WadSmoosh - merge all official id releases into one PK3 IWAD
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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.
Please read the full rules for more details.
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Re: WadSmoosh - merge all official id releases into one PK3
Heh, this is really cool! Think you could support merging the sprite fix projects as well?
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Re: WadSmoosh - merge all official id releases into one PK3
Just PLAYPAL; ZDoom will now generate its own COLORMAP if one isn't found.wildweasel wrote:I suspect it doesn't read the file extension at all; in order to be loaded as an IWAD, it'd need specific WAD lumps to be present - not the least of which are PLAYPAL and COLORMAP - to even be able to run the game.
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Re: WadSmoosh - merge all official id releases into one PK3
This seems to break when loaded with a game play mod say Project Brutality, such as animations don't finish, props freak out, or weapons using the stock doom sprites. Not sure if this is because doom 1 and doom 2 are in the same file or a source port issue.
This guys gibs are frozen
Stock Doom fist is displaying when PB fist should be showing.
This guys gibs are frozen
Stock Doom fist is displaying when PB fist should be showing.
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Re: WadSmoosh - merge all official id releases into one PK3
You're loading it after the gameplay mod. Load it as an IWAD (-iwad instead of -file) or change your load order!
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Re: WadSmoosh - merge all official id releases into one PK3
Thanks, its all good now.
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Re: WadSmoosh - merge all official id releases into one PK3
This just became my main iwad. Thank you so much for going through the effort to make this!
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Re: WadSmoosh - merge all official id releases into one PK3
Love it! But I do have a few problems with it:
- These lifts at the end of Doom II MAP11 are using the wrong flat.
- The Icon of Sin's brain in Doom II MAP30 is the wrong texture (Plutonia conflict?).
- The skull switch in Doom II MAP11 and MAP30 is wrong (definitely a Plutonia conflict there).
- Some TNT: Evilution maps don't play the correct music.
- These lifts at the end of Doom II MAP11 are using the wrong flat.
- The Icon of Sin's brain in Doom II MAP30 is the wrong texture (Plutonia conflict?).
- The skull switch in Doom II MAP11 and MAP30 is wrong (definitely a Plutonia conflict there).
- Some TNT: Evilution maps don't play the correct music.
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Re: WadSmoosh - merge all official id releases into one PK3
For those asking, yes you can just rename the doom_complete.pk3 to "doom.wad" or "doom2.wad" and G/ZDoom doesn't seem to bat an eye.
Am I correct in thinking this would just involve different text-based data, eg mapinfo? If so it probably wouldn't be very tough to construct alternate res/ subfolder resources for that. I'm going to put the code and data for this up on my public bitbucket soon (though the Python source is already in this ZIP) so folks can do their own thing with it.Death Egg wrote:Out of curiosity, any way you'd consider making it work with the Eternity Engine as well?
I would've preferred this, but as far as I can tell the way ZDoom's IWAD detection logic works is, if it encounters Doom1-indicating data first, it stops before reaching Doom2-indicating data, which is near the end as a more generic catch-all. What's breaking in the current setup?DarkkOne wrote:Would it be possible for a change to be made to make it identify as Doom 2? That would be the "most compatible" choice right? Not a lot of mods that only work with Doom but not Doom 2, right?
These all seem easy to fix, I'll update the build soon.Beed28 wrote:Love it! But I do have a few problems with it:
- These lifts at the end of Doom II MAP11 are using the wrong flat.
- The Icon of Sin's brain in Doom II MAP30 is the wrong texture (Plutonia conflict?).
- The skull switch in Doom II MAP11 and MAP30 is wrong (definitely a Plutonia conflict there).
- Some TNT: Evilution maps don't play the correct music.
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Re: WadSmoosh - merge all official id releases into one PK3
Honestly, I don't know if anything breaks. It was just mentioned that it *could* cause problems, and I was curious if this could be addressed / headed off. It may not actually be an issue out there.I would've preferred this, but as far as I can tell the way ZDoom's IWAD detection logic works is, if it encounters Doom1-indicating data first, it stops before reaching Doom2-indicating data, which is near the end as a more generic catch-all. What's breaking in the current setup?
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Re: WadSmoosh - merge all official id releases into one PK3
The only notable problem I encountered in my tests was with my own Mixed Tape Vol.3 mod, which is designed so that, if loaded in Doom 1 or a game that identifies as Doom 1 (i.e. Chex Quest or Freedoom Phase 1), the Garand ammo gets replaced with small shotgun ammo pickups, since the Garand replaces the Super Shotgun and is thus unable to be found in Doom 1. I can't imagine that there are many mods out there that use the same kind of setup.DarkkOne wrote:Honestly, I don't know if anything breaks. It was just mentioned that it *could* cause problems, and I was curious if this could be addressed / headed off. It may not actually be an issue out there.I would've preferred this, but as far as I can tell the way ZDoom's IWAD detection logic works is, if it encounters Doom1-indicating data first, it stops before reaching Doom2-indicating data, which is near the end as a more generic catch-all. What's breaking in the current setup?
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Re: WadSmoosh - merge all official id releases into one PK3
Okay, new build up that should have all these fixed.Beed28 wrote:Love it! But I do have a few problems with it:
- These lifts at the end of Doom II MAP11 are using the wrong flat.
- The Icon of Sin's brain in Doom II MAP30 is the wrong texture (Plutonia conflict?).
- The skull switch in Doom II MAP11 and MAP30 is wrong (definitely a Plutonia conflict there).
- Some TNT: Evilution maps don't play the correct music.
#1 was just a name Doom1->2 texture name stomp, easily fixed.
#s 2 and 3 were trickier, I renamed the textures in the TNT and Plutonia texture definitions and then replace them in the extracted WADs. This may mean, though, that those few specific textures may go missing on walls in any PWADs that are made specifically for TNT/Plutonia that reference those textures by their original names. Anyone running such PWADs can just use the proper IWADs though; the point of this tool isn't so you can throw your originals down a hole forever.
#4 I fixed by just saying, screw it, extract all of TNT's music and give it a unique name, even if a few of the tracks are the exact same as their Doom 2 forbears.
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Re: WadSmoosh - merge all official id releases into one PK3
I just wanted to let you know that I found a glitch on E1M3 where the switch to rise the toxic pool uses the wrong texture.
Last edited by LukeArio on Thu Jul 07, 2016 8:37 am, edited 1 time in total.
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Re: WadSmoosh - merge all official id releases into one PK3
Does this also work with doomu.wad?
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Re: WadSmoosh - merge all official id releases into one PK3
There are a lot of texture conflicts between Doom and Doom II, and even more between Doom/Doom II and Final Doom. Especially in the switches and animated textures, but also some others, such as the step textures.
Of particular note for switch conflicts are how several of the Doom-exclusive switches are replaced by SW#BRCOM in Doom II. It was not even needed because the patches to make the Doom 1 switches are all there...
http://doomwiki.org/wiki/Switch
Of particular note for switch conflicts are how several of the Doom-exclusive switches are replaced by SW#BRCOM in Doom II. It was not even needed because the patches to make the Doom 1 switches are all there...
http://doomwiki.org/wiki/Switch
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Re: WadSmoosh - merge all official id releases into one PK3
If you rename it to doom.wad, yesZzZombo wrote:Does this also work with doomu.wad?