Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
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since brutal doom 64 is converted to gzdoom do you think it is possible to convert the levels to work with wadsmoosh? and have doom episodes doom II final doom and the master levels and NRFTL and Doom 64 in one pack? granted the enemys would be doom II most likely
alright though i thin D64 falls into a kinda Id release since it was devoloped by midway with id oversite either D64 serves as a stepping point from doom II to doom III
Besides, Doom64EX, which is the only thing that uses a D64 "Iwad" has features not in GZDoom (like Room over room and such), so the best thing you could do is play Absolution instead.
Tapwave wrote:Besides, Doom64EX, which is the only thing that uses a D64 "Iwad" has features not in GZDoom (like Room over room and such)
No.
It has multiple colored lighting per sector (including colored gradient lighting on walls, the most striking feature of the game IMO), a basiic scripting system called macro, and a few other effects. No room over room, that's something ZDoom has however. It has a rendering trick in which the skies are not occluding geometry behind them, which disables the sky hack from PC Doom and allows to give the illusion that there's something above the floating platforms in MAP01: Staging Area's starting room.
Tapwave wrote:Besides, Doom64EX, which is the only thing that uses a D64 "Iwad" has features not in GZDoom (like Room over room and such)
No.
It has multiple colored lighting per sector (including colored gradient lighting on walls, the most striking feature of the game IMO), a basiic scripting system called macro, and a few other effects. No room over room, that's something ZDoom has however. It has a rendering trick in which the skies are not occluding geometry behind them, which disables the sky hack from PC Doom and allows to give the illusion that there's something above the floating platforms in MAP01: Staging Area's starting room.
Ooh. Okay, bad information on my part. I knew there was something about superposition, but I guess I was wrong.
I made a slight modification to it, where e1m1 has a secret exit to e1m10, and map02 has a secret exit to map33 like in Classic Doom included in Doom 3 Collector's Edition and RoE.
wildweasel wrote:It is worth noting, if you're like me, that the IWADs in the source_wads/ folder need to NOT be tagged Read-Only for this to work, or else the script aborts with a "permission denied" error.
It reads available IWADs, Master Levels, and No Rest for the Living PWADs from a subfolder called "source_wads/" and creates a new PK3 with all the unique content from each merged together and organized into episodes via custom mapinfo data. All the music, intermission text and art, etc are correct for each episode. Here's what the episode select screen looks like:
The tool is called WadSmoosh. I wrote it in Python but a Windows EXE is included, as well as a shell script for running the source script on Linux and macOS (Python2 only, for the moment). It uses the wonderful OMGIFOL library to do all the lump extraction, and I used SLADE to build the texture definitions for each IWAD.
Other details of note:
- The full size pk3 is about 40mb uncompressed.
- WadSmoosh applies the TNT MAP31 fix if it's not present.
- WadSmoosh is smart enough to not include the Master Levels and NRftL levels if Doom 2 isn't present.
If you have any comments or run into any issues using this, let me know!
how does the Master Levels thing work with this? what do i gotta do to make it work?
I was wondering how did you get all the episodes to fit on the screen like that? I have 10 episodes currently in my project and they are starting to run off the screen.