Autoload Edition (Episode-Ready Conversions)

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Valken
Posts: 281
Joined: Mon Jun 08, 2015 7:32 am

Re: Autoload Edition (Episode-Ready Conversions)

Post by Valken »

Thanks for that. I saw it.

I was thinking more like BD where the PSX maps were integrated into Doom 1 and 2. The issue was that it required playing with BD, so cannot use other mods.

Some more vanilla would have been perfect.
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iancer
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Re: Autoload Edition (Episode-Ready Conversions)

Post by iancer »

Could you detail how you achieved this?
Is there anyway you could post how others can create their own Episode-Ready Conversions, please?
What I mean to say is, what steps did you take to produce these files? I think it would be sad to only have these three for an eternity, but if you informed us as to how to make Autoload Editions in the same manner that you took, I am sure it would be appreciated. I hope my question comes ascross clearly, I would like to know what methods you used to provide you with these 3 episodes, please.
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silentzora
Posts: 453
Joined: Sun Jan 04, 2004 6:24 pm

Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

iancer wrote:Could you detail how you achieved this?
Is there anyway you could post how others can create their own Episode-Ready Conversions, please?
What I mean to say is, what steps did you take to produce these files? I think it would be sad to only have these three for an eternity, but if you informed us as to how to make Autoload Editions in the same manner that you took, I am sure it would be appreciated. I hope my question comes ascross clearly, I would like to know what methods you used to provide you with these 3 episodes, please.
Opened up Slade, catalogued the differences between the mod and base game (conflicting textures, mainly), Renamed music lumps, wrote a MAPINFO entry, recreated any DEHACKED monsters in DECORATE, and updated the maps manually to use the correct textures I had to change. It's a lengthy process and there's a lot of work involved, but thankfully SLADE's texture/thing search is extremely useful.

Incidentally, I got the OK from one of the authors to make an autoload edition of No End in Sight. I just haven't started on it yet.
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silentzora
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Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

It's been a hot minute, hasn't it? You know how the quote goes, "Life, uh... Gets in the way." Or something. Maybe that's not how it went after all, but you get the gist.

I've updated the OP to include No End In Sight - Autoload Edition, with permission from NaturalTvventy. You know what to do.
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BROS_ETT_311
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Re: Autoload Edition (Episode-Ready Conversions)

Post by BROS_ETT_311 »

Hey SZ! I know this has been dormant (or "silent", if you will) for a bit, but I was wondering if you'd consider expanding this to include the following:

ANCIENT ALIENS
JAPANESE COMMUNITY PROJECT
BACK TO SATURN X
HELLBOUND
ALIEN VENDETTA
WHITEMARE

Basically all the corresponding wads to Final Doomer+ player classes, though I get this may be a bit of an undertaking.
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silentzora
Posts: 453
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Re: Autoload Edition (Episode-Ready Conversions)

Post by silentzora »

Ancient Aliens and BTSX are gonna be a hard no, considering they have their own palettes. I'd have to convert everything to true color. AV might be a no as well, as I have to obtain permission from the authors first, if they're even around anymore.

I can ask around, but I can't promise anything.
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ShockwaveS08
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Re: Autoload Edition (Episode-Ready Conversions)

Post by ShockwaveS08 »

Per the official addons list for Doom Unity, would it be possible to include Autoload Editions of the following mapsets, with the relevant authors' permission?

Arrival - Walker "Pavera" Wright, Brayden "AD_79" Hart
Deathless - James "Jimmy" Paddock
Doom Zero - Christopher Golden (DAS|-|)
Earthless: Prelude - James "Jimmy" Paddock & Fuzzball
Syringe - Pavera, Tarnsman, Marcaek, & Xaser

(NOTE: List will be updated whenever a new official addon lands on Doom Unity.)

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