How to load custom maps in Zdoom or Skulltag?
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How to load custom maps in Zdoom or Skulltag?
I can't figure out how to load a custom map in Zdoom or Skulltag. In skulltag you can choose to load additional PWADs but even after i have added the pwad and started the server, it says "no map mapname". I have also tried do add -file blabla.wad, and i have tried to type "map mapname.wad" in the ingame console, nothing works In Doom Legacy i could just typ "map mapname.wad" in the ingame console, however that is not the case in ZDoom.
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I find using the command line especially useful when testing my maps...
zdoom -file whatever.wad -iwad doom2(or any other iwad name, suffix not neccesary) -warp 1
...check stuff, make mental notes, quit, tab to DB, do some fancy stuff, tab back to the command line, press up and return, voila, at map01... But I don't think I'm the only one doing this
zdoom -file whatever.wad -iwad doom2(or any other iwad name, suffix not neccesary) -warp 1
...check stuff, make mental notes, quit, tab to DB, do some fancy stuff, tab back to the command line, press up and return, voila, at map01... But I don't think I'm the only one doing this
Actually, the way user map support is implemented in Doom is ancient. The lumps in every given wad are read in at startup, so there's no way to launch another wad (map) just like in Quake or even in JDuke. Unless Randy implements some dinamic wad loading system. Looks like Legacy has already got one.
Actually, I don't really see the use of dynamic WAD loading because it could interfere with already loaded ones. You'd have to flush the whole WAD buffer (maybe not the IWAD), so if you'd want to load several maps from the console, you'd have to type them all correctly, which can be a pain in the ass, especially with newer /idgames WADs, because their names are crippled long names, made to fit in 8.3... And if you'd like to keep already loaded WADs, like monsters/weapons/graphics WADs, you have to type them too. So basically, you'd have to remember the involved WADs by heart or write them down on a sheet of paper or something, because if you have to go back to Explorer or whatever to check the filename, you're better off with just restarting ZDoom with the new WADs... I mean, it doesn't take long to start on an average PC.
Of course, if it's a self-contained WAD, it wouldn't be much hassle to pull down the console and write "load mapname.wad" or something, but since ZDoom doesn't use that long to start up on most PC's, you could just quit and use drag'n drop...
Of course, if it's a self-contained WAD, it wouldn't be much hassle to pull down the console and write "load mapname.wad" or something, but since ZDoom doesn't use that long to start up on most PC's, you could just quit and use drag'n drop...
Re: How to load custom maps in Zdoom or Skulltag?
put the wads map and addmap command