Autoload Edition (Episode-Ready Conversions)

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for 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.

Please read the full rules for more details.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Sooo, funny story. I like fanmade sequels and conversions. A lot. Probably to an unhealthy extent. So, for the sake of convenience, I've converted a few to be autoloaded with IWADs! (With permission from the leaders of said projects, of course.)

(This list is spoilered for space.)

D64D2 - Autoload Edition
Spoiler:
TNT: Revilution - Autoload Edition
Spoiler:
Double Impact - Autoload Edition
Spoiler:
No End In Sight - Autoload Edition
Spoiler:
Installation:
Simply extract the wads of your choosing to your autoload folder, and add the path to your GZDoom configuration file, under. Once done, select the appropriate episodes from the episode list when starting a new game. Done.

Your config should look something like this:

Code: Select all

[doom.id.doom2.commercial.Autoload]
Path=C:\Doom\autoload\D64D2_AE.wad

[doom.id.doom2.tnt.Autoload]
Path=C:\Doom\autoload\TNTR_AE.wad

[doom.id.doom1.ultimate.Autoload]
Path=C:\Doom\autoload\dbimp_ae.wad
Path=C:\Doom\autoload\NEIS_AE.wad
As usual, let me know if there are any bugs or problems with these builds.
Last edited by silentzora on Wed Dec 01, 2021 12:57 pm, edited 10 times in total.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Added conversion of TNT: Revilution to OP, with permission from Jaws in Space (TNTR project lead). Enjoy!
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Autoload Edition (Episode-Ready Conversions)

Post by Agitatio »

Those are neat! Have you thought about making them compatible with WadSmoosh?
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Agitatio wrote:Those are neat! Have you thought about making them compatible with WadSmoosh?
I'm not 100% versed on how WadSmoosh works, so I'd have to look into it a bit more to have an answer for that question.
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Autoload Edition (Episode-Ready Conversions)

Post by Agitatio »

silentzora wrote:I'm not 100% versed on how WadSmoosh works, so I'd have to look into it a bit more to have an answer for that question.
Just to clarify, I didn't mean smooshing your stuff here through WadSmoosh. Just merely autoloading them with doom_complete.pk3. GZDoom config has autoload fields for WadSmoosh (doom_complete.pk3).
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Agitatio wrote:
silentzora wrote:I'm not 100% versed on how WadSmoosh works, so I'd have to look into it a bit more to have an answer for that question.
Just to clarify, I didn't mean smooshing your stuff here through WadSmoosh. Just merely autoloading them with doom_complete.pk3. GZDoom config has autoload fields for WadSmoosh (doom_complete.pk3).
I suppose that would work. All I can say is try it out and see if it works.
User avatar
Nems
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: Autoload Edition (Episode-Ready Conversions)

Post by Nems »

Yaaaaaaasssssssss! Double yas for the Revilution conversion! I'll give these a shot as soon as I'm able to provide feedback. <3
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Autoload Edition (Episode-Ready Conversions)

Post by Agitatio »

silentzora wrote:I suppose that would work. All I can say is try it out and see if it works.
Both seem to be "working". They do show up in the list correctly and do start up.
D64D2 should be fine I think. It uses doom2.wad and it's own resources right?
Does TNT have any unique resources that TNTR depends on?

Both of them give one warning in the console by the way. Even with default IWADs.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

TNTR requires some textures found in TNT, so yes, it's ideal to run it with TNT. If you run it with Doom 2, you may find that some walls are missing textures.

Can't fix errors if you don't post what the errors say. :P
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Autoload Edition (Episode-Ready Conversions)

Post by Agitatio »

silentzora wrote:TNTR requires some textures found in TNT, so yes, it's ideal to run it with TNT. If you run it with Doom 2, you may find that some walls are missing textures.
Guess D64D2 works fine with WadSmoosh IWAD, but TNTR would require some changes.
silentzora wrote:Can't fix errors if you don't post what the errors say. :P
Yeah, sorry. Thought you'd see them yourself as they pop out even when I load them alone.
Attachments
Annotation 2020-01-28 210639.jpg
Annotation 2020-01-28 210541.jpg
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Agitatio wrote:Yeah, sorry. Thought you'd see them yourself as they pop out even when I load them alone.
Fixed.
AlphaSoraKun
Posts: 409
Joined: Fri Feb 10, 2017 2:17 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

Re: Autoload Edition (Episode-Ready Conversions)

Post by AlphaSoraKun »

Looking impressive!
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Autoload Edition (Episode-Ready Conversions)

Post by Agitatio »

D64AE replaces console background. Think you can fix that?
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Agitatio wrote:D64AE replaces console background. Think you can fix that?
I can. I felt like leaving it alone, but if it's a problem, I'll change it.
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Autoload Edition (Episode-Ready Conversions)

Post by Agitatio »

silentzora wrote:I can. I felt like leaving it alone, but if it's a problem, I'll change it.
It's not a big deal, but to me not having it feels more in-line with purpose of this project. Especially if you make more of these down the line.
Post Reply

Return to “Levels”