Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Fri Sep 10, 2021 2:05 pm

2.5 is the latest.

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Sat Sep 11, 2021 2:46 pm

Okay, it's been a while since I played v2.5, so I ran it again today.
I ran it with GZDoom without a problem cropping up, same as before a year ago.

Which sourceport did you use to get an error message?

In the OP you mention
Memes4LyfeLives wrote:.... it adds new monsters to vanilla with dehacked without replacing them. ....

How is that possible, when, using DeHacked, you can only replace existing actors, not add to them. To add new actors you would have to use DECORATE or ZSCRIPT.

I ran it with and without the deh file which I think is mainly useless. With parts of some levels shrouded in darkness it's difficult to see anything in the way of new actors and in the parts which are illuminated to some extend I also noticed no new actors.

However, throughout your progression of the map set, it is clear to see how you improved your mapping skill from one level to the next. Keep up the good work.

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Sat Sep 11, 2021 3:02 pm

Kappes Buur wrote:
Memes4LyfeLives wrote:.... it adds new monsters to vanilla with dehacked without replacing them. ....

How is that possible, when, using DeHacked, you can only replace existing actors, not add to them. To add new actors you would have to use DECORATE or ZSCRIPT.

I haven't had a chance to look at what this does, but there are one or two actors that have ednums that are never used in game. So you can use DEHACKED to make them into monsters. Possibly the mod replaces some useless/duplicate blood pools or something too?

"All" you have to do is find spare frames in the game (there are a few that can be used without altering how the game plays. If your new custom monster looks pretty much like another one, you probably only need to find new frames for the attack so that it will be different but, otherwise, the monster can share sprites with another one. If you make the sprites have green parts on them (or just use the player sprites), then you can use the original colour translation flags to make them look different too.

It's very old-school and limited compared to other methods these days, but certainly possible.

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Sun Sep 12, 2021 2:54 pm

I've updated the POWER.wad on Google Drive, after removing all the Doom2 textures I accidentally added to it.

As for MAP26, it's still not finished, but I'll link the URL to it so others can take a look at it.
If anyone can tell me why it's not starting in Chocolate Doom, please tell me how to fix it.

Map 26
https://drive.google.com/file/d/1ubsY7o ... sp=sharing

Power.wad
https://drive.google.com/file/d/1E2FkmN ... sp=sharing

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Sun Sep 26, 2021 11:30 am

So, has anyone figured out what's going wrong?

Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)

Mon Sep 27, 2021 1:10 pm

So I used SLADE torun Chocolate Doom, and it said this in the console.

Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
execute "C:/Users/doome/Desktop/gz doom/Compilers/Nodebuilders/zdbsp.exe --gl "C:\Users\doome\AppData\Roaming\SLADE3\temp\sladetemp.wad" --output="C:\Users\doome\AppData\Roaming\SLADE3\temp\sladetemp.wad""
Nodebuilder output:
----MAP26----
0.099 seconds.

Total time: 0.104 seconds.

Is this getting me anywhere to fixing this?