UDMF conversions from other vanilla formats

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UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

So, I know "Heretic: Heretic (Doom Format)" is the DOS Heretic map format. Out of all the UDMF formats available in Doom Builder, what would produce the most accurate result for Heretic? I ask because I have some maps in Vanilla Heretic format, & when I tried converting to GZDoom Heretic UDMF format, the secret flags weren’t preserved in the map properties. Also, These maps are just going to be for personal use.
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Re: UDMF conversions from other vanilla formats

Post by Kappes Buur »

Converting a vanilla format map to UDMF is, in general, a two step process.

1. convert the vanilla format map to a hexen format map with zwadconv.exe to preserve the line specials
2. convert the hexen format map to a UDMF map with Ultimate Doom Builder or GZDoom Builder Bugfix
through Map Options (F2)

This should work without a problem in 99.9% of the cases.
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

What commands to I insert into zwadconv.exe? EDIT: NVM, I read the linked page. So, does Heretic make usage of Line Special 121 in any of its maps, or is that exclusively a Hexen format thing?
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Re: UDMF conversions from other vanilla formats

Post by Kappes Buur »

Ultimate Freedoomer wrote:So, does Heretic make usage of Line Special 121 in any of its maps, or is that exclusively a Hexen format thing?
The easy independent way to find out if Heretic makes use of the 121 line special would be to try it out in a map for HERETIC.WAD. :D
Spoiler:
But, yes, line special 121 was first introduced in HEXEN.WAD.
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

So, HERETIC.WAD doesn’t use that? Good. Just making sure. Last question: when I open it in GZDoom Builder, which Hexen format variant do I select? Do I just click vanilla Hexen format, or does it depend on what I converted it from?
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Re: UDMF conversions from other vanilla formats

Post by Kappes Buur »

Use Heretic: Heretic (Doom format) when a map was constructed in plain, original format, such as Heretic.wad.

Use GZDoom: Heretic (Hexen format) when a map was constructed in that format or when a plain, original format map was converted to the hexen format with zwadconv.exe.

Use GZDoom: Heretic (UDMF) when a map was constructed in that format or when a hexen format map was converted to the UDMF format.

Note though:
When mapping for GZDoom formats it is a good idea to include gzdoom.pk3 as a resource, with Exclude this resource from testing parameters ticked.
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

Okay, now the only thing I need to figure out is what to set the "script type" option to during the opening & conversion of the map so I don’t get a "null invalid ACS module" error when running the map in-game
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Re: UDMF conversions from other vanilla formats

Post by Gez »

Ultimate Freedoomer wrote:What commands to I insert into zwadconv.exe? EDIT: NVM, I read the linked page. So, does Heretic make usage of Line Special 121 in any of its maps, or is that exclusively a Hexen format thing?
The Doom/Heretic/Strife specials work completely differently from the Hexen specials. So every Hexen line specials are exclusively Hexen format things, as far as vanilla formats are concerned.
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

I already got all that down. What I said above about "script type" is the only thing I’m still unsure of, then I’m set.
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Re: UDMF conversions from other vanilla formats

Post by Kappes Buur »

Ultimate Freedoomer wrote:I already got all that down. What I said above about "script type" is the only thing I’m still unsure of, then I’m set.
Where do you see this "script type" message, which is puzzling because HERETIC does not use scripts.
Maybe a screenshot could clarify or better yet upload the vanilla heretic pwad.

In general:

OK, so you are now mapping for the Heretic UDMF, which allows you to create fancy stuff with scripts, ACS, or DECORATE (for creating new actors), or ZSCRIPT (which is a sort of more capable extention of ACS and DECORATE).

Ultimate Doom Builder has a text editor build-in for ACS (default F10 I believe). ACS scripts need to be compiled when done to create the BEHAVIOR lump. UDB automatically links to the ACC compiler. See the video tutorial

Creating ZSCRIPT or DECORATE scrpts are done in a text editor, such as Notepad++, or in Slade3, no compiling is required, leave them as a text file. ZSCRIPT scripts are contained in the ZSCRIPT lump, DECOTATE scripts are comtained in the DECORATE lump.

Are you thinking of creating something special that needs scripting?
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

Screenshot (103).png
It wasn't an error message. Here's a screenshot of the editor being prepared to open the relevant file. I'm trying to figure out what I should set the map option labeled "script type" to if I don't want to get a "(null): invalid ACS module error" message in the console when entering the map in-game. Here's a screenshot of the map options menu so you know what I'm referring to. The screenshot was cropped to fit in the upload size limits.
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Re: UDMF conversions from other vanilla formats

Post by Kappes Buur »

Ah I see, you are using GZDoom Builder and chose Heretic (Hexen Format).
In that context, ZDoom ACS is the correct setting.



BCS is an alternative to ACS
Hexen ACS is for original HEXEN maps
Zandronum ACS is, well, for Zandronum maps

When the map is in either Hexen format or UDMF it is a good idea to also load gzdoom.pk3 as resource, ticking the "Exclude ...." box.



Once the map is loaded into the editor you can convert the mapping format to UDMF from Map Options (F2), when/if the Heretic (UDMF) option is enabled and set up in Game Configuration(F6).



When all is said and done, if your graphics card is capable of OpenGL 3.3 or higher, you might want to consider Ultimate Doom Builder.
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

Screenshot (104).png
Now I'm doing the actual conversion. Do I have to set the script type to anything else so I don't get that null error when running the resulting UDMF map in-game? & my graphics card is an Nvidia GeForce 2080 Super. Unsure if that supports OpenGL version 3.3. & what about game configuration as far as nodebuilders & whatnot are concerned?
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Re: UDMF conversions from other vanilla formats

Post by Kappes Buur »

Your graphics card supports up to OpenGL 4.6, so you are good to use UDB.
As for the Script Type box, just leave it selected at ZDoom ACS.

The settings for the Game Config are:
  • specify the mapping format, eg GZDoom Heretic UDMF
    specify the path to the IWAD, eg HERETIC.WAD
    specify ZDBSP UDMF normal for the nodebuilder
    specify the path to the GZDoom version for testing
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Re: UDMF conversions from other vanilla formats

Post by Ultimate Freedoomer »

Do I set the node builder to "normal no reject" or "normal zero reject" for Heretic in UDMF? Also, what are the appropriate game configuration settings for Heretic in Hexen for the node builder setting?

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