Compendium - Classic Megawad Compilation

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Miru
Posts: 89
Joined: Wed Apr 22, 2015 3:26 pm

Re: Compendium - Classic Megawad Compilation

Post by Miru »

I've checked this one out, and I'm mostly satisfied, but there's a few tweaks I'd add; namely that there could be a description of the megawad you are about to enter as you come up close to the entrance of the Megawad. The description could give players more of a clue about the set of levels they are about to enter, such as their length, the general type of gameplay, the history of the wad, etc. I also noticed that with AeOD, no weapons are given to the player by default.
Neophyte_Ronin
Posts: 55
Joined: Thu Oct 05, 2017 8:26 pm

Re: Compendium - Classic Megawad Compilation

Post by Neophyte_Ronin »

Zhs2 wrote:Project Slipgate has a few noteworthy things to fix:

- SLP02's yellow door never opens, making the map impossible to complete normally. The switch in the room with the yellow sector-colored silver pillar doesn't do anything of note.
- SLP05's camera special, the one outside the first Radsuit room, always desyncs multiplayer games when used. (???)
- The ambient sounds in SLP08 and SLP09 constantly loop, rather than playing a sound at random intervals - that is, the owl, cricket, and Quake zombie sounds.
- Messages only display for the activator of the script, which means only one player ends up seeing printed messages when they occur.
Thanks for sharing this info. Wished to have seen this post BEFORE attempting the thing. Yeah, Project Slipgate is broken.
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Someonewhoplaysdoom
Posts: 108
Joined: Fri Feb 14, 2020 11:07 am
Location: Colombia

Re: Compendium - Classic Megawad Compilation

Post by Someonewhoplaysdoom »

Hi. Today I download Compendium because, hell, is a compilation of old megawads upgrated and fixed for modern launchers like gzdoom, maybe I could play it for weeks.

Started playing Scythe with Doom EXP and its neat that is fixed a lot of things, like including the map names on the automap and blocking you for jumping (even if that is going to be horrible for Map 28 hahaha :lol: ) So, I found a an glitch and also I have a couple of questions:

- Glitch : On map 18: MS Futura, when you cross the small 3D brigde for the yellow key, that part becomes an invisible wall that blocks you for going to the outside area or for trying to cross the brigde again. Not sure if Doom exp mod is the responsible for the bug.
Q1: The wads have text screens? I notice that Scythe got removed the generic ones from Doom 2 chapters.
Q2: what is the Small pk3 file that comes with Compendium?
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Someonewhoplaysdoom
Posts: 108
Joined: Fri Feb 14, 2020 11:07 am
Location: Colombia

Re: Compendium - Classic Megawad Compilation

Post by Someonewhoplaysdoom »

Someonewhoplaysdoom wrote:
- Glitch : On map 18: MS Futura, when you cross the small 3D brigde for the yellow key, that part becomes an invisible wall that blocks you for going to the outside area or for trying to cross the brigde again. Not sure if Doom exp mod is the responsible for the bug.
Finished Compendium Scythe Today. The brigdes of other maps of Scythe have the same bug of being instead a complete invisible wall that blocks you for passing over, or cross under them (Map 18. Map 21 and Map 29). Tested it with not gameplay mods on Map 29 and the same bug happens.

EDIT: On various maps from Enigma Map pack, there are a lot of Green and Red Lights switches that doesn't have an animation or sound when you activate them. Most of them are also important to advance on a level.
Derpdiherp
Posts: 2
Joined: Tue Jul 28, 2020 3:27 am

Re: Compendium - Classic Megawad Compilation

Post by Derpdiherp »

Unfortunately mega seems to be getting stuck at 5mb when I try to download this, using the app and Chrome / Firefox.

Can someone mirror this somewhere else? I'd really like to give this a try.
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Someonewhoplaysdoom
Posts: 108
Joined: Fri Feb 14, 2020 11:07 am
Location: Colombia

Re: Compendium - Classic Megawad Compilation

Post by Someonewhoplaysdoom »

Derpdiherp wrote:Unfortunately mega seems to be getting stuck at 5mb when I try to download this, using the app and Chrome / Firefox.

Can someone mirror this somewhere else? I'd really like to give this a try.
Mega doesn't allow you Download a lot of data unless you have an Mega acount, so its better to use one (Doesn't matter if it isn't premium).
rautamiekka
Posts: 37
Joined: Wed Oct 26, 2016 11:35 am
Graphics Processor: nVidia with Vulkan support
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Re: Compendium - Classic Megawad Compilation

Post by rautamiekka »

Someonewhoplaysdoom wrote:
Derpdiherp wrote:Unfortunately mega seems to be getting stuck at 5mb when I try to download this, using the app and Chrome / Firefox.

Can someone mirror this somewhere else? I'd really like to give this a try.
Mega doesn't allow you Download a lot of data unless you have an Mega acount, so its better to use one (Doesn't matter if it isn't premium).
And even with an acc there's a limit, which they say depends on how much unused bandwidth they've.
Derpdiherp
Posts: 2
Joined: Tue Jul 28, 2020 3:27 am

Re: Compendium - Classic Megawad Compilation

Post by Derpdiherp »

For those that had trouble with mega like I did - this was provided in reply on the first page of posts:

https://drive.google.com/file/d/1mun54w ... 3hMDv/view

OP - Could you edit the first post and add this link if you're still around? It's easy to miss a reply to the thread :D
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DemonSlayer
Posts: 41
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Location: Resides in a base on Mars guarding the world from the Ream of Hell

Re: Compendium

Post by DemonSlayer »

StroggVorbis wrote:Compendium is for Doom what The Undergate is for Quake. Essential download! :D
^_^ That sounds awesome. I checked to see if I could get the download for Undergate and have not been able to. Would you be able to post a link (google dropbox etc.) for the Quake Undergate map pack please?
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VGA
Posts: 505
Joined: Mon Mar 28, 2011 1:56 am

Re: Compendium

Post by VGA »

DemonSlayer wrote:
StroggVorbis wrote:Compendium is for Doom what The Undergate is for Quake. Essential download! :D
^_^ That sounds awesome. I checked to see if I could get the download for Undergate and have not been able to. Would you be able to post a link (google dropbox etc.) for the Quake Undergate map pack please?
Look at the bottom post of this page

http://quakeone.com/forum/quake-talk/si ... ease/page3
Thelightcall
Posts: 11
Joined: Mon Oct 12, 2020 1:18 pm
Graphics Processor: Intel (Modern GZDoom)

Re: Compendium - Classic Megawad Compilation

Post by Thelightcall »

Hey, You Ever Going To Finish This? Its Been Stuck On Version 1 For A While And i Get The Feeling That This Mod Has Stopped Development. Its Kind Of A Shame Too, Because Its Really Good! :D
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Dynamo
Posts: 1026
Joined: Sat Jun 07, 2008 5:58 am
Location: Industrial District

Re: Compendium - Classic Megawad Compilation

Post by Dynamo »

I've been busy with other projects as well as university but I am hoping to soon be able to gather all the bug reports and complaints I've received on the thread and on Discord in order to release a new version which should hopefully contain a few other mappacks as well. Sorry it's taken me so long but paradoxically the covid pandemic has shortened the time I have available rather than giving me plenty of it.
AvzinElkein
Posts: 619
Joined: Wed Nov 17, 2010 6:35 pm

Re: Compendium - Classic Megawad Compilation

Post by AvzinElkein »

Here's multiple bugs (I deliberately crashed GZDoom to get this log)!

Code: Select all

OS: Windows 10 (or higher) (NT 10.0) Build 18363
    
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/gzdoom-4-5-0-Windows-64bit/gzdoom.pk3, 630 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/game_support.pk3, 2512 lumps
 adding ./DOOM2.WAD, 2919 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/Compendium-v1.pk3, 23804 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/Compendium-v1.pk3:font.wad, 2 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/compen-play.pk3, 1899 lumps
I_Init: Setting up machine state.
CPU speed: 3194 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor 
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Speakers (3- Logitech G430 Gaming Headset)
  EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Undefined drop item class Steroids referenced from actor TrashCan3
Undefined drop item class Vest referenced from actor TrashCan3
Undefined drop item class HealingKit referenced from actor TrashCan3
Undefined drop item class PortableMedikit referenced from actor TrashCan3
Undefined drop item class Steroids referenced from actor TrashCan2
Undefined drop item class Vest referenced from actor TrashCan2
Undefined drop item class HealingKit referenced from actor TrashCan2
Undefined drop item class PortableMedikit referenced from actor TrashCan2
Undefined drop item class Steroids referenced from actor TrashCan1
Undefined drop item class Vest referenced from actor TrashCan1
Undefined drop item class HealingKit referenced from actor TrashCan1
Undefined drop item class PortableMedikit referenced from actor TrashCan1
script parsing took 245.88 ms
Brightmap 'brightmaps/tnt/SW2GSTONE.png' not found in texture '(null)'
Brightmap 'Brightmaps/Items/media0.png' not found in texture 'PSTRA0'
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 432.00 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
]error_fatal Testing!

Execution could not continue.

Testing!
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: Compendium - Classic Megawad Compilation

Post by Accensus »

Or you could have scrolled up in the console with Page Up/Down and used the "screenshot" command.

Code: Select all

Undefined drop item class Steroids referenced from actor TrashCan3
Undefined drop item class Vest referenced from actor TrashCan3
Undefined drop item class HealingKit referenced from actor TrashCan3
Undefined drop item class PortableMedikit referenced from actor TrashCan3
Undefined drop item class Steroids referenced from actor TrashCan2
Undefined drop item class Vest referenced from actor TrashCan2
Undefined drop item class HealingKit referenced from actor TrashCan2
Undefined drop item class PortableMedikit referenced from actor TrashCan2
Undefined drop item class Steroids referenced from actor TrashCan1
Undefined drop item class Vest referenced from actor TrashCan1
Undefined drop item class HealingKit referenced from actor TrashCan1
Undefined drop item class PortableMedikit referenced from actor TrashCan1

Code: Select all

Brightmap 'brightmaps/tnt/SW2GSTONE.png' not found in texture '(null)'
Brightmap 'Brightmaps/Items/media0.png' not found in texture 'PSTRA0'
These are the two bugs in question. It helps to actually tell Dynamo what to look for in that log.
fcas3t
Posts: 43
Joined: Sun Nov 29, 2020 6:46 pm

Re: Compendium - Classic Megawad Compilation

Post by fcas3t »

This collection of mappacks is very nice for those of us who are new to classic Doom. I still haven't completed both of the original games, so I only briefly tried Compendium after finding it here on the forum a few days ago. (For me it's great that EVP works fine on the few maps I entered.) I was planning on searching for old maps with good reputations, but now I don't have to. There's tons of levels, all in one polished pk3.

Thanks Dynamo!
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