EDAY Vanilla for vanilla and mods

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EDAY Vanilla for vanilla and mods

Postby kalensar » Wed Sep 01, 2021 2:01 am

This is Sgt Mark IV's Extermination Day megawad converted to be playable as a Vanilla wad and to be mostly safe for weapons and monster type mods. Just load this with Doom 2 as the IWAD.

This small project was an attempt to bring this excellent megawad to a wider audience. Its far from perfect but it does play fluently and pretty smoothly.

This product has been modified to include some Brutal Doom assets which is only the Level Enhancement mod fused with EDAY Betawad001 and the Edaymusic wad all in one PK3.

Some maps have been modified by myself to remove any "Missing File" flags for enemies such as the Brutal Doom Tanks, and other areas such maps 16, map 17 where there are Tanks. All replacements have been to maintain either the Enemy or Player advantage where the replacements were needed to be made.

Download here: https://www.moddb.com/games/doom-ii/dow ... a-and-mods

For mods that don't work it has always been due the custom textures used in EDAY. That is not an EDAY problem. This version of EDAY is based on EDAYtest001.wad released in 2019. This is not the same as the older version used in Hell on Earth Starter Pack.

Here's my test list of success on GZDoom 4.6.1;

PB 3.0-- Fixed the weird smoke bug that blinds you.
Rage Weapons for Doom--Requires RageBase.pk3 and GZDoom RageWeapons.PK3
Brutal Weapons Only- Yes works fine.
Xim's GZdoom3 for Doom
Counterstrike Martian Offensive, most up to date version
ReBUVRO
Perfect Dark Brutal Doom V 2.0
EVP v 2.6 aka newest version
Hellrider newest version
Death Foretold D4T2.5
Doom Incarnate
Smooth Doom
Beautiful Doom v7.16
NTMAI
Halo Doom v1.5
Bloom v1.666-- Works but needs MAPINFO updated and it will work properly. I Modified my own Bloom Mapinfo in order for it to work properly.
Project Re-Blood
Weapons of Saturn
LTTD Link to the Doom v3.6
Heretic Heroes for Doom 2
Hideous Destructor
DN3Doom v1.07
DoomKraken's Monster Randomizer
Doom Thoth- any of them
SMEXUNMON- any of them
Weapons of Earth Revised
Project MSX- including its Weapons mod and Monsters only mod
Metroid Dreadnought
Space Hunter
NotS(Castlevania Weapons mod)
Highnoon Drifter
Lazarus 3 mod
RUSSIAN OVERKILL
CODBW- Call of Duty Black Warfare

by RevanGarcia » Sat Sep 04, 2021 8:52 pm

The following mods work with this map:

-DoomDynMus (Dynamic music mod)
-High Noon Drifter v1.2c
-Western Patch v2
-LegenDoom Lite v4.0
-Corruption Cards v2.0

NOTE: A "bddisablemapenhancements" pops every time a new level loads but otherwise, the mapset is playable.

List of Failures:
Combined Arms 2.3
D4D- DOOM 4 Doom
Bloomv1.666-- Works but needs MAPINFO updated and it will work properly. I Modified my own Bloom Mapinfo in order for it to work properly.
Brutal Doom v 20b- fails because of ACS clash with the BDv21 ACS in Eday Vanilla
Project Brutality 2.03-Fails because of similar issue to BDv20b

Demo video here

Last edited by kalensar on Thu Sep 16, 2021 11:48 am, edited 7 times in total.
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Re: EDAY Vanilla for vanilla and mods

Postby Ferretmanjcdenton » Wed Sep 01, 2021 4:42 pm

I'm confused ...when loading the eday maps alone I get the same result ...
What's the change here ?
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Wed Sep 01, 2021 7:32 pm

Ferretmanjcdenton wrote:I'm confused ...when loading the eday maps alone I get the same result ...
What's the change here ?


The difference is that without Brutal Doom you will enocounter all sorts of weird stuff like missing textures in Map06, Map10 with the fight at the portal will break and not finish it's exit sequence, Map05 barracks room will be missing all the beds and other things.

What this does is fix all those issues and replaces the Brutal Doom native Tanks, both enemy and Player drivable, with vanilla assets that will take their place. Example Map16 boss fight is a tank and will not appear if you do not have Brutal Doom or Brutal Weapons Only loaded thus breaking the map and gate that needs to open. That tank in that map is replaced with a Cyberdemon to fulfill the spiritual role of the battle as a hard fight in a confined area and opens the Boss script linked gate.

Map20s Tanks are replaced with player goodies for the drivable tanks like a backpack and a megasphere and the enemy tanks are replaced with Archviles because there was not a single Archvile in that map.
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Re: EDAY Vanilla for vanilla and mods

Postby Void Warrior » Sat Sep 04, 2021 1:29 pm

A cool idea, kalensar, but when I wanted to check out your Lite version of EDAY, the map does not start at all with most mods. It works quite well with PB, but some errors occur in the code. It is better to test it for compatibility with mods.
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Sat Sep 04, 2021 6:23 pm

Void Warrior wrote:A cool idea, kalensar, but when I wanted to check out your Lite version of EDAY, the map does not start at all with most mods. It works quite well with PB, but some errors occur in the code. It is better to test it for compatibility with mods.


Here's my test list of success on GZDoom 4.6.1;

PB 3.0
Rage Weapons for Doom--Requires RageBase.pk3 and GZDoom RageWeapons.PK3
Brutal Weapons Only- Yes works fine.
Xim's GZdoom3 for Doom
Counterstrike Martian Offensive, most up to date version
ReBUVRO
Perfect Dark Brutal Doom V 2.0
EVP v 2.6 aka newest version
Hellrider newest version
Death Foretold D4T2.5
Doom Incarnate
Smooth Doom
Beautiful Doom v7.16
NTMAI
Halo Doom v1.5
Bloom v1.666-- Works but needs MAPINFO updated and it will work properly. I Modified my own Bloom Mapinfo in order for it to work properly.
Project Re-Blood
Weapons of Saturn
LTTD Link to the Doom v3.6
Heretic Heroes for Doom 2
Hideous Destructor
DN3Doom v1.07
DoomKraken's Monster Randomizer
Doom Thoth- any of them
SMEXUNMON- any of them
Weapons of Earth Revised
Project MSX- including its Weapons mod and Monsters only mod
Metroid Dreadnought
Space Hunter
NotS(Castlevania Weapons mod)
Highnoon Drifter
Lazarus 3 mod

List of Failures:
Combined Arms 2.3
D4D- DOOM 4 Doom
Bloomv1.666-- Works but needs MAPINFO updated and it will work properly. I Modified my own Bloom Mapinfo in order for it to work properly.
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Re: EDAY Vanilla for vanilla and mods

Postby RevanGarcia » Sat Sep 04, 2021 9:52 pm

The following mods work with this map:

-DoomDynMus (Dynamic music mod)
-High Noon Drifter v1.2c
-Western Patch v2
-LegenDoom Lite v4.0
-Corruption Cards v2.0

NOTE: A "bddisablemapenhancements" pops every time a new level loads but otherwise, the mapset is playable.
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Sat Sep 04, 2021 9:55 pm

@RevanGarcia Thanks dude. I had Highnoon drifter already but thanks for the additions to the list. Added to the main post and credited.
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Mon Sep 06, 2021 2:37 pm

Added Russian Overkill to the working Success list.
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Re: EDAY Vanilla for vanilla and mods

Postby Ferretmanjcdenton » Tue Sep 07, 2021 2:56 pm

Ohhh ... AWESOME..
Thanks a lot ..I was hoping someone fixes these maps someday..
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Tue Sep 07, 2021 5:12 pm

Ferretmanjcdenton wrote:Ohhh ... AWESOME..
Thanks a lot ..I was hoping someone fixes these maps someday..


This isn't so much a fix as it is getting the 2019 beta working as a PWAD compatible other mods. This list of working mods tested so far is up in the description. Its a very pretty map set and works from start to finish, but I did not fix any of the texture errors that GZD complains about. What is fixed is all the points that would hang you up like at boss battles not working or triggers not working because of failed boss triggers such as Map 10 and Map 16 bosses. The Custom Bosses are all intact except for Map16 which replaced the Tank with a Cyberdemon. In map20 where there were Tanks as normal enemies, and as a player vehicle those have been replaced with Archviles and with player powerups where appropriate. The missing textures of props and walls, such as the the Nuke Plant walls and missing beds in Marine HQ map05 level, are fixed due to the splicing of the LevelEnhancements code of BD into the mapwad as a single PK3. The music wad is also present as well that Sgt Mark IV released for it.
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Wed Sep 08, 2021 3:24 am

Applied a fix to the unusual smoke spawning bug that was affecting both PB3.0 and HXRTC Project. The fix fixed the bug in general.
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Tue Sep 14, 2021 12:18 am

Updated list of failures in main post to include BDv20b and PB 2.03
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Re: EDAY Vanilla for vanilla and mods

Postby primavoltage » Tue Sep 14, 2021 6:17 am

QCDE mod (with or w/o custom monsters packs) don't work on it as well:

Script warning, "EDAY VANILLA (mod&vanilla safe).pk3:edaytest001.wad:decorate.trees" line 1332:
Tried to define class 'PalmTree' more than once. Renaming class to 'PalmTree@EDAY VANILLA (mod&vanilla safe).pk3@edaytest001.wad@decorate.trees'
Script warning, "QCDEv2.7.pk3:decorate/misc.qcd" line 359:
Tried to define class 'Timer' more than once. Renaming class to 'Timer@QCDEv2.7.pk3@decorate/misc.qcd'

Execution could not continue.

Script error, "QCDEv2.7.pk3:decorate/misc.qcd" line 360:
"powerup.duration" requires an actor of type "Powerup"

This was is used in ZDoom32 Source Port. The same goes with G/LZDoom as well but runs Zandronum perfectly fine.

Edit:

Same goes with Doosk mod (with w/o Doosk Add-ons)
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Re: EDAY Vanilla for vanilla and mods

Postby kalensar » Tue Sep 14, 2021 11:09 am

primavoltage wrote:QCDE mod (with or w/o custom monsters packs) don't work on it as well:

Script warning, "EDAY VANILLA (mod&vanilla safe).pk3:edaytest001.wad:decorate.trees" line 1332:
Tried to define class 'PalmTree' more than once. Renaming class to 'PalmTree@EDAY VANILLA (mod&vanilla safe).pk3@edaytest001.wad@decorate.trees'
Script warning, "QCDEv2.7.pk3:decorate/misc.qcd" line 359:
Tried to define class 'Timer' more than once. Renaming class to 'Timer@QCDEv2.7.pk3@decorate/misc.qcd'

Execution could not continue.

Script error, "QCDEv2.7.pk3:decorate/misc.qcd" line 360:
"powerup.duration" requires an actor of type "Powerup"

This was is used in ZDoom32 Source Port. The same goes with G/LZDoom as well but runs Zandronum perfectly fine.

Edit:

Same goes with Doosk mod (with w/o Doosk Add-ons)


I don't really expect Eday Vanilla to work on old Zdoom due to the BDv21 ACS module. QCDE is trying to replace custom trees and failed. But it works on Zandronum just fine? I can't test on Zandronum so that is really cool to know!

I'll test Doosk and QCDE( if I can find it) to see whats up and if the trouble persists on GZ 4.6.1
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Re: EDAY Vanilla for vanilla and mods

Postby Serathis » Tue Sep 14, 2021 1:53 pm

This will come very handy for Hideous Destructor! Eday works surpsingly well with that mapset!
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