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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Looks like the new widescreen status bar also looks wrong in GZDoom - it draws from the same top left corner coordinates as the original one, and so doesn't line up with where HUD numbers go. However this happens when using the new doom2.wad as the IWAD as well, so it's not actually WadSmoosh's problem. New bugs being tracked here: viewtopic.php?f=2&t=69774#p1164248
I wanted to try this program for once at least from today to play with a mod, at least being that I have Ultimate Doom, Sigil, Doom 2, Master Levels, Plutonia, TNT, and Nerve.
I booted the WAD in GZDoom 4.4.2 with the Doom Complete pk3 file and I get this:
Execution could not continue.
Script error, "doom_complete.pk3:cvarinfo.txt" line 1:
cvar 'ws_finaldoom_texswap' already exists
It does happen to a few other textures too when I guess it loads them first as well.
Rachael wrote:Make sure you are only loading it as an iwad, and not additionally as a pwad file.
Well I loaded it as itself in GZDoom and it does that, unless it is supposed to be loaded into Doom 2 instead though which seems to make it work.
The most common cause of "Cvar already exists" errors is trying to load the same WAD twice. When you get that error, check towards the top of the log and see how many times it's trying to load doom_complete.pk3. 10 to 1 you're loading it both as the IWAD and then additionally as a PWAD.
Loading doom_complete.pk3 as a PWAD is a workaround not a fix, and I don't know what issues it might cause and won't support it in that use case.
Oh... Ah... Right. Bleh...
Normally when I do try and load IWADs, it would boot up without copying the stuff within it, but eh my brain was not thinking about just moving it to my GZDoom file and removing it from the mods I was playing the game with. And it was late at night I was doing it, before I went to bed.
I noticed that level intermissions look a bit different in WadSmoosh than they do normally: lines have more space in between, and numbers are gray instead of red and kerned a bit differently. Is this intentional, and if so, how is it being done (out of curiosity)? I couldn't find anything in WadSmoosh's files that affect how text is displayed on that screen (apart from the addition of level author credits).
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Yarn366 wrote:I noticed that level intermissions look a bit different in WadSmoosh than they do normally: lines have more space in between, and numbers are gray instead of red and kerned a bit differently. Is this intentional, and if so, how is it being done (out of curiosity)? I couldn't find anything in WadSmoosh's files that affect how text is displayed on that screen (apart from the addition of level author credits).
Hmm, that's definitely not being done intentionally, and I have no idea why it happens. WadSmoosh doesn't contain any data that overrides the intermission screens.
One wild guess is that, under the hood, GZDoom is treating WadSmoosh like Doom 2 in some senses, and some data it's using for doom 1 (eg in the "filter" subdirectory) isn't used in quite the same way here.
Sgt Nate V wrote:Would this work with the specific version of NRFTL that can be extracted from the 2019 ports?
Yes, it's named nerve.wad and has a map01 thru map09, it should extract as with any other version of that file. The only thing the Unity port adds is widescreen intermission and title screen graphics.
JPL, after the latest patch update, tag 667 doesn't seem to be working correctly. I just played through MAP07: Dead Simple and the exit area just doesn't seem to rise anymore after killing the Arachnotrons. It rises just a tiny single pixel, then stops.
TheArchvile wrote:JPL, after the latest patch update, tag 667 doesn't seem to be working correctly. I just played through MAP07: Dead Simple and the exit area just doesn't seem to rise anymore after killing the Arachnotrons. It rises just a tiny single pixel, then stops.
Yes, just discovered this issue, investigating in this thread: viewtopic.php?f=2&t=69836
Good to know that it affects other things though. As soon as there's a clear fix I'll upload it.
TheArchvile wrote:JPL, after the latest patch update, tag 667 doesn't seem to be working correctly. I just played through MAP07: Dead Simple and the exit area just doesn't seem to rise anymore after killing the Arachnotrons. It rises just a tiny single pixel, then stops.
Yes, just discovered this issue, investigating in this thread: viewtopic.php?f=2&t=69836
Good to know that it affects other things though. As soon as there's a clear fix I'll upload it.
Alrighty, thanks for the quick reply. Take your time and I'm glad you are working hard on keeping this magnificent project all nice and polished.
Completely unrelated to this worrying bug, I mentioned something earlier regarding the exclusive XBOX map, E1M10: Sewers. According to the Doom Wiki page:
On the intermission screen, the blood splat for this level appears outside the boundary of the map.
Do you think that warrants a fix? I'd love to see where one would place the blood splat.