Again, though, you're dealing with literally thousands of wad files, in which you're guaranteed to have merge conflicts or other edge cases that would prevent it from being fully automated. Somebody has to weed through all of those, and it's such a gigantic undertaking that I don't expect anybody here would want to, especially not for something with quality as questionable as the majority of Maximum Doom.coltonrawr wrote:Maybe if a tool was written to merge everything (minus the unnecessary bloat) into a big WAD file (ala what happened to the Master Levels over the years), it could be added into WadSmoosh easily. That way, Maximum Doom can be supported and it'll still be as lightweight as ever.
WadSmoosh - merge all official id releases into one PK3 IWAD
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
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Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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Re: WadSmoosh - merge all official id releases into one PK3
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Re: WadSmoosh - merge all official id releases into one PK3
Over and above the questions of quality and feasibility, is there a single file in Maximum Doom that isn't freely available on the idgames archive? If not, I'd say anyone with sufficient motivation could just download and repackage everything and distribute that freely, kind of like the Compendium mod but way more random and crappy ;P
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Re: WadSmoosh - merge all official id releases into one PK3
In commit e30007d, you thought you were fixing the par time for map33 (which was already correct), when in reality you changed map02's par time. So now map02 has a par time of 2:00 (120 seconds) instead of the correct time of 1:30 (90 seconds).
I'm using 1.12, and they show up for me. Try building using a clean WadSmoosh with no modifications, and then run the game without loading mods. Does that help?monstario wrote:In the newest version, the floating yellow thing over Sigil's lava teleporters is gone:
[...]
In 1.11 this was not an issue.
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Re: WadSmoosh - merge all official id releases into one PK3
Ah jeez that's embarrassing, good catch, thanks. I'll have a 1.13 out soon.Yarn366 wrote:In commit e30007d, you thought you were fixing the par time for map33 (which was already correct), when in reality you changed map02's par time. So now map02 has a par time of 2:00 (120 seconds) instead of the correct time of 1:30 (90 seconds).
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Re: WadSmoosh - merge all official id releases into one PK3
I smooshed everything except SHREDS (doom, doom2, tnt, plutonia, master levels, betray, sewers, sigil, nerve) with unmodified settings and nothing else, deleted my config, loaded only doom_complete.pk3 with nothing else, then I started playing Sigil, used the console to go to "nextmap" and as I see these teleporters (under the starting platform), the yellow decorations are not there for me. If I beat the first level without "nextmap" cheat, the issue is still there.Yarn366 wrote:I'm using 1.12, and they show up for me. Try building using a clean WadSmoosh with no modifications, and then run the game without loading mods. Does that help?monstario wrote:In the newest version, the floating yellow thing over Sigil's lava teleporters is gone:
[...]
In 1.11 this was not an issue.
Interestingly though, they appear correctly if I go to the map directly from the title menu with "map e5m2".
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They started sometimes appearing correctly for me. I don't know why, it seems like a random issue. Unfortunately I can't give instructions to reproduce.
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Re: WadSmoosh - merge all official id releases into one PK3
monstario wrote:I smooshed everything except SHREDS (doom, doom2, tnt, plutonia, master levels, betray, sewers, sigil, nerve) with unmodified settings and nothing else, deleted my config, loaded only doom_complete.pk3 with nothing else, then I started playing Sigil, used the console to go to "nextmap" and as I see these teleporters (under the starting platform), the yellow decorations are not there for me. If I beat the first level without "nextmap" cheat, the issue is still there.Yarn366 wrote:I'm using 1.12, and they show up for me. Try building using a clean WadSmoosh with no modifications, and then run the game without loading mods. Does that help?monstario wrote:In the newest version, the floating yellow thing over Sigil's lava teleporters is gone:
[...]
In 1.11 this was not an issue.
Interestingly though, they appear correctly if I go to the map directly from the title menu with "map e5m2".
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They started sometimes appearing correctly for me. I don't know why, it seems like a random issue. Unfortunately I can't give instructions to reproduce.
This one is wild, I've tried reproducing it a few times since the initial report with a clean config, different builds etc, and have never seen it. If anyone can provide any info or debugging help with it, I'd be grateful.
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Re: WadSmoosh - merge all official id releases into one PK3
monstario wrote:In the newest version, the floating yellow thing over Sigil's lava teleporters is gone:
[...]
In 1.11 this was not an issue.
This is a bug in SIGIL, itself, not WadSmoosh.JPL wrote: This one is wild, I've tried reproducing it a few times since the initial report with a clean config, different builds etc, and have never seen it. If anyone can provide any info or debugging help with it, I'd be grateful.
In ITYTD/HNTR difficulties, the floating skulls are gone.
In HMP/UV/NM difficulties, they are there.
I'll fix it with a compatibility patch in GZDoom. Hopefully it makes it in before today's release.
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Re: WadSmoosh - merge all official id releases into one PK3
Thanks! I never would have thought that difficulty has anything to do with it. That explains why it sometimes works.Rachael wrote:fixed
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There is still a slight inconvenience with SIGIL_SHREDS. Currently, you can have only MIDI or Buckethead as OST. So let's say I want to use MIDI for vanilla gameplay and Buckethead for Brutal Doom. I can sideload SHREDS for Brutal Doom's instance, but it won't replace intermission music due to some limitations. The only way to have such setup is to smoosh two times, once with SHREDS and once without, and load specific wad for each gameplay. However, this leads to extreme redundancy due to duplicated content for all episodes.
I can see people liking lightweightedness of Wadsmoosh but it would be awesome if you could add a text file or so before smooshing, stating that you want to have both OSTs that you can switch between in Wadsmoosh in-game options. SHREDS add so much to file size that having MIDIs next to it wouldn't really make a difference, especially if it's opt-in.
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Re: WadSmoosh - merge all official id releases into one PK3
Hey man ive got a broblem! I created a doom_complete.pk3 but i cant run it on latest gzdoom, iam using zdl, iam trying to put pk3 in external files section, but its dont run, trying to put it in IWAD section and ive got an error no wad found. What iam doing wrong? I was trying to run it clean using only gzdoom, but gz still dont see it like an iwad file. sry for bad english =(
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Re: WadSmoosh - merge all official id releases into one PK3
What exact GZDoom version?
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Re: WadSmoosh - merge all official id releases into one PK3
4.1.3wildweasel wrote:What exact GZDoom version?
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Re: WadSmoosh - merge all official id releases into one PK3
Do you see any errors in your wadsmoosh.log file?panzerfaustmna wrote:Hey man ive got a broblem! I created a doom_complete.pk3 but i cant run it on latest gzdoom, iam using zdl, iam trying to put pk3 in external files section, but its dont run, trying to put it in IWAD section and ive got an error no wad found. What iam doing wrong? I was trying to run it clean using only gzdoom, but gz still dont see it like an iwad file. sry for bad english =(
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Re: WadSmoosh - merge all official id releases into one PK3
No, there is no errors in log files, pk3 was successfully compressedJPL wrote:Do you see any errors in your wadsmoosh.log file?panzerfaustmna wrote:Hey man ive got a broblem! I created a doom_complete.pk3 but i cant run it on latest gzdoom, iam using zdl, iam trying to put pk3 in external files section, but its dont run, trying to put it in IWAD section and ive got an error no wad found. What iam doing wrong? I was trying to run it clean using only gzdoom, but gz still dont see it like an iwad file. sry for bad english =(
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Re: WadSmoosh - merge all official id releases into one PK3
Try launching GZDoom from the command line (windows terminal): gzdoom.exe -iwad doom_complete.pk3panzerfaustmna wrote:No, there is no errors in log files, pk3 was successfully compressedJPL wrote:Do you see any errors in your wadsmoosh.log file?panzerfaustmna wrote:Hey man ive got a broblem! I created a doom_complete.pk3 but i cant run it on latest gzdoom, iam using zdl, iam trying to put pk3 in external files section, but its dont run, trying to put it in IWAD section and ive got an error no wad found. What iam doing wrong? I was trying to run it clean using only gzdoom, but gz still dont see it like an iwad file. sry for bad english =(
Does that work?