Original Doom levels but fixed?
-
- Posts: 2
- Joined: Mon Jul 01, 2019 4:31 pm
Original Doom levels but fixed?
Was uncertain how to name the topic appropriately.
When you read about the levels in Final Doom and Ultimate Doom, there's tons of bugs:
items that were meant to be included in the maps but has no difficulty flags, "blind" monsters, secrets that cannot be triggered etc.
Does such a thing as a "fixed" version of the Doom 1 and 2 wad's exist, addressing all of these issues?
Would it even be possible?
Cheers!
When you read about the levels in Final Doom and Ultimate Doom, there's tons of bugs:
items that were meant to be included in the maps but has no difficulty flags, "blind" monsters, secrets that cannot be triggered etc.
Does such a thing as a "fixed" version of the Doom 1 and 2 wad's exist, addressing all of these issues?
Would it even be possible?
Cheers!
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Original Doom levels but fixed?
GZDoom already patches the most serious bugs when opening the levels - but there's no downloadable mod that contains fixed versions of the levels, because distributing that would be illegal.
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Original Doom levels but fixed?
Would the best approach be to make a local custom PWAD with copies of the levels inside them, but fed to SLADE's or Doom Builder's "Check Map for Errors" feature?
Re: Original Doom levels but fixed?
Actually, the best way to do it is to actually take advantage of the level compatibility system, itself.DabbingSquidward wrote:Would the best approach be to make a local custom PWAD with copies of the levels inside them, but fed to SLADE's or Doom Builder's "Check Map for Errors" feature?
Someone would have to write a tool to do this - but it should be possible - you could fix the levels using your favorite editor, and then create a tool that deltas both copies of the levels and creates compatibility lumps that you can then distribute. This way, less serious errors can also be fixed, and you don't have to depend on them being included with the engine.
-
- Posts: 2
- Joined: Mon Jul 01, 2019 4:31 pm
Re: Original Doom levels but fixed?
I suppose there'd have to be a measure of decision making for things like missing difficulty flags.
Re: Original Doom levels but fixed?
Well - you can load your own level compatibility scripts now. People use this to create dynamic levels, but it also works perfectly for a project like this. You can fix the levels nearly as much as you want, without actually distributing them.
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Original Doom levels but fixed?
Where are the included compat scripts located? Is it just the compatibility.txt in the gzdoom.pk3 root dir?
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Original Doom levels but fixed?
Thanks _mental_!
How would I add to it? Create a PWAD with a ZSCRIPT lump that extends the LevelCompatibility class?
Could use an example
How would I add to it? Create a PWAD with a ZSCRIPT lump that extends the LevelCompatibility class?
Could use an example
Re: Original Doom levels but fixed?
Yes, and override define Apply method.
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Original Doom levels but fixed?
You mean there's currently no way to add to the level_compatibility.txt file without editing the source code?
Re: Original Doom levels but fixed?
No, I meant quite the opposite. Here is a minimal sample.