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(+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 124 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 124 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 ;)

(+4)

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.

(2 edits)

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?

(+5)

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 :-)

(+1)
This is great, and I thank you, but is the episode text supposed to look like this?
(+1)

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.

(+1)

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.

(1 edit) (+1)

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.

(2 edits)

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.

(1 edit)

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.

Deleted 136 days ago

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?

(2 edits)

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

(1 edit)

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

(+1)

It worked! Problem solved! Thanks for answering!

(1 edit)

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.

(2 edits) (+11)

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

(+3)

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.

Deleted 124 days ago
(3 edits) (+2)(-5)

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

(+1)(-2)

Dunno why this would get downvoted, do people hate options

(1 edit) (+8)

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!!!

(+9)

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

Deleted post
(+1)

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.

Deleted 124 days ago
(+1)

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?

Deleted 124 days ago
(+1)

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

Deleted 124 days ago

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

(+1)

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

(-1)

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

Deleted 124 days ago

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

(+1)

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?

(+1)

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.

(+1)

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 ?

(+1)

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.

Deleted 124 days ago
(+1)

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!

(1 edit)

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!

Will this support Maximum Doom? It's basicily official.

No. Maximum Doom is 3461 levels, some of which are duplicates, some of which don't work, some of which are actually Heretic levels, etc. It's all freely available from other sources anyway (WadSmoosh is for compiling retail content) and even if it weren't there's no reasonable way to integrate such a big mess.

Although it was actually apart of master level's retail release originally

Nevermind did it manually (currently only have the first five levels)

Changed the Maximum Doom text to look better.

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I made a MapInfo file, got the maps from Maximum Doom in One, and added the episode to the menudef.

Does this support the PSX exclusive maps?

No; GZDoom doesn't support the PSX ports.

Could you make it so when you add the sigil_shreds.wad file to the iwads folder you can have an option to switch between the James Paddock and Buckethead soundtracks?

Can you make a script to make it compatible with the roland sc-55 music packs?

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Managed to throw together an updated Plutonia MAPINFO lump, for proper crediting to both Dario & Milo Casali. Would it be possible to issue a mini-update with this fix? https://forum.zdoom.org/viewtopic.php?p=1233562#p1233562

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Hi, thanks for putting this together and apologies for being out of touch. Yes, I'll make sure this is in the next release, whenever I can get it together.

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When I try to run the pk3 it acts as if I have three wads to load (Doom Classic Complete, and the two Final Doom episodes).

When I try to run Classic Complete, I get this error

Script error, "doom_complete.pk3:cvarinfo.txt" line 1:
cvar 'ws_finaldoom_texswap' already exists

EDIT: Tried this on my work computer this morning to see if it's a computer thing.  That one doesn't even bring up the dialog box for multiple iwads, it just fails with the same error message as above.  I even tried downloading a fresh copy of GZDoom to make sure I didn't break anything.

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Are you launching GZDoom from the command line or by clicking a shortcut? Which IWAD/IPK3 are you using? What other files are you loading? Anything in your INI autoload list?

I'm drag/dropping the doom_complete.pk3 directly onto the GZDoom executable, no other WADs or PK3s in the directory with it.  Nothing in the INI autoload list.  Not loading any other files.

I made a few different versions of doom_complete.pk3 to test if it was a problem with it not doing it right the first time (also to have the different orders for master levels and whether it has the midi or real music soundtrack for Sigil), but that hasn't fixed it.

doom_complete.pk3 is an IWAD (an IPK3, functionally the same thing - a primary resource file, same as DOOM2.WAD) so you don't drag it onto GZDoom.exe like you would an addon wad (PWAD). When GZDoom pops up with a window asking which IWAD to use, select doom_complete.pk3 - that is now your running IWAD, and you can access all the episodes etc. The reason GZDoom gave you that script error is because you were effectively loading doom_complete.pk3 twice.

I mean, I drag/drop doom.wad, doom2.wad, tnt.wad, plutonia.wad, chex3.wad, freedoom1.wad, freedoom2.wad, hacx.wad, heretic.wad, hexen.wad, hexdd.wad, and strife1.wad onto the GZDoom exe without issue.  But I do notice that I get a similar error if I try it with hxdd,wad, and that it works right if I just have the file in the GZDoom directory (or the defined iwad directory) and choose it upon launch instead of trying to drag/drop it from another folder.

I mean, I drag/drop doom.wad, doom2.wad, tnt.wad, plutonia.wad, chex3.wad, freedoom1.wad, freedoom2.wad, hacx.wad, heretic.wad, hexen.wad, hexdd.wad, and strife1.wad onto the GZDoom exe without issue

The reason those work is because those are all vanilla Doom data and don't redefine any of GZDoom's cvars (console / user config values). The error you're getting is GZDoom saying that you're trying to define the same cvar twice, which you'd definitely get if you're loading doom_complete.pk3 as both an IWAD (as defined in your gzdoom.ini, which gets set when you pick an IWAD from the pre-launch window) and as a PWAD (by dragging it onto the EXE, which GZDoom always interprets as "load this WAD as an addon").

Would this work with the Doom Metal Soundtrack Vol 7 and Buckethead Soundtrack for Sigil?

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Nevermind, figured out the Buckethead soundtrack.  Would be cool if you included the fact that SIGIL_SHREDS.wad is supported directly with Wadsmoosh in your documentation, I only discovered that when I was scrolling through the comments here to see if anyone else had reported the same issue I'm running into (posted above).

Any plans on supporting certain fanmade midi packs for commercial wads upon compilation? (namely the projects for Plutonia, the Master Levels, and No Rest For The Living among others)

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