Edit the wads with SLADE3 and replace the MIDIs with the ones in their assigned MIDI packs (which you also open using SLADE3). Then run wadsmoosh and it should work.
Hi where can i get / find the correct unity nerve.wad, i have all the doom games in steam i just dont know where the wad is, or is it only in Bethesda.net? If you could direct me to the correct folder or tell me where to buy the latest version, id be grateful.
I'm not sure where to find nerve.wad in the newish Unity port, I assume it's in one of the subdirectories where other WAD files are, but the addons all require a Bethesda.net account which I don't have.
Here's a page with info on the original nerve.wad, as included with Doom 3 BFG Edition and the older console ports:
https://doomwiki.org/wiki/NERVE.WAD
Hmm, well i have the Nerve.wad in ":\Steam Games\steamapps\common\DOOM 3 BFG Edition\base\wads" but it throws the ERROR: Couldn't find lump with name INTERPIC so id like to get the nerve_unity_1.3.wad (6ab960ae23430ca2ced7db3edd8075b7e0158f26) but i have no idea where id get it from. :(
The folder you want should be at:
So, if your Documents folder is at the default location, then that location would likely be:
However, if your Documents folders has been moved to, say, "D:\ExtraStuff\Documents", then that location would be:
Once you find the folder, you should find a file simply named "3"; that's the WAD file you're looking for. Copy that file to your desired location, and then rename the copy.
Hope that helps!
(And in case it's not obvious, you do need to download No Rest for the Living within the Unity version of Doom II first.)
Thank you! You are a star! Logged into Doom 2 and downloaded the "DLC" found the Saved Games\id Software\DOOM 2\WADs\3 (which is not in the Steam\Common folder... which is where all the other .wads are for Doom 3 etc, and was the main part of the issue) found the "3" file (which I would never have guessed was the correct unity wad)... and
Boom... um ... i mean and DOOM, there it is, the FULL wadsmoosh mega file, no errors, perfection!and for anybody who Reads this and wonders what the full list of files and the oddities to be aware of are:
For some reason the Final Doom title card/background is not loading in GZDoom 4.5.0 for me. Do you know of any way to fix this? It ends up loading the Doom II title card/background and I have the Final Doom title card/background set to on.
Edit: Nevermind I figured it out.
Master levels just got some midi music for them, would love to see it eventually make it into this somehow if possible.
WadSmoosh only supports official releases (including Romero's work) that can't otherwise be distributed. That new MIDI pack you should just be able to download and run as a PWAD freely.
I would love to see this also support Free Doom 1/2. After all these years, it feels almost as official as actual Doom does, and I'd love to throw them in there as well.
Why you don't add the doom 64 wad's too? Nice program btw
If GZDoom adds support for Doom 64 I'll consider it. That will be a lot of work on their end, first.
Doom 64 is quite different from standard Doom under the hood. That's why there was a separate project Doom 64 EX and now the official re-release that's available. It would require a ton of work to include into GZDoom, and it would only benefit this single game/wad... it would essentially need to be a whole different "mode" just for this one game.
Any thoughts on including the GBA deathmatch levels? Or that one McGee released?
Is there a reason why the title screen background is now doom 2's.
My title screen doesnt match the screenshot.
The new widescreen assets included with GZDoom override the WadSmoosh PK3's title screen, and GZDoom treats it like Doom 2 for most intents. I still need to figure out how to properly support the built-in widescreen assets.
Oh ok, the pk3 works fine though! Great tool and very easy to use. Thank you!
hey just in case you hadn’t seen it yet it looks like you can control the widescreen assets with a gameinfo lump
So I used the unity nerve.wad (MD5: 4214c47651b63ee2257b1c2490a518c9) in a full run, and I got this error
Processing WAD nerveu...
extracting graphics_nerveu...
ERROR: Couldn't find lump with name INTERPIC
Any advice?
The WADs I've tested with are the ones with these SHA-1 checksums:
https://github.com/Doom-Utils/iwad-patches/tree/master/nerve.wad
It looks like what you've got there is a v1.1 nerve.wad, ie a pre-widescreen-update Unity version.
Ahh thanks
i got the master levels, but it doesn't see them?
Did you copy all 20 WAD files, starting alphabetically with ATTACK.WAD, into the source_wads/ subdirectory before running WadSmoosh?
oh, i need the wads? not just master.wad?
When you buy the Master Levels you get 20 WAD files, it's not an all-in-one thing. Master.wad must have been generated by some other tool, WadSmoosh doesn't support that.
Hi can this be made compatible with Blzut3's unofficial Master Levels for Doom 2 patcher, so that it also recognises the master.wad that it creates as a master levels collection and simply adds that wad in place of building its own from the level files. Im sure the added flexabilty it has for arrangement of these level will benifit this project. Lots of options from Playstation to Xbox Strict some with or without the secret exit and my personal fav Xaser's Arrangement with the secret exit AND his text and musical choices for each level is a fav of mine. Also is there a way to get your "Works of the Masters" implemented instead of the Default as that too would be an excellent option.
You should totally add that "Pistol Start" menu option from Works Of The Masters, as an option for all levels in WADSmoosh, with the Default option only applying to the Master Levels maps...
+1
sorry for all the deleted osts. can't help it. i am always figuring it out on my own. But, this issue im not sure why it no longer works with gzdoom.
im wondering is doom_complete.pk3 works for gzdoom? caus eit seems no matter the version of the wads. it won't work with gzdoom.
any idea?
how should SIGIL.WAD file b e name?
will this work for DELTA Touch?
When you say "it no longer works with GZDoom", what do you mean exactly? How are you running GZDoom? Is doom_complete.pk3 in the same directory as GZDoom? Do you see any errors in the console or log when running?
SIGIL.WAD is fine for Sigil, WadSmoosh should detect it under any filenames it's been released as.
I have no idea if it works with Doom Touch and I cannot commit to supporting that.
Normally i would put it in a different folder in gzdoom folder location.
gzdoom\campaign wads
it worked well before.
so i put the file names in target line. iwad doom.wad or doom2.wad an thne it work usually.
so -iwad doom2.wad -file doom_complete.pk3
sometimes it load all episodes an soemtime sit won't
i don't know what i did now. it works now. but, it was a hassle getting it to worked.
Dumb question: does this support the Unity re-release's IWADs for Doom I and II, as well as its downloadable Final Doom, No Rest for the Living, and SIGIL WADs? Another thing, could it be possible to have an option to not have the level author's names appear in the level completion screen?
No dumb questions!
I do plan to support the new widescreen assets from the Unity ports, and using the Unity IWADs as sources in general, but I'm waiting to see what exactly the next release of GZDoom (4.5, probably) does to support these. Once that's out I'll do a WadSmoosh 1.3 release that piggybacks off that.
I'd like the map authors to only be visible if you're playing an IWAD level, and filed this feature request for it https://forum.zdoom.org/viewtopic.php?f=15&t=69424 but unfortunately I don't think it can be disabled for now.
Is there a list available that shows all supported .wad files? Trying to get my doom_complete.pk3 as COMPLETE as possible. I Apologize if this is something readily available that Im just not seeing.
Great Utility, Thanks a lot.
As the top line of the readme says, "Ultimate Doom, Doom 2, Master Levels, No Rest for the Living, Final Doom (TNT and Plutonia), and Sigil". Plus the two Xbox secret levels, which is really more of an easter egg since they're 1) bad and 2) incredibly hidden in-game.
Awesome thank you. Yeah when I read the comment below where you said the xbox levels worked, it made me think "what else am I missing..?" so i just wanted to make sure that was it.
Thanks again.
Hello! I can't seem to get SIGIL_SHREDS to load with WadSmoosh! I tried dropping it in the 'source' folders, tried renaming it from SIGIL_SHREDS to just SIGIL but none of that work! What do I do?
SIGIL_SHREDS.WAD just contains the music, you need to include both it and the Sigil WAD in the source folder.
Does this support SEWERS.WAD and BETRAY.WAD?
Yes. Just drop those into the "source_wads" folder alongside your doom.wad and doom2.wad, and WadSmoosh will create the same secret exits to them in e1m1 and map02 that are there in the Xbox version.