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(+1)

Why you don't add the doom 64 wad's too? Nice program btw

(+1)

If GZDoom adds support for Doom 64 I'll consider it. That will be a lot of work on their end, first.

(+1)

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?

(1 edit)

Is there a reason why the title screen background is now doom 2's.

My title screen doesnt match the screenshot.

(+2)

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?

(+1)

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.

(4 edits)

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.

(1 edit)

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

(1 edit)

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? 

(+1)

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.

(2 edits)

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.

Extracted v1.22 over v1.21, but on execute it identifies itself as v1.21.  Didn't produce an identical .pk3, assuming you just forgot to bump the version number in the script.

Whoops, yeah that's my mistake. 1.23 is out with another small fix and its version # should be reported correctly.

Great utility my g! Created an account just to tell you that :) finally I can marathon Doom without having to keep switching WADs and such

(1 edit)

Hey JP,  there's a slight problem with the doom_complete.pk3 file that wadsmoosh 1.16 generates: 

Loading the PK3 file causes GZDoom 4.3.3 to throw this error: 

"OS: Windows 10 (or higher) (NT 10.0) Build 18363
    
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding E:/gzdoom/gzdoom.pk3, 612 lumps
 adding E:/gzdoom/game_support.pk3, 2523 lumps
 adding ./doom_complete.pk3, 3270 lumps
 adding lights.pk3, 7 lumps
 adding brightmaps.pk3, 499 lumps
 adding E:/gzdoom/doom_complete.pk3, 3270 lumps

Execution could not continue.

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


Are you aware of this?


Also, loading the PK3 file with mods such as Guncaster/Guncaster Vindicated; causes the enemies in the game to be invulnerable  to any attack, other than RNG based magic attacks

From the log it looks like you're trying to load the doom_complete.pk3 file twice; one of them is probably being auto-loaded as part of your existing config.

No idea why it would be changing enemy behavior, the WadSmoosh IPK3 doesn't define or touch any object behaviors.

This doesn't appear in a fresh GZDoom config, so that was apparently, a problem on my end.

Sorry about that

(1 edit)

First of all, thank you for this AMAZING utility!

Now, if possible, could you tell me how to make it so the utility does not change the menu background image nor the game's title? I want to merge Doom with Sigil (I don't like that sigil changes menu stuff, I just wanted the selectable episode) and Doom II with NRFTL and Master Levels (wadsmoosh adds automatic pistol start to master levels and I want that).

I can do both but it will still appear as "Classic Complete" on the menu with a different menu background.

I was even wanting to merge both final doom games into one with two episodes but there's not a menu image nor a title to go with it.

So, is it possible? Thanks in advance :v

You are probably best off manually editing the PK3 WadSmoosh generates, by opening it in SLADE and dragging in the specific title screen and menu title graphics you want.

Hello! man i really love Wadsmoosh thanks to it i don't need to load one at time a wad file, well the point of this is not to tell you that you maded an amazing work, i'm here to tell you something, is there any possible way to a add more interfaces, like instead of having 10 DOOM games to choose what about having only 6, instead of four for the DOOM Chapters only one that would say only "The Ultimate DOOM" and you click it and you have the four chapters and with the two Final DOOM games only having something that says "Final DOOM" and you click and you have TNT and Plutonia and in the Master Levels having another menu where you can choose the wads.
I would like to see if you can do so,.

(1 edit)

Is there a way to use HD skies? My sky is always the same. It's from e1m1 all the time, or it goes to doom 2 if I disable the compatibility option. What could I be missing here? I tried using DHTP and vanilla, re-doing all the steps, using all latest versions. GZdoom!

Thanks for this wonderful and such a useful application!

(+1)

Check out how the sky textures are defined in the IPK3's "textures.doom2" etc. WadSmoosh renames the doom2 sky textures from sky1 to rsky1 (the same as their patch names). If you're comfortable editing a copy of your HD texture pack (I'm not too familiar with those) you should be able to rename them so that the skies are the names WadSmoosh is expecting, and thus have a WadSmoosh-compatible version of your HD pack.

(1 edit) (+2)

Might want to add this to the MENUDEF file so the episode list will use BigFont instead of defaulting to SmallFont since the list overflows the default limit:

ListMenu "EpisodeMenu"
{
    Font "BigFont", "RED"
    Linespacing 16

    StaticPatch 50, 2, "M_EPISOD"
    Position 30, 30
}

(1 edit)

Thanks for this post! I added to all menudef.txt I could find in the end of the text but it still is not working! 

Is there a specific place inside de menudef.txt I should be looking for?

EDIT: I just found it! It should be added to the menudef.txt inside the doom_complete.pk3 file!

Thanks a lot for the info! I'm gonna share it!

Thanks man!!! Works!!

This is a very wonderful tool!
However, I was considering porting over the Freedoom Project's levels over to Doom Complete, and I was wondering what the best way to try and do so is, since I've tried it before and only got a decrease in sanity as a result.

(+2)

Is it possible to add levels like the mansion and club doom from doom PSX?

If yes how i have to rename the maps?

(2 edits)

I put my Master Levels wad in the source_wads folder, but it's not recognizing it. Is it named incorrectly? If so, what do i name it?

Edit: It is now recognizing it, but it crashes each time i try to use it.

edit2: i forgot to test it after it was "crashing" but it worked, i just didnt know it was working

(+2)

Hey, doom 64 on steam has the actual wad file, there's just a palette file missing I'm sure someone in the community has come up with already...

(+1)

Would be cool to have it Wadsmooshed long with the rest!

(1 edit)

Can someone help me? I've done as it said but don't work. the black window close up without any message, i've searched also in Users Appdata etc. like someone said in comments but i can't find the file. I'm running windows 10.

Edit: now it works, i was using master levels maps modified for master levels menu (teeth and teeth 2 separate), it works if you use a normal version.

(+2)

Excellent tool you've created here. I understand that this is a tool for official works only so I was wondering what your thoughts were on adding Double Impact to the project now that Bethesda/ID have seen fit to deem it an "official" work? It could be a slippery slope if they choose to sell further works.

(+1)

Hey all
Not sure if this is a problem with GZDoom or wadsmoosh, but when I run the PK3 with the latest version of GZDoom 4.3.3, the episode names in the menu are not showing up with BIGFONT, but a small and white font like in the options menu. Any way I could fix that?


Deleted 4 years ago

Got this solution from user 

TwelveEyes7 hours ago(edited)(+1)

Might want to add this to the MENUDEF file so the episode list will use BigFont instead of defaulting to SmallFont since the list overflows the default limit:


ListMenu "EpisodeMenu"

   Font "BigFont", "RED" 

  Linespacing 16

  StaticPatch 50, 2, "M_EPISOD"
    Position 30, 30
}

Thanks man!!!!! Works!

(1 edit)

How do you load this up in Zandronum? I get:

Script error, "DOOM_Complete.pk3:menudef.txt" line 1: Unknown keyword 'AddOptionMenu'

Open up the PK3 in any program that can edit ZIP files and delete the file menudef.txt contained therein, that should allow Zandronum to load it.

I created a bug report for Zandronum for this years ago and I guess it's still not fixed: https://zandronum.com/tracker/view.php?id=3205

(1 edit)

The .pk3/.log files aren't being placed in the same folder as the .exe file; they are being placed in C:\Users\<windows account>\AppData\Local\VirtualStore\Program Files (x86)\<folder name for wadsmoosh files> along with a folder named pk3.

I ran it multiple times and triple checked the root folder with the .exe; the only reason I was even able to find the .pk3 at all was because I ended up performing a search on the entire C: drive for it.

Is there any way to fix this, because it's particularly annoying?

Hmm, I'm not sure what's going on here and could use more info. How exactly are you running WadSmoosh? From the itch app, from the extracted ZIP, or something else?

(1 edit)

I extracted the contents of the .zip file into C:\Program Files (x86)\Wadsmoosh and run the .exe from there.

I'm not 100% sure but I think modern Windows security practice is to not let applications write to any files in c:\Program Files\. It wants to keep a strict separation between programs and the data (settings, documents) they generate. I would suggest extracting and running WadSmoosh from a directory that you have full, non-administrator read/write permissions for. That should allow WadSmoosh to output the PK3 to the same directory.

So I changed the properties of the .exe for the program to run as an administrator, and that has fixed the issue.

Thanks for your replies and the work you put into the program.

(1 edit)

How can I add Sigil? It doesn not detect it when I put it in the sopurce wads folder


Edit: Nevermind, I found out

How do I go from Doom 1 to Doom 2 maps & ect using console commands? In Doom 2 e1m1 goes to Doom 1 & I've tried to go e6m1 & nothing happens

(+1)

Doom2 maps have the same names they do in the original IWAD, so try "map map01"

(+3)

DOOM 1: E[x]M[y] (X: 1-5, Y: 1-9) (9 is the secret level)

[Episodes: Knee-Deep in the Dead, The Shores of Hell, Inferno, Thy Flesh Consumed, SIGIL]

DOOM 2: MAPXX (XX: 01-32) (31/32 are the secret levels)

Master Levels: ML_MAPXX (XX: 01-21) (22 is the secret level)

nerve.WAD: NV_MAP0X (X: 0-9) (9 is the secret level)

The Plutonia Experiment: PL_MAPXX (XX: 01-32) (31/32 are the secret levels, 31 only has the super secret level exit)

TNT Evilution: TN_MAPXX (XX: 01-32) (31/32 are the secret levels)

Very nice for this useful tip! Thanks a lot!!! <3

(2 edits) (+1)

Will a future version of WADSmoosh come with a font of its own, for use with the new Authorname functions of GZDoom/LZDoom? Ideally similar to what was present in previous iterations?

Also, is it possible to merge both Hexen and Deathkings of the Dark Citadel into a unified .pk3, sort of a "Hexen Complete" if you will?

UPDATE: Seems someone on Doomworld had the same idea, though his method involves using a hex-editor along with SLADE to get the job done...

https://www.doomworld.com/forum/topic/111610-hexen-how-to-add-deathkings-of-the-...

Any news on a Version 1.14?

Is there any particular changes or fixes you're looking for in an update?

I saw on your Bitbucket that you did a commit with the message "added the new sigil exit texture" I was just assuming that there is some type of incompatibility with Sigil's 1.21 update. This is my first time playing doom in a couple of years. I am replaying Doom from start then will play Sigil and I was hoping any bugs would be fixed before I get to playing SIGIL. 

Ah yes, thanks for reminding me I had some changes that hadn't made it into a release yet. 1.14 is up now.

Glade I was able to help!😀 I am downloading new version now.

Also, will the downloads section of Bitbucket be getting the new version?

Just uploaded it there.

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