nname Posted July 13, 2020 (edited) I was wondering if there are certain mods that can't be run with Freedoom. Does it have any limits? Or is it a carbon copy off Doom compatibility-wise? Edited July 15, 2020 by xzotikk 0 Quote Share this post Link to post
random_soldier1337 Posted July 29, 2020 I personally haven't run into any issues. It's a "free doom" IWAD that can be used in place of the first 2 dooms. With that said, my understanding is that anything that would rely on or call the vanilla assets from the original dooms specifically may have issues, to say the least. 0 Quote Share this post Link to post
Shepardus Posted July 29, 2020 I haven't seen anything that outright doesn't work, though you'll have mixed results (no pun intended) with wads that replace stuff with modified assets from the original IWADs. For example you clearly wouldn't want to run the Doom 2 Minor Sprite Fixing Project with Freedoom. 0 Quote Share this post Link to post
random_soldier1337 Posted July 30, 2020 3 hours ago, Shepardus said: I haven't seen anything that outright doesn't work, though you'll have mixed results (no pun intended) with wads that replace stuff with modified assets from the original IWADs. For example you clearly wouldn't want to run the Doom 2 Minor Sprite Fixing Project with Freedoom. Doesn't that replace the original sprites with the fixed ones? 0 Quote Share this post Link to post
Shepardus Posted July 30, 2020 Yes. It should probably go without saying, but loading that with Freedoom, apart from being pointless, will result in a bizarre mix of Doom and Freedoom sprites. Some other wads tweak some sprites for things like color palette changes, so loading them with Freedoom will result in monsters having some frames from Freedoom and others from Doom (an example of this is Struggle - Antaresian Legacy, which among other things replaces the death animation of hell knights). Gameplay works fine though. 0 Quote Share this post Link to post
nname Posted July 30, 2020 So even WADs like Plutonia 2 or PL:R should work? 0 Quote Share this post Link to post
P41R47 Posted July 30, 2020 (edited) 5 hours ago, xzotikk said: So even WADs like Plutonia 2 or PL:R should work? Freedoom is meant to be fully compatible with anything. Only things that won't work as intended are those projects that changes just a bunch of sprites of a monster an not the whole set, as mentioned above. For example, A.L.T., a russian community megawad, has a new death for the revenant, and thus, when you kill the Freedoom's Dark Soldier a revenant torn aparts appeard out of nowhere. In those cases, the best solution is to open the pwad on slade, renaming or deleting the offending lumps and then save the projects with a different name to not forget that it is a fixed pwad for Freedoom. There are not much pwads that change a few things, so don't worry. Most of the times, you will encounter a fully replaced monster with new sprites, like in Ancient Aliens or Valiant (totally compatible with freedoom, albeit with a few whacky colours here and there). So yes, you can use it with wads like PL2 or PRCP. I use it specifically with Hell 2 Pay, a partial conversion, that with Freedoom becomes almost a total conversion. I even use it with REKKR without any problem at all as it is a megawad that replaces everything, and so its a Total Conversion. Edited July 30, 2020 by P41R47 0 Quote Share this post Link to post
Shepardus Posted July 31, 2020 PL2 and PRCP aren't as straightforward because they require the Plutonia IWAD rather than Doom II, and the Final Doom IWADs each have some lumps unique to them that are not present in the others. Freedoom deals with that by including lumps for Doom II, TNT, and Plutonia all in the Phase 2 wad, so it should still work with PL2 and PRCP. However, I've read some old threads here saying that you may see some issues with animated textures where Final Doom replaces Doom II's with something entirely different. 1 Quote Share this post Link to post
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