ReaperAA Posted February 18, 2019 Hi folks. I was wondering if it is possible to play modern MBF wads like Valiant, Ancient Aliens or Eviternity with the original MBF 2.03 source port. Reason for asking is because I feel like hipster these wads are really impressive and I wonder how much people would have been impressed in 90's. This in-turn led me to try these wads out with the 90's port. But the problem is that I can't get these wads to run with MBF. For example, I extracted the dehacked file data from Valiant and named it Valiant.deh. Then I went to MBF's config file and added "Valiant.wad" and "Valiant.deh" like this: Spoiler [("")] WAD file preloaded at program startup wadfile_1 "Valiant.wad" [("")] WAD file preloaded at program startup wadfile_2 "" [("")] DEH/BEX file preloaded at program startup dehfile_1 "Valiant.deh" [("")] DEH/BEX file preloaded at program startup dehfile_2 "" And it doesn't work (I get errors) 0 Quote Share this post Link to post
skillsaw Posted February 19, 2019 Couple comments. Valiant won't work because the maps use extended nodes, which aren't supported by MBF.exe. You'd have to rebuild all the nodes with a different nodes builder first. I don't believe any of the maps require extended nodes to function; however, I chose to use ZDBSP with extended nodes as it seems to result in the fewest slime trails. Once you rebuild the nodes, you may still encounter errors, however - absolutely no testing was done using MBF.exe, and the only ports supported officially by the idgames release are ZDoom, GZDoom, Zandronum, PrBoom-Plus, and Eternity. If you try to get it working, I'd be interested in hearing how it goes, but you're on your own :) Ancient Aliens is NOT -complevel 11 (MBF). It is -complevel 9 (Boom). I've heard this a few times before so I'm not sure where the misconception came from. I just double checked the release thread to confirm my sanity and it's got the correct complevel posted. That said, I wouldn't expect Aaliens to run on MBF.exe (or, say, boom.exe), since Ancient Aliens also uses extended nodes. 5 Quote Share this post Link to post
Bauul Posted February 19, 2019 Just to add, Eviternity is also built using extended nodes. Only a couple of maps actually strictly needed it, but it was done for the same robustness reasons as Valiant. So if MBF.exe doesn't support extended nodes then that won't work either. 3 Quote Share this post Link to post
ReaperAA Posted February 19, 2019 Thanks for the replies. Unfortunately I currently have zero experience with Map Editors, so I don't know how I would rebuild them with a different node builder(and which node builder to select). However I do plan to learn and try to use either DB2 or GZDB in future, so I may try it then. 0 Quote Share this post Link to post
ketmar Posted February 20, 2019 actually, you don't need map editor for that. just download ZokumBSP, for example, read the readme, and run it with the required args. ;-) 0 Quote Share this post Link to post
Tristan Posted February 20, 2019 (edited) The ZDaemon fix for Eviternity by @damo2k has rebuilt nodes for the maps that don't require the extended format, though I don't think it's quite finished yet. Such a fix also existed for Valiant but I don't remember how functional it was. Edited February 20, 2019 by Eris Falling 0 Quote Share this post Link to post
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