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Re: Strange Aeons v5.5

PostPosted: Thu May 18, 2017 4:27 am
by ImpieTwo
I'm annoyed to discover that when playing the mod with Doom 2 the ending screens don't display: at least for episode 2 it just goes back to the credit screen, while in Ultimate Doom it shows the correct screen. Are any of the other ending screens displaying properly in Doom 2?

Re: Strange Aeons v5.5

PostPosted: Thu May 18, 2017 2:06 pm
by Rachael
I didn't think this mod was even compatible with Doom 2?

That being said, if that was intended it's easy enough to import Ultimate Doom's mapinfo definitions and simply override them with your own so that they show the correct screen in both games.

Re: Strange Aeons v5.5

PostPosted: Thu May 18, 2017 11:34 pm
by ImpieTwo
Rachael wrote:I didn't think this mod was even compatible with Doom 2?

That being said, if that was intended it's easy enough to import Ultimate Doom's mapinfo definitions and simply override them with your own so that they show the correct screen in both games.

Someone else added the filters to the current version so it could be played with either. Do you know how to do the thing you suggested? 'Cos I'm totes ignoramus.

Re: Strange Aeons v5.5

PostPosted: Fri May 19, 2017 3:39 am
by Rachael
ImpieTwo wrote:Do you know how to do the thing you suggested? 'Cos I'm totes ignoramus.

In your gameinfo section of MAPINFO add this line before the }:
Code: Select allExpand view
  finalepage = "HELP2", "VICTORY2", "ENDPIC"

Re: Strange Aeons v5.5

PostPosted: Sat May 20, 2017 11:50 am
by ImpieTwo
On the same subject, there's also an issue with being unable to use idclev to skip levels if you use it with Doom 2 because the maps are labeled in EXMX format rather than MAPXX. Can I do something similar to fix that?

Re: Strange Aeons v5.5

PostPosted: Sat May 20, 2017 3:09 pm
by Rachael
Ugh - I don't know exactly what's going on with that. I personally do not ever use idclev unless I am playing a vanilla emulation/source port that doesn't have a console.

You may have to ask Graf Zahl about this, but you may be stuck with it being the way it is.

Re: Strange Aeons v5.5

PostPosted: Sat May 20, 2017 3:25 pm
by Graf Zahl
IDCLEV works like it was originally coded, it lacks the intelligence to interpret the map name.
How is it supposed to tell that 'idclev11' means E1M1 and not MAP11?

Re: Strange Aeons v5.5

PostPosted: Sun May 21, 2017 8:41 am
by ImpieTwo
Graf Zahl wrote:IDCLEV works like it was originally coded, it lacks the intelligence to interpret the map name.
How is it supposed to tell that 'idclev11' means E1M1 and not MAP11?

I realize all that, I just wondered if there was a way around it. But if everyone's using the console to level skip these days, I guess I don't need to worry about it.

Re: Strange Aeons v5.7

PostPosted: Mon Feb 05, 2018 3:33 am
by ImpieTwo
Update: Now that I know how to do custom intermissions, I finally got the episode ending screens to work whether you load it up in Doom or Doom 2.

Re: Strange Aeons v5.7

PostPosted: Fri Mar 09, 2018 2:35 pm
by Dr. Crowley
Oh well, it is version 5.7 already. How about a changelog?

Re: Strange Aeons v5.7

PostPosted: Fri Mar 09, 2018 6:37 pm
by ImpieTwo
Dr. Crowley wrote:Oh well, it is version 5.7 already. How about a changelog?

I lost it...

Re: Strange Aeons v5.7

PostPosted: Fri Mar 09, 2018 6:42 pm
by Korell
Does this still need d1gfxd2.wad if you want to play it with Doom 2? Or is it incorporated within the mod itself so no longer needed?

Re: Strange Aeons v5.7

PostPosted: Fri Mar 09, 2018 11:46 pm
by ImpieTwo
Korell wrote:Does this still need d1gfxd2.wad if you want to play it with Doom 2? Or is it incorporated within the mod itself so no longer needed?

I believe it's been incorporated for some time now. A quick tour of E5M2 should confirm one way or another.

Re: Strange Aeons v5.7

PostPosted: Sat Mar 10, 2018 9:05 am
by Korell
Just tried it with Doom 2 (without d1gfxd2.wad) and the sky in Episode 1 looked fine, and I played through E5M2 and saw no issues, so it all looks good.

Out of interest, is there any difference at all from the IWAD being used, whether it be Doom 1 or Doom 2? Just wondering if one or the other is better to use.

Re: Strange Aeons v5.7

PostPosted: Sat Mar 10, 2018 10:34 am
by Rachael
I believe Impie intentionally designed it so that it's IWAD-agnostic, i.e. you can use any Doom-related IWAD with it as long as it has at least the Doom 1 monsters included in it and all of the textures which Doom 1 and Doom 2 have in common. So you could run it with TNT.wad for example. Not 100% sure about Freedoom.