Thanks. I managed to get it working and play with the combined .IPK3-file.
Some notes:
I had to hunt down specific versions of the SIGIL 1 and 2 .WAD-files because otherwise the program wouldn't find some assets within them. But maybe it was a user error? I didn't like the lengthy and verbose ...
Search found 336 matches
- Mon Jun 08, 2026 8:46 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
- Thu May 28, 2026 3:42 am
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
Re: WadFusion — simple IWAD merge utility
Alright, I'd tried to give it a shot, but I'm stuck. I've read the description and it says that the program includes widescreen assets, but they are nowhere to be found. What am I missing?
- Tue May 05, 2026 3:31 am
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
Re: WadFusion — simple IWAD merge utility
Great, just got around to playing with this. Will report if anything bad happens.
- Sat Apr 25, 2026 9:20 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
Re: WadFusion — simple IWAD merge utility
That's rad! Thank you!
EDIT: I just realized I forgot to subscribe to GitHub releases. Done!
EDIT: I just realized I forgot to subscribe to GitHub releases. Done!
- Fri Apr 24, 2026 11:01 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
Re: WadFusion — simple IWAD merge utility
Hey, thanks for getting around to adding. It was my fault for not being specific enough. My library is organized as a folder for IWADs only and folder for PWADs. SIGIL and such are in the latter and, well, IWADs are in the former. That's why I was hesitant to use WadSmoosh in the past, ruining my ...
- Sun Apr 19, 2026 7:22 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [BETA] Zombie Horde 2
- Replies: 14
- Views: 13827
Re: [BETA] Zombie Horde 2
Great job! Congrats!
- Tue Feb 10, 2026 2:37 am
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
Re: WadFusion — simple IWAD merge utility
That is an excellent suggestion. I'll add a command line option to specify a source directory, and I'll also look into adding an option for the script to read from a text file with a list of directory paths (or specific files) that the user could set for it to search in.
Did you add it? I ...
- Sun Nov 30, 2025 11:11 pm
- Forum: Scripting
- Topic: Want to create an icon above resurrected monster's heads
- Replies: 6
- Views: 159
Re: Want to create an icon above resurrected monster's heads
I'm sorry but I'm very rusty when it comes to ZScript, it's been several years since I last did something in it. Also busy right now.
- Thu Nov 27, 2025 10:37 pm
- Forum: Creation, Conversion, and Editing
- Topic: WadFusion — simple IWAD merge utility
- Replies: 30
- Views: 3733
Re: WadFusion — simple IWAD merge utility
I've asked the author of WadSmoosh to support loading IWADs from a user specified directory rather then from the application directory, but he rejected the idea. Can you please add this in your fork? This would make using the tool much more convenient. Thanks!
- Thu Nov 27, 2025 10:28 pm
- Forum: Gameplay Mods
- Topic: Relighting v4.0165b - blurry shadows w/ rlassets
- Replies: 599
- Views: 155954
Re: Relighting v4.0165b - blurry shadows w/ rlassets
Where are the links to the fork? There are none in the OP.
- Thu Nov 27, 2025 9:26 pm
- Forum: Scripting
- Topic: Want to create an icon above resurrected monster's heads
- Replies: 6
- Views: 159
Re: Want to create an icon above resurrected monster's heads
How does your weapon resurrect?
Create a new actor for the icon, make it continuously warp to the monster above it. Depending on how you resurrect you might not need any advanced features like event handlers.
Create a new actor for the icon, make it continuously warp to the monster above it. Depending on how you resurrect you might not need any advanced features like event handlers.
- Thu Nov 27, 2025 2:07 am
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
- Replies: 16
- Views: 7838
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
Oh, so it is not actually for raw memory manipulation? It is to dynamic arrays.
- Wed Nov 26, 2025 1:16 am
- Forum: Creation, Conversion, and Editing
- Topic: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
- Replies: 16
- Views: 7838
Re: zt-bcc: Maintained BCC fork - v0.10.0 alpha 8
May I ask you something? I don't quite get it why are there memory manipulation functions like `alloc()` or `memcpy()`?
- Fri Nov 21, 2025 6:08 am
- Forum: Scripting
- Topic: Does the RealGibs Actor do anything any more?
- Replies: 6
- Views: 241
Re: Does the RealGibs Actor do anything any more?
I have no desire to argue with anyone. I've read through your comments, and they do not align with the code, and I have no energy to correct them.
- Fri Nov 21, 2025 5:07 am
- Forum: Scripting
- Topic: Does the RealGibs Actor do anything any more?
- Replies: 6
- Views: 241
Re: Does the RealGibs Actor do anything any more?
This doesn't match the linked code. `GenericCrush` isn't used if `Crush` is defined and will never be used if the actor is a player or doesn't bleed. So assuming we have a corpse of a player, the next branch is only executed if the `Crush` state sequence is defined on the actor, effectively, and it ...