Page 2 of 2

Re: Version 1.2 released

Posted: Sat Jan 18, 2020 3:09 pm
by EffinghamHuffnagel
NightFright wrote:CHANGELOG (Jan 13, 2020)
- New: Eternal Doom III (selection menu for standalone levels, level names and custom background story)
- AV: Minor updates for DEHACKED and MAPINFO

I don't see an attachment link for your file in the OP anymore. I think you deleted it when you updated.

Re: MAPINFO pack for some Doom WADs [v1.2]

Posted: Mon Jan 20, 2020 2:11 am
by NightFright
It didn't upload since max upload filesize is exceeded. I added a Dropbox download option now.

Re: MAPINFO pack for some Doom WADs [v1.2]

Posted: Sat Feb 29, 2020 6:05 am
by SiFi270
I see the fix for Alien Vendetta uses the default Doom 2 par times, but av.exe actually had its own that, due to the limitations of vanilla DeHackEd, are only seen if you run that .exe in DosBox. I'm planning to rush through the whole thing with no monsters and noclip so I can write them all down.

EDIT: Done
Spoiler:

Re: MAPINFO pack for some Doom WADs [v1.2]

Posted: Tue May 19, 2020 5:25 pm
by doomstuff
started in 2013 and only a handful of posts ? a choice or an amazingly useful and under-appreciated thread?

This thread idea is pretty cool.

Edit:
Spoiler:

Re: MAPINFO pack for some Doom WADs [v1.2]

Posted: Tue May 19, 2020 6:33 pm
by sylandro
Also mIght be a nice idea to add author names for each map, now that gzdoom supports it.

Re: MAPINFO pack for some Doom WADs [v1.2]

Posted: Sun May 24, 2020 6:04 pm
by doomstuff
EDIT:
Not perfect but since this is all trial and error, unnecessary, time wasting nonsense it's ok i guess....

MAPINFO (Example: No End In Sight)
  • Includes Loading new E#M# Entries
  • Includes some Special Action
  • Load "Bonus Maps" as New Episode 5 - included
  • Uses Language.txt references (HUSTR)
  • Map Names with Authors
  • Add New Episode Example

MAPINFO or MAPINFO.text
[spoiler]

Code: Select all

/*---NO END IN SIGHT---*/
// MAPINFO to add bonus maps, link Episodes
//idclev 10 or idclev 40 for bonusmaps

defaultmap
{
   sucktime = 1
}

//Create a New Episode Entry, for Bonus Maps
episode e5m1
{
   name = "Bonus and Secret Maps"
   //picname = "M_EPI5"
   //shortcut key for menu selection.
   //key = "k"
}

map E1M1 lookup "HUSTR_E1M1"
{
   cluster = 1
   next = "E1M2"
   par = 60
}

map E1M3 lookup "HUSTR_E1M3"
{
   cluster = 1
   next = "E1M4"
   par = 60
       // overrride secret exit, have Secret Maps as a new episode
   secretnext = "E1M4"
}

map E1M8 lookup "HUSTR_E1M8"
{
   cluster = 1
   next = "E2M1"
   par = 120
   BaronSpecial
}

map E2M8 lookup "HUSTR_E2M8"
{
   cluster = 2
   next = "E3M1"
   par = 60
}

map E3M8 lookup "HUSTR_E3M8"
{
   cluster = 3
   next = "E4M1"
   par = 60
}

map E4M6 lookup "HUSTR_E4M6"
{
   cluster = 4
   next = "E4M7"
   secretnext = "E4M9"    
   par = 60
   cyberdemonspecial
   specialaction_opendoor
   titlepatch = "WILV35"
   music = "D_E2M4"
   translator = "ZDSPEC"
}

/*--- BONUS&SECRET MAPS ---*/

map E1M0 lookup "HUSTR_E1M0"
//Bonus Map "Tom's Halls"
{
   cluster = 5
   next = "E4M0"
   secretnext = "E4M0"    
   par = 60
   sky1 = "SKY1", 0
   sky2 = "SKY1", 0
   doublesky
   titlepatch = "WILV09"
   music = "D_E2M1"
}

map E4M0 lookup "HUSTR_E4M0"
//Bonus Map "RGC Alpha"
{
   cluster = 5
   next = "E1M9"
   secretnext = "E1M9"    
   par = 60
   sky1 = "SKY4", 0
   sky2 = "SKY4", 0
   doublesky
   cyberdemonspecial
   specialaction_opendoor
   titlepatch = "WILV39"
   music = "D_E2M8"
   translator = "ZDSPEC"
}

// WARNING:
// Overriding here will cause secret exits to break in episodes 1-4
// But! ...the Secret maps offer no advantage to the Episode 1-4 run
//... so we experience them as a new Episode instead

map E1M9 lookup "HUSTR_E1M9"
//secret Map E1M9
{
   cluster = 1
   next = "E2M9"
   secretnext = "E2M9"    
   par = 60
   titlepatch = "WILV09"
   music = "D_E2M1"
}

map E2M9 lookup "HUSTR_E2M9"
//secret Map E2M9
{
   cluster = 2
   next = "E3M9"
   secretnext = "E3M9"    
   par = 60
   titlepatch = "WILV09"
   music = "D_E2M1"
}

map E3M9 lookup "HUSTR_E3M9"
//secret Map E3M9
{
   cluster = 3
   next = "E4M9"
   secretnext = "E4M9"    
   par = 60
   titlepatch = "WILV09"
   music = "D_E2M1"
}

map E4M9 lookup "HUSTR_E4M9"
//secret Map E4M9
{
   cluster = 4
   next = "E4M7"
   secretnext = "E4M7"    
   par = 60
   titlepatch = "WILV09"
   music = "D_E2M1"
}

// DEFINE Cluster Information Example
// Using Cluster 5 (Bonus & Secret Maps)

cluster 5
{
flat = SLIME16
music = D_READ_M
exittext =
"YOU HAVE SURVIVED THE BONUS MAPS",
"TIME TO PLAY SOMETHING ELSE",
"END."
}

//add default game info
gameinfo
{
   // throw some crap in to show mod is loading
   defaultbloodcolor = "GREEN"
   defaultbloodparticlecolor = "GREEN"

   quitmessages = "Coffee Break?"
   DimColor = "Black"
   DimAmount = 0.0
   
   menufontcolor_title = "BLUE"
   menufontcolor_highlight = "GREEN"
}

[/spoiler]

Language.text:
[spoiler]

Code: Select all


[enu default]

/*--- NO END IN SIGHT ---*/

// Episode Names
EP1NAME = "1994 ways to die";
EP2NAME = "The Depths of Doom";
EP3NAME = "Woe";
EP4NAME = "Blood Stained Earth";
EP5NAME = "Bonus and Secret Maps";

// Episode Names
HUSTR_EPI1 = "1994 ways to die";
HUSTR_EPI2 = "The Depths of Doom";
HUSTR_EPI3 = "Woe";
HUSTR_EPI4 = "Blood Stained Earth";
HUSTR_EPI5 = "Bonus and Secret Maps";

// Episode 1 Map Names
HUSTR_E1M0 = "E1M0: Tom's Halls (Bonus Map)";
HUSTR_E1M1 = "E1M1: Terminal";
HUSTR_E1M2 = "E1M2: Slime Trails";
HUSTR_E1M3 = "E1M3: Logistics Center";
HUSTR_E1M4 = "E1M4: Abandoned Factory";
HUSTR_E1M5 = "E1M5: Warehouse";
HUSTR_E1M6 = "E1M6: Power Core";
HUSTR_E1M7 = "E1M7: Biosphere";
HUSTR_E1M8 = "E1M8: Enigma";
HUSTR_E1M9 = "E1M9: Silos (Secret Map)";

// Episode 1 End Text
E1TEXT = "Funny... the last time you were marooned\n"
       "on this godforsaken rock and gazed into\n"
       "the abyss between worlds, the prospect of\n"
       "being thrust into yet another nightmare\n"
       "seemed much less appealing.\n"
       "Yet now, you can't think of any place you'd rather be.\n\n"
       "Lock and load. Rip and tear.";
      
// Episode 2 Map Names
HUSTR_E2M0 = "E2M1: Receiving Station";
HUSTR_E2M1 = "E2M2: Proving Grounds";
HUSTR_E2M2 = "E2M3: Contagion Engine";
HUSTR_E2M3 = "E2M4: Derelict Vessel ";
HUSTR_E2M4 = "E2M5: Deep Storage";
HUSTR_E2M5 = "E2M6: Poison Control";
HUSTR_E2M6 = "E2M7: Gateway Labs";
HUSTR_E2M7 = "E2M8: Rubicon";
HUSTR_E2M9 = "E2M9: Castle of Illusion (Secret Map)";

// Episode 3 Map Names

HUSTR_E3M1= "Gates of Hades by NT";
HUSTR_E3M2= "Emblem of Destruction by NT";
HUSTR_E3M3= "The Grinder by Xaser";
HUSTR_E3M4= "Fortuna Bridge by Xaser";
HUSTR_E3M5= "Forgotten Caverns by NT";
HUSTR_E3M6= "Anomaly Retribution by NT";
HUSTR_E3M7= "Netherworld Citadel by NT";
HUSTR_E3M8= "Requiem by NT";
HUSTR_E3M9= "Lake of Fire by Lutz (Secret Map)";

// Episode 4 Map Names

HUSTR_E4M1= "Nexus by NT";
HUSTR_E4M2= "Parallels by NT";
HUSTR_E4M3= "Square Zero by Xaser";
HUSTR_E4M4= "Wartorn Precinct by NT";
HUSTR_E4M5= "The Blood Beneath by Lutz";
HUSTR_E4M6= "Sanctuary of Filth by NT";
HUSTR_E4M7= "Vacuum Consortium by Xaser, 40oz";
HUSTR_E4M8= "No End In Sight by NT, Xaser";
HUSTR_E4M9= "Vile Cross by NT (Secret Map)";
HUSTR_E4M0= "RGC Alpha by NT (Bonus map)";

[/spoiler]

Known Issues: (At Time Of Writing)
[spoiler]
  • Unable to provide a HUSTR example with a "$" prefix.
    - I do not understand the gzdoom error "top level"
  • Unable to provide fast and easy method to find special actions in maps and add to MAPINFO
    - An LD, mapper or other dev would have knowledge of how to do this fast
  • I do not know where each secret exit is, thus Not all secret Map Exits are in the example
    - An experienced player, wiki hunter, LD, mapper or other dev would have knowledge of how to do this fast
    - this is not a big issue as the Secret Maps offer no value to the Episode 1-4 Run, and can be experienced within our custom Episode 5
[/spoiler]


Images:
Custom Episode #5 Example
NEIS_Episode5.png


MAPINFO (Example: Master Levels // The Correct way to order)

Note: The best way to order these is to Split the Maps into 2 Episodes

  • Split the Master Levels into 2 Episodes
  • Episode 1 Inferno Canto
  • Episode 2 Master Levels (the remaining Levels)
  • Maps Require Fixes, Some Maps have updated versions available not distributed the original Pack etc etc
  • Do not use a language.text file in this case, as it is a waste of time and space.
  • Notice i have fixed Maps and then renamed them to include "fixed"...
  • ... users will not have these files, therefore names will need to be adjusted accordingly.


Inferno Canto:
[spoiler]

Code: Select all

/*---INFERNO CANTO---*/

//Remove episode Entries
clearepisodes

//Create New Episode Entries
episode DANTE
{
   name ="DANTE"
   //noskillmenu
}

// Maps
map DANTE lookup "DANTE"
{
   levelnum = 80
   next = "ACHRON"
   par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_COUNTD"
}

map ACHRON lookup "ACHRON"
{
   levelnum = 89
   next = "VIRGIL"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
}

map VIRGIL lookup "VIRGIL"
{
   levelnum = 88
   next = "MINOS"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_DOOM"
}

map MINOS lookup "MINOS"
{
   levelnum = 87
   next = "NESSUS"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_THE_DA"
}

map NESSUS lookup "NESSUS"
{
   levelnum = 86
   next = "GERYON"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_SHAWN"
}

map GERYON lookup "GERYON"

{
   levelnum = 85
   next = "VESPERAS"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_DDTBLU"
}

map VESPERAS lookup "VESPERAS"
{
   levelnum = 84
   next = "MAP30"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_DEAD"
}

//E4M7 Then Unreleased Waters of Lethe
map MAP30 "Icon of Sin (Doom II)"
{
    levelnum = 30
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
    music = "D_INTRO"
}

//add default game info
gameinfo
{
   // throw some crap in to show mod is loading
   defaultbloodcolor = "GREEN"
   defaultbloodparticlecolor = "GREEN"

   quitmessages = "Coffee Break?"
   DimColor = "Black"
   DimAmount = 0.0
   
   menufontcolor_title = "BLUE"
   menufontcolor_highlight = "GREEN"
}
[/spoiler]

Master Levels: (the remaining Levels)
[spoiler]

Code: Select all

/*---MASTER LEVELS---*/

//Remove episode Entries
clearepisodes

defaultmap
{
   sucktime = 1
}

//Create New Episode Entries
episode ATTACK
{
   name ="MASTER LEVELS"
}

//Create New MAPxx Entries
map ATTACK lookup "ATTACK"
{
   cluster = 1
   levelnum = 80
   next = "Canyonfx"
   par = 105
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_STALKS"
}

map Canyonfx lookup "Canyonfx"
{
   cluster = 1
   levelnum = 89
   next = "CombineF"
    par = 105
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_COUNTD"
}

map CombineF lookup "The Combine Fixed"
{
   cluster = 1
   levelnum = 88
   next = "Garrison"
    par = 135
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_DOOM"
}


map Garrison lookup "The Garrison"
{
   cluster = 1
   levelnum = 87
   next = "Bloodsea"
    par = 165
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_THE_DA"
}

map Bloodsea lookup "Bloodsea Keep"
{
   levelnum = 86
   next = "Manor"
    par = 240
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_SHAWN"
}

map Manor lookup "Titan Manor"
{
   cluster = 1
   levelnum = 85
   next = "Paradox"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_DDTBLU"
}

map Paradox lookup "Paradox"
{
   cluster = 1
   levelnum = 84
   next = "Subspace"
    par = 120
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_IN_CIT"
}

map Subspace lookup "Subspace"
{
   cluster = 1
   levelnum = 83
   next = "Subterra"
    par = 105
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_DEAD"
}

map Subterra lookup "Subterra"
{
   cluster = 1
   levelnum = 82
   next = "TTrap"
    par = 150
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_ROMERO"
}

map TTrap lookup "Trapped on Titan"
{
   cluster = 1
   levelnum = 81
   next = "Mephisto"
    par = 210
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_MESSAG"
}

map Mephisto lookup "Mephisto's Maosoleum"
{
   cluster = 1
   levelnum = 80
   next = "BLACKTWR"
    par = 210
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_AMPIE"
}

map BLACKTWR lookup "Black Tower"
{
   cluster = 1
   levelnum = 79
   next = "Catwalk"
    par = 345
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_ADRIAN"
}

map Catwalk lookup "The Catwalk"
{
   cluster = 1
   levelnum = 78
   next = "Fistula"
    par = 150
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_TENSE"
}

map Fistula lookup "The Fistula"
{
   cluster = 1
   levelnum = 77
   next = "TEETH1"
    par = 120
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_ULTIMA"
}

//TEETH1
map TEETH1 lookup "The Express Elevator to Hell"
{
   cluster = 1
   levelnum = 76
   next = "TEETH2"
   secretnext = "16"
    par = 360
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_EVIL"
}

//TEETH2
map TEETH2 lookup "Bad Dream"

{
   cluster = 1
   levelnum = 75
   next = "MAP30"
   //secretnext = "MAP30"
    par = 60
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
   doublesky
   music = "D_EVIL"
}

map MAP30 "Icon of Sin (Doom II)"
{
   cluster = 1
    levelnum = 30
   sky1 = "RSKY1", 0
   sky2 = "RSKY2", 0
    music = "D_OPENIN"
}

cluster 1
{
flat = SLIME16
music = D_READ_M
exittext =
"YOU HAVE SURVIVED THE MASTER LEVELS",
"TIME TO PLAY SOMETHING ELSE",
"END."
}

//add default game info
gameinfo
{
   // throw some crap in to show mod is loading
   defaultbloodcolor = "GREEN"
   defaultbloodparticlecolor = "GREEN"

   quitmessages = "Coffee Break?"
   DimColor = "Black"
   DimAmount = 0.0
   
   menufontcolor_title = "BLUE"
   menufontcolor_highlight = "GREEN"
}
[/spoiler]

Doom 1 (with 48 Maps Instead of 45):
  • Episodes 1-4 + Episode 5 (Sigil)
  • E1M2 → (Secret exit) → Sewers (E1M10)
  • E1M4 → E1M4b (Romero's version)→ E1M5
  • E1M8 → E1M8b (Romero's version) → E2M1

[spoiler]

Code: Select all

//
map E1M1 lookup "Hangar"
{
   cluster = 1
   levelnum = 97
   music = "$MUSIC_E1M1"
   next = "E1M2"
   par = 30
   secretnext = "E1M10"
   sky1 = "SKY1"
   titlepatch = "WILV00"
}

map E1M4 lookup "Command Control"
{
   cluster = 1
   levelnum = 95
   music = "$MUSIC_E1M4"
   next = "E1M4b"
   par = 90
   sky1 = "SKY1"
   titlepatch = "WILV03"
}

map E1M4b lookup "Command Control 1.2"
{
   cluster = 1
   levelnum = 94
   music = "$MUSIC_E1M4"
   next = "E1M5"
   par = 90
   sky1 = "SKY1"
   titlepatch = "WILV03"
}

map E1M8 lookup "Phobos Anomaly"
{
   cluster = 1
   levelnum = 93
   music = "$MUSIC_E1M8"
   next = "E1M8b"
   par = 30
   sky1 = "SKY1"
   titlepatch = "WILV07"
   //LEVEL SPECIFIC SPECIALS
   baronspecial
   specialaction_lowerfloor
}

map E1M8b lookup "Phobos Anomaly 2"
{
   cluster = 1
   levelnum = 92
   music = "$MUSIC_E1M8"
   next = "E2M1"
   par = 60
   sky1 = "SKY1"
   titlepatch = "WILV07"
}

map E1M10 lookup "SEWERS"
{
   cluster = 1
   levelnum = 96
   music = "$MUSIC_E1M1"
   next = "E1M2"
   par = 60
   sky1 = "SKY1"
   titlepatch = "CWILV33"
}

map E4M1 lookup "HUSTR_E4M1"
{
   levelnum = 31
   titlepatch = "WILV30"
   next = "E4M2"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E3M4"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 165 // 2:45
}

map E4M2 lookup "HUSTR_E4M2"
{
   levelnum = 32
   titlepatch = "WILV31"
   next = "E4M3"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E3M2"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 255 // 4:15
}

map E4M3 lookup "HUSTR_E4M3"
{
   levelnum = 33
   titlepatch = "WILV32"
   next = "E4M4"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E3M3"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 135 // 2:15
}

map E4M4 lookup "HUSTR_E4M4"
{
   levelnum = 34
   titlepatch = "WILV33"
   next = "E4M5"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E1M5"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 150 // 2:30
}

map E4M5 lookup "HUSTR_E4M5"
{
   levelnum = 35
   titlepatch = "WILV34"
   next = "E4M6"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E2M7"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 180 // 3:00
}

map E4M6 lookup "HUSTR_E4M6"
{
   levelnum = 36
   titlepatch = "WILV35"
   next = "E4M7"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   cyberdemonspecial
   specialaction_opendoor
   music = "$MUSIC_E2M4"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 390 // 6:30
}

map E4M7 lookup "HUSTR_E4M7"
{
   levelnum = 37
   titlepatch = "WILV36"
   next = "E4M8"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E2M6"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 135 // 2:15
}

//map E4M8 lookup "Unto the Cruel"
map E4M8 lookup "HUSTR_E4M8"
{
   levelnum = 38
   titlepatch = "WILV37"
   //next = "EndGame4"
   next = "E5M1"
   secretnext = "E4M9"
   sky1 = "SKY4"
   cluster = 4
   nointermission
   nosoundclipping
   spidermastermindspecial
   specialaction_lowerfloor
   music = "$MUSIC_E2M5"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 360 // 6:00
}

map E4M9 lookup "HUSTR_E4M9"
{
   //   levelnum = 96
   levelnum = 39
   titlepatch = "WILV38"
   next = "E4M3"
   secretnext = "E4M3"
   sky1 = "SKY4"
   cluster = 4
   music = "$MUSIC_E1M9"
   exitpic = "$IN_E4"
   enterpic = "$IN_E4"
   par = 180 // 3:00
}

gameinfo
{
   quitmessages = "Coffee Break?"
   DimColor = "Black"
   DimAmount = 0.0
   titletime = 30
   finalepage = "CREDIT", "VICTORY2", "ENDPIC"
}

[/spoiler]

Doom 2:
Not sure what to do here, Maybe Add Nerve as an example {?}, but it's not really needed.
[*] Optional addition of Map02 Linked to "Betray" can be done...
[*] ... Users need to fix/add the LineDef, or add any LineDEF tagged "Secret" to somewhere they like.

Spoiler:


Links:

Version 1.3 released

Posted: Wed May 11, 2022 2:40 am
by NightFright
It might be hard to believe, but there's really an update! At long last, I have added DEHACKED support for all fixes that didn't have it, plus even some UMAPINFO love for three pwads since it made sense there. Oh, and you won't have to download that H2H-Xmas fix separately any more. (Note: DEHACKED files have BEX format, so no Chocolate Doom support, I'm afraid. Sorry! You can always use Crispy Doom in 200p resolution, though.)

There may be yet another update around the corner with a few additional pwads supported, so stay tuned!

*UPDATE 19:00*
Version 1.3 in OP replaced with second version containing DEHACKED syntax fixes for "Lost Episodes of Doom", "NMDU" and "Icarus". Also added UMAPINFO for "Icarus" to support the additional MAP25 intermission text.


CHANGELOG:
- Added: H2H-Xmas (previously available as separate download)
- DEHACKED added: Lost Episodes of Doom, NMDU, Hell to Pay (DECORATE removed), Icarus, Memento Mori, Memento Mori II, Perdition's Gate, The Rebirth
- UMAPINFO added: BF_THUD!, Eternal Doom III, Icarus
- Eternal Doom III: Bonus maps integrated into fix wad; music for bonus maps added

Version 1.31 released

Posted: Wed May 18, 2022 7:07 am
by NightFright
Finally I found out why intermission backgrounds in H2H-Xmas and Icarus didn't work. Forgot that DEHACKED only supports flats as background images, but I used normal patches (which will be ignored by most ports except for GZDoom). Actually the hint was already dropped here in this very thread back in Dec 2019, I just didn't notice it for some reason. Anyway, I replaced the patch definitions with flats now, even though I couldn't use the same images as before like that.

*UPDATE*
Version 1.31 in OP replaced with second version containing a small DEHACKED fix for "Icarus".


CHANGELOG:
- Fixed: H2H-Xmas, Icarus (background tiles not shown during intermissions)

Re: MAPINFO/DEHACKED for some Doom WADs [v1.31]

Posted: Wed May 18, 2022 11:32 am
by Bob Beaky
Great stuff. I just started playing through Icarus in Woof! for the first time so this is great timing for me. Thank you for your hard work. :)