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Ports of classic Megawads to the Unity Port - UPDATE: Wraithcorp Megawads! Eternal Doom!


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22 minutes ago, Devalaous said:

It can support par times as well, which is likely the only thing missing from my AV port (I'll be blunt; I am too math impaired to convert the times on the wiki into the values for the Par times)

Math-impaireds unite! If we don't help each other out, who will?

I converted all the values long ago for a personal ZMAPINFO for AV. Both Z and D mapinfo use seconds so the values should work as-is for DMAPINFO too.

Yes, I had to do each one with a calculator because hahaha trusting myself with simple arithmetic. Yes I meticulously went back and double-checked every single value. Yes some of them were wrong even using the calculator. No I was not good at math in school either why do you ask

Sorry if I'm dumping the whole file in there but I don't feel like doing all the required cleaning up. Hopefully this is useful, feel free to use as much or little of it as you want. Note that I re-introduced the old Valley of Echoes into the map order but I don't think that one ever had a par time defined (if it did I can't find it anywhere).

Spoiler

map MAP01 "Sunset"
{
    titlepatch = "CWILV00"
    next = "MAP02"
    secretnext = "MAP02"
    sky1 = "SKY1"
    cluster = 5
    par = 70
    music = "$MUSIC_RUNNIN"
}

map MAP02 "Rusty Rage"
{
    titlepatch = "CWILV01"
    next = "MAP03"
    secretnext = "MAP03"
    sky1 = "SKY1"
    cluster = 5
    par = 110
    music = "$MUSIC_STALKS"
}

map MAP03 "Cargo Depot"
{
    titlepatch = "CWILV02"
    next = "MAP04"
    secretnext = "MAP04"
    sky1 = "SKY1"
    cluster = 5
    par = 180
    music = "$MUSIC_COUNTD"
}

map MAP04 "Seclusion"
{
    titlepatch = "CWILV03"
    next = "MAP05"
    secretnext = "MAP05"
    sky1 = "SKY1"
    cluster = 5
    par = 260
    music = "$MUSIC_BETWEE"
}

map MAP05 "Crimson Tide"
{
    titlepatch = "CWILV04"
    next = "MAP06"
    secretnext = "MAP06"
    sky1 = "SKY1"
    cluster = 5
    par = 150
    music = "$MUSIC_DOOM"
}

map MAP06 "Hillside Siege"
{
    titlepatch = "CWILV05"
    next = "MAP07"
    secretnext = "MAP07"
    sky1 = "SKY1"
    cluster = 5
    par = 420
    music = "$MUSIC_THE_DA"
}

map MAP07 "Showdown"
{
    titlepatch = "CWILV06"
    next = "MAP08"
    secretnext = "MAP08"
    sky1 = "SKY1"
    cluster = 6
    par = 140
    map07special
    music = "$MUSIC_SHAWN"
}

map MAP08 "Beast Island"
{
    titlepatch = "CWILV07"
    next = "MAP09"
    secretnext = "MAP09"
    sky1 = "SKY1"
    cluster = 6
    par = 480
    music = "$MUSIC_DDTBLU"
}

map MAP09 "Castle Gardens"
{
    titlepatch = "CWILV08"
    next = "MAP10"
    secretnext = "MAP10"
    sky1 = "SKY1"
    cluster = 6
    par = 240
    music = "$MUSIC_IN_CIT"
}

map MAP10 "Toxic Touch"
{
    titlepatch = "CWILV09"
    next = "MAP11"
    secretnext = "MAP11"
    sky1 = "SKY1"
    cluster = 6
    par = 440
    music = "$MUSIC_DEAD"
}

map MAP11 "Nemesis"
{
    titlepatch = "CWILV10"
    next = "MAP12"
    secretnext = "MAP12"
    sky1 = "SKY1"
    cluster = 6
    par = 840
    music = "$MUSIC_STLKS2"
}

map MAP12 "Entropy"
{
    titlepatch = "CWILV11"
    next = "MAP13"
    secretnext = "MAP13"
    sky1 = "SKY2"
    cluster = 7
    par = 460
    music = "$MUSIC_THEDA2"
}

map MAP13 "Suicidal Tendencies"
{
    titlepatch = "CWILV12"
    next = "MAP14"
    secretnext = "MAP14"
    sky1 = "SKY2"
    cluster = 7
    par = 780
    music = "$MUSIC_DOOM2"
}

map MAP14 "Overwhelming Odds"
{
    titlepatch = "CWILV13"
    next = "MAP15"
    secretnext = "MAP15"
    sky1 = "SKY2"
    cluster = 7
    par = 810
    music = "$MUSIC_DDTBL2"
}

map MAP15 "Bulls on Parade"
{
    titlepatch = "CWILV14"
    next = "MAP16"
    secretnext = "MAP31"
    sky1 = "SKY2"
    cluster = 7
    par = 480
    music = "$MUSIC_RUNNI2"
}

map MAP16 "Mutual Destruction"
{
    titlepatch = "CWILV15"
    next = "MAP17"
    secretnext = "MAP17"
    sky1 = "SKY2"
    cluster = 7
    par = 510
    music = "$MUSIC_DEAD2"
}

map MAP17 "Nukefall"
{
    titlepatch = "CWILV16"
    next = "MAP18"
    secretnext = "MAP18"
    sky1 = "SKY2"
    cluster = 7
    par = 200
    music = "$MUSIC_STLKS3"
}

map MAP18 "Lake Poison"
{
    titlepatch = "CWILV17"
    next = "MAP19"
    secretnext = "MAP19"
    sky1 = "SKY2"
    cluster = 7
    par = 740
    music = "$MUSIC_ROMERO"
}

map MAP19 "Alien Resurrection"
{
    titlepatch = "CWILV18"
    next = "MAP20"
    secretnext = "MAP20"
    sky1 = "SKY2"
    cluster = 7
    par = 770
    music = "$MUSIC_SHAWN2"
}

map MAP20 "Misri Halek"
{
    titlepatch = "CWILV19"
    next = "MAP21"
    secretnext = "MAP21"
    sky1 = "SKY2"
    cluster = 7
    par = 1420
    music = "$MUSIC_MESSAG"
}

map MAP21 "One Flew Over The Caco's Nest"
{
    titlepatch = "CWILV20"
    next = "MAP22"
    secretnext = "MAP22"
    sky1 = "SKY3"
    cluster = 8
    par = 280
    music = "$MUSIC_COUNT2"
}

map MAP22 "Rubicon"
{
    titlepatch = "CWILV21"
    next = "MAP23"
    secretnext = "MAP23"
    sky1 = "SKY3"
    cluster = 8
    par = 400
    music = "$MUSIC_DDTBL3"
}

map MAP23 "Blood Sacrifice"
{
    titlepatch = "CWILV22"
    next = "MAP24"
    secretnext = "MAP24"
    sky1 = "SKY3"
    cluster = 8
    par = 570
    music = "$MUSIC_AMPIE"
}

map MAP24 "Clandestine Complex"
{
    titlepatch = "CWILV23"
    next = "MAP25"
    secretnext = "MAP25"
    sky1 = "SKY3"
    cluster = 8
    par = 360
    music = "$MUSIC_THEDA3"
}

map MAP25 "Demonic Hordes"
{
    titlepatch = "CWILV24"
    next = "MAP33"
    secretnext = "MAP33"
    sky1 = "SKY3"
    cluster = 8
    par = 1620
    music = "$MUSIC_ADRIAN"
}

map MAP33 "Valley of Echoes"
{
    titlepatch = "CWILV32"
    next = "MAP26"
    secretnext = "MAP26"
    sky1 = "SKY3"
    cluster = 8
    music = "$MUSIC_DM2INT"
}

map MAP26 "Dark Dome"
{
    titlepatch = "CWILV25"
    next = "MAP27"
    secretnext = "MAP27"
    sky1 = "SKY3"
    cluster = 8
    par = 1160
    music = "$MUSIC_MESSG2"
}

map MAP27 "Stench of Evil"
{
    titlepatch = "CWILV26"
    next = "MAP28"
    secretnext = "MAP28"
    sky1 = "SKY3"
    cluster = 8
    par = 1560
    music = "$MUSIC_ROMER2"
}

map MAP28 "Whispering Shadows"
{
    titlepatch = "CWILV27"
    next = "MAP29"
    secretnext = "MAP29"
    sky1 = "SKY3"
    cluster = 8
    par = 1010
    music = "$MUSIC_TENSE"
}

map MAP29 "Fire Walk With Me"
{
    titlepatch = "CWILV28"
    next = "MAP30"
    secretnext = "MAP30"
    sky1 = "SKY3"
    cluster = 8
    par = 540
    music = "$MUSIC_SHAWN3"
}

map MAP30 "Point Dreadful"
{
    titlepatch = "CWILV29"
    next = "EndGameC"
    secretnext = "EndGameC"
    sky1 = "SKY3"
    cluster = 8
    par = 70
    allowmonstertelefrags
    music = "$MUSIC_OPENIN"
}

map MAP31 "Killer Colours"
{
    titlepatch = "CWILV30"
    next = "MAP16"
    secretnext = "MAP32"
    sky1 = "SKY3"
    cluster = 9
    par = 390
    music = "$MUSIC_EVIL"
}

map MAP32 "No Guts No Glory"
{
    titlepatch = "CWILV31"
    next = "MAP16"
    secretnext = "MAP16"
    sky1 = "SKY3"
    cluster = 10
    par = 240
    music = "$MUSIC_ULTIMA"
}

 

Edited by brick

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I do like how your patch is near identical to my own that I have. Even has Valley of Echoes in the exact same place, as Map 33, ha!

 

I will definitely be adding those par times to both the port and to my patch, thanks!

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@Devalaous Continuing our discussion from the other thread I accedentally posted in, as I was saying, The 1994 Tune-up Community Project seems to run fine in Unity Doom for some reason, even though it's for Boom. I wonder why that is? Is it just because there are some features in those maps that are uncompletable unless played in Boom? Because they seem to run at the very least. I'm not too familiar with all the exclusive features of the various source ports, so that's why I'm asking.

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Also, could you do Serenity, Eternity, and Infinity? Those three are all in the Top 100 WADs of All Time list, and are one of the first instances of a PWAD trilogy.

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Likely the same reasons that all but two maps of pcorf's 2022 ADO run in the port. Its possible that some aspects of Boom just 'doesnt activate' in vanilla and that lets some maps run in non-Boom ports, albeit without intended effects. Theres also the little problem that a lot of people label 'limit-removing' maps as 'Boom', and 'Boom' maps as 'limit-removing' (Unity port is largely 'limit-removing vanilla')

 

This is why I wish more people would poke at this port and truly find out what it can and cant do.

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17 minutes ago, Bubbabyte said:

Also, could you do Serenity, Eternity, and Infinity? Those three are all in the Top 100 WADs of All Time list, and are one of the first instances of a PWAD trilogy.

@Devalaous Maybe you could even combine the three of them plus their music into one big PWAD as the "Serenity Trilogy". What do you think?

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On 10/12/2022 at 9:43 PM, Devalaous said:

 

Every single level instantly crashes the port. Same thing happens with Scythe X and the other incompatible wads I mentioned in the opening post, with the exception of Perdition's Gate, where only the first few levels are playable.

Maybe it's a nodebuilder problem?

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It's potentially possible, but you have to remember that Slaughter Until Death and Evil Unleashed, two other early Doom wads, didn't run whatsoever on the port, so its not guaranteed.

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2 minutes ago, OpenRift said:

Maybe it's a nodebuilder problem?

 

I wouldn't really know as that's way outside my Doom knowledge, but it DID seem like Hell Revealed 2's problematic map is nodebased. If people better with Doom builder and node things could test out HR2's Map 6 and some of the incompatible wads ive listed that 'SHOULD' work, I'd definitely appreciate it. I want to bring those wads to the 'Unity port only' crowd, but it seems unlikely so far.

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29 minutes ago, Devalaous said:

It's potentially possible, but you have to remember that Slaughter Until Death and Evil Unleashed, two other early Doom wads, didn't run whatsoever on the port, so its not guaranteed.

Welp, these ones seem to run at the very least (just tested them), so could you add them to the list of WADs to look into?

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I seem to remember trying a few WADs on this port, including my own 25 Years on Earth and mostly not meeting with success. I’m guessing it’s crashing out as soon as it sees a lump that it doesn’t like, although I’d be interested in dissecting your work here and seeing if I can persuade at least 25yoe to work. Obviously the soundtrack would stop it being official, as would the fact that they seem to have stopped adding WADs, but it feels like it should work…

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11 minutes ago, Phobus said:

as would the fact that they seem to have stopped adding WADs

 

But they just recently added Harmony in the official addon list :s

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43 minutes ago, Phobus said:

I seem to remember trying a few WADs on this port, including my own 25 Years on Earth and mostly not meeting with success. I’m guessing it’s crashing out as soon as it sees a lump that it doesn’t like, although I’d be interested in dissecting your work here and seeing if I can persuade at least 25yoe to work. Obviously the soundtrack would stop it being official, as would the fact that they seem to have stopped adding WADs, but it feels like it should work…

 

Yup, your wad insta-explodes the port just like Scythe 2 does. The text file implies it has a bunch of Boom actions, so that is likely why.

 

Just tested Doom 64 for Doom 2 by @Mechadon and co, and all 32 normal maps work, with only some visual errors with the Mother Demon that show Spider Mastermind frames (likely the same issues that D2TWID had). So if all goes well, D64D2 will be among the next batch, along with 2002 ADO, Death Tormention and hopefully, something that will make Xaser a little happy..

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2 hours ago, Devalaous said:

 

Yup, your wad insta-explodes the port just like Scythe 2 does. The text file implies it has a bunch of Boom actions, so that is likely why.

It definitely doesn’t have Boom actions - the whole point was to use just (all of) the vanilla actions!

 

Still, seems like it’d be way more work than it’s worth, so thanks for having a look!

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On 10/15/2022 at 1:36 PM, ReaperAA said:

Also I would love to see the 3 1000 Lines CPs added (especially 1000 Lines 3)

 

Okay so apart from this, I would also want to see 3 heures d'agonie Trilogy, Nova 1 and 2 (Nova 3 won't work since that's Boom), Base Ganymede, Lunar Catastrophe, Zone 300/Zone 400 and Akeldama added to wish list.

 

Hopefully that's not too much :)

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*dies looking at that*

 

It'll take a while to get through that list. Base Ganymede has nameless maps, so thats a slight problem, as the DMAPINFO that controls the episodes does require me to name the maps. I suppose 'Map 1' works, but its so..

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On 10/11/2022 at 11:06 PM, Devalaous said:

Ive mentioned in the Widescreen thread and the Unity port thread that ive successfully ported several well-loved older megawads to the Unity Port, with a near-official add-on feel. After a bunch of testing in both singleplayer and multiplayer, I have six of them ready for posting. They should work out of the box with no issues, but theres usually *something* that manages to go unnoticed till release day just to make the poster look stupid, right? Anyway, ive been asked to post these already, so here they are for those few interested.

 

Alien Vendetta

 

  Reveal hidden contents

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Alien Vendetta is up there with Scythe 2 as one of the most important wads of all time, and in an ideal world with looser legal bullshit, would have been on the port already as an official add-on. I actually ported this four times in my testing, the original version, the second version, a Black Label-only version that was rife with errors, and this version: The '20th Anniversary' version that merges all Alien Vendetta content into one release.

 

This version has the second release as its base, with @Cammy's midi pack integrated, the original release of Valley of Echoes included with its bespoke midi as a seperate map (Labelled 'Valley of Echoes 2001' to distinguish it from Vorpal's take on it) and the two maps from 'Alien Vendetta: Black Label', complete with their original midis and sky intact. It also has the graphics from Black Label included in the wad, but to use them you will have to open the wad in Slade and swap the two INTERPICs and TITLEPICs positions, as the Unity Port reads the bottom entry. Terraformer9x widescreened both the original and Black Label graphics included.

 

I originally wanted to keep Black Label seperate, due to a post from Anders Johnson that I wished to respect, but for some odd reason, Valley of Echoes would not show up in the wad no matter my efforts until the Black Label maps were added before it as a test. Somehow, doing so enabled Valley of Echoes in the selection, and since the seperate release of Black Label was throwing lots of errors like a garbled sky, yet worked perfectly when added here, ive decided to keep them.

 

UPDATE: Now includes the original AV release, and a version of the main release without Black Label or the MIDI Pack. Black Label graphics are now the default for the 20th Anniversary version, but can still be reverted with SLADE.

 


 

I'm happy to see you bothered to put some work into Alien Vendetta to port it to the Unity Port, thank you for the effort. I'm naturally happy to see more people have it available for use in their preferred port, that's all good.

The only issue I have with this is labeling it as a "20th Anniversary" edition, since it is not a package put together or issued by anyone from the original team (I would personally have kept Brads ongoing "Black Label" separate from the release, and also skipped on including the first edition of AV for instance). I'm fairly easy to reach on Doomworld or through mail so a heads up to discuss these things would have been optimal and perhaps I could have helped out :)

Some further thoughts; attaching "Valley of Echoes" as a bonus map makes sense, but the rest of the first release is pretty much just the same but less refined material as the final Compet-n Edition, so combining the outdated one in this release will just cause a bit of bloat and possibly confuse. If anyone have historical interest in the first release, it's available from the AV homepage at Doom2.net and also linked from the wiki.

That said, you're doing good work putting time into porting these old projects, that's a net positive for sure. I hope you do not take my thoughts as a sign of annoyance with your effort, it's flattering that you bothered to put time into it, and I see it as a considerate and well intended effort from your end!

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Devalous: You could try to build the maps with various node builders and see if you get the same numbers, but you would have to test multiple versions and combinations of parameters.

I have thought about adding a heuristic algorithm to zokumbsp in order to try to fingerprint what tool was used previously build the map (nodes, reject and blockmap). There are some things that each of the major tools do that will fingerprint it. If people do more complex stuff like I often do for testing, like building the bsp tree with zokumbsp and the blockmap with bsp, it gets a bit more complex. Zokumbsp's blockmap is easily identifiable, as it sorts lists in order of size, biggest first, which the other tools don't. Newer tools like AJBsp might borrow concepts and algorithms and complicate things even more.

I really should document all this on the doomwiki, since it probably is useful for those making ports and tools, to make it easier to understand what has gone wrong.

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@Andy Johnsen The 20th anniversary name comes from the MIDI pack actually, as it was a 20th anniversary thing. I can change that name quickly if you like. I was largely emulating a 'what if AV had been released officially in another timeline?' feel, making it look and feel as polished as I could. The only thing really lacking right now is the lack of the official PAR times (which are being added soon, thanks to Brick's contribution) and the lack of custom text screens.

 

As for Black Label and the older version, as I mentioned to Zokum earlier in the thread, I originally did have Black Label seperate, its only actually in there as a combined release as it patched something weird with Valley of Echoes. Alien Vendetta was the very first wad I worked on for these ports, as I figured it would be the number one requested thing (And sure enough, as soon as I hinted at it being 'complete' on Doomworld, I got a lot of requests to post it, to the point it eclipsed any other wad request) and I tested things on both AV versions, especially since Valley of Echoes initially wouldn't show up when imported to the second release (I think I spent three days trying a hundred different things to get it working, which is how I learned that labelling it as 'ML1' allows for more maps in the port than normal; Thanks to VoE, I was able to squeeze in Memento Mori 2's bonus maps, D2TWID's bonus map and other extra content. Very useful given the Unity port has a hard one wad limit). Since the first edition of AV was already actually ported and sitting in my harddrive in my Unity port folder from all that testing, I figured I'd add it to the download, since believe it or not, people WERE requesting that specific version, largely to play Valley of Echoes 'as originally intended'. Its like you said in the Black Label text file, that map never goes away and people never stop asking for it, ha. I also got plenty of requests for a version with the original soundtrack too. I just hope that the three versions on there sate the majority.

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On 10/19/2022 at 11:15 PM, Devalaous said:

(I see no reason why Hell to Pay or The Innocent Crew's works constantly bomb the program)

I believe Obituary has a rather unorthodox lump structure, which may be what's causing the Unity port to bomb. There's a version with fixed files here, under the "fixed" subdirectory that could be worth a try. No idea why TEUTIC or SUDTIC wouldn't work though, if you've tried those that is.

Edited by Andromeda

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Yeah I haven't touched Obituary yet. Evil Unleashed in particular made me sad, because I actually manually fixed the broken graphics replacement in it too.

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Third update is out. New additions:

  • 2002 A Doom Odyssey (with the original version and 2001: A Deathmatch Odyssey included) by @pcorf
  • Death Tormention Complete Trilogy, with the four original unpolished wads its made up of included. This one is also by pcorf and is slightly experimental. It may or may not work entirely as intended.
  • The Beginning of the End: Part 1 by @NaturalTvventy

I have also split Alien Vendetta's downloads by seperating the original release as suggested, its now available for curiosity's sake. I also reworded the credits and description in both the download and my post to specify that 20th anniversary is unofficial. Par times are not added yet, I was busy all day with this and writing UMAPINFO stuff for other wads.

 

Akeldama, 1000 Lines, Gothic DM 1 and 2 have all been fully tested now, these requested wads will be next alongside Doom 64 for Doom 2. Don't be surprised if I take a break however :p

Edited by Devalaous

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10 hours ago, Devalaous said:

Third update is out. New additions:

  • 2002 A Doom Odyssey (with the original version and 2001: A Deathmatch Odyssey included) by @pcorf
  • Death Tormention Complete Trilogy, with the four original unpolished wads its made up of included. This one is also by pcorf and is slightly experimental. It may or may not work entirely as intended.
  • The Beginning of the End: Part 1 by @NaturalTvventy

I have also split Alien Vendetta's downloads by seperating the original release as suggested, its now available for curiosity's sake. I also reworded the credits and description in both the download and my post to specify that 20th anniversary is unofficial. Par times are not added yet, I was busy all day with this and writing UMAPINFO stuff for other wads.

 

Akeldama, 1000 Lines, Gothic DM 1 and 2 have all been fully tested now, these requested wads will be next alongside Doom 64 for Doom 2. Don't be surprised if I take a break however :p

I know this is kind of sacrilege, but if we're trying to make these seem as official as possible, then shouldn't the secret Wolfenstein level in 2002: ADO be edited to alter some of the Nazi symbolism since that's how it is in the Wolf levels in the Doom II Unity IWAD? Don't get me wrong, I'd usually be against censorship like that, but that's how it is officially, so I feel it should match in 2002.

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If 2002 ADO was on the Doom 2 side, it would automatically be the unity assets instead for that level. But since its for Doom 1, it uses internal textures taken from Doom 2, and I have a policy of not editing other people's wads lightly. The Wolf level is only in the old version anyway. I suspect most people will only actually play the 10th Anniversary edition.

 

Besides, 2002 ADO isn't part of the 'looking and feeling official' set, as noone ever made widescreen assets for it for me to use. If you want though, you can copy the edited textures from the Unity port's Doom2.wad and overwrite 2002 ADO's textures to see how it looks.

 

EDIT: Rather than bump my thread again, heres pics from the Master Levels thing I showed a while ago but never made available with the others

 

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This one requires DIY Slade work, as I cant distribute the Master Levels, even for a port that has them all within and also offers the originals with its purchase. Ive left markers in the wad so people know where to put the maps from the original files though.

Edited by Devalaous

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Why are none of the status bars widescreen? Arguably they are more important than wide titlepics as you're going to be staring at it 90% of the time.

Most of the "ultrawide" versions you mentioned were designed so that it doesn't matter where they cut off on the sides, so that they would work for not only 16:9 but also 16:10 as well. They can be cropped to 16:9 easily.

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45 minutes ago, Tarvis said:

Why are none of the status bars widescreen? Arguably they are more important than wide titlepics as you're going to be staring at it 90% of the time.

Most of the "ultrawide" versions you mentioned were designed so that it doesn't matter where they cut off on the sides, so that they would work for not only 16:9 but also 16:10 as well. They can be cropped to 16:9 easily.

 

Unlike GZDoom and other ports, the ultrawide graphics people make don't actually automatically cut off on the sides in this port, they need to be manually cropped with very specific offsets, otherwise they warp and wrap around the screen horribly. I don't know the offsets for the 16:9 versions, so I cant crop them yet. I had enough of a nightmare with DTWID's intermission maps that the thought of any more offsets makes me groan

 

1 hour ago, irukanjji said:

Thanks Devalaous, for your work and here is Chex Quest post by Kalcos

https://www.moddb.com/games/chex-quest/downloads/chex-quest-12-for-bethesda-ultimate-doom

 

 

I considered Chex Quest myself, since it seems like all I'd need to do is trim the excess IWAD fat off. Then theoretically I could do Chex Quest 2 by overriding the CQ1 stuff by dropping the CQ2 stuff in the wad.

 

This also might enable me to do TNT and Plutonia wads, if I simply modify the one the port comes with.

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Requiem STBAR lump can be directly copied from https://github.com/NightFright2k19/doom_widehud/blob/main/pwad/requiem_wide.wad
I have compiled the rest in here (taken from Nightfright's archive), except pre-cropped to match the Unity Doom 2 STBAR width

I made the Cleimos extended bar myself.

 

You can see by the original Unity DOOM2.WAD STBAR that there are no offsets involved. It is 0,0. The engine either has a hardcoded case for 426 pixel wide STBAR graphics, or always centers it regardless of width.

 

To get 426-width (unity widescreen) bars from 574-width "ultrawide" bars, just crop away 74 pixels from both the left side and the right side. Slade 3 has a built in tool for this you can use by right clicking the lump and selecting Graphic->Crop.

wshudsu.zip

Edited by Tarvis

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