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


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14 hours ago, Devalaous said:

I have been doing a lot of non-keyboard and mouse things for a while, due to a mix of Doom interest waning, frustration with the many many arbitrary limits of this port, modding fatigue, and carpal tunnel flare-ups

 

So after a long hiatus, here is a tentative Update 6 that might need testing. Much of this was already done, just needed some final touches and to be organised on my Dropbox.

 

Ultimate Doom:

 

Fava Beans by Sean Birkel and Ben Gates

 

Incineration by pcorf

 

Sacrifice by Ty Halderman and Robert Taylor

 

Doom 2:

 

Suspended in Dusk by Espi

 

BF Thud! by Chris Klie

 

Icarus Tributes by Eternal, Memfis and Valkiriforce (Icar 2015, Icarumem and Starcove in one wad)

 

TV 1998 by Thomas van der Velden (Includes midipack)

 

Zone 300 by pcorf

 

Zone 400 by pcorf

 

Valkiriforce's remaining Megawads:

 

Doom Core & Doom Core Delta

Reverie

Eternally Yours

Vispire

Pulse

 

Doom 64 in Doom 2, and 'Works of the Masters' (Combined works of Jim Flynn, John Anderson, Sverre Kvernmo and Tom Mustaine) are still giving me grief, but I havent given up on them yet.

 

I am also still waiting for approval from a moderator over linking Lost Episodes of Doom; the conversion is already done and it is live on my Dropbox, but I'd rather make sure its okay to link before posting it on Doomworld.

Hey man! Glad to see that you're back! I hope you're doing well. I'm super excited to check out Sacrifice in particular. I don't know what my fascination with 1994 WADs is tbh, I guess there's just something admirable about Doom maps that were made so early on. Could be the primitive level design, or could be the fact that modding tools were still in their infancy, but either way, I'm glad your doing more '94 maps, and find the fact that you're making them use the OG credits and title screen weirdly adorable. Also looking forward to exploring Suspended in Dusk; that one looks interesting. Anyways, I'd like to thank you again for all this hard work you're doing. You're really doing God's work by porting all of these, and I couldn't be happier. Hope you're having a Happy Holidays, and I can't wait to see what the future of this series of WADs holds (but hopefully it's Doom 64 in Doom II)!

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*shrug* DMAPINFO looks fine, Doom Builder gives no errors, so im guessing its Yet Another Problem with really old mapsets made with ancient editors. All 6 run fine so you should at least be able to pistol start them. This shit is exactly why I largely stopped this stuff. Things break and crash for no logical reason. Someone else is starting to look into how the port really works, so these hiccups may come to light eventually. Until then, go into the really old mapsets with the knowledge things may explode at any time for no discernible reason

 

And yeah, Sacrifice and Lost Episodes of Doom both use pre-Ultimate Doom titlescreen and credits, from Nash's GZDoom widescreen stuff. I feel its fitting for any old Doom mapset pre-Episode 4 without custom titlepics to have that setup

 

I poked around at Sacrifice and rebuilt nodes and cleaned up some errors in the remaining 5 maps, so maybe that'll improve things. I doubt it.

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Alien Vendetta updated again to include the .deh that some versions came with, largely so the text screens are replaced. Let me know if it actually plays nice with the DMAPINFO lump, if it doesn't then I'll have to incorporate them in the DMAPINFO lump, which means the secret exit text has to be axed due to Limitations™

 

The original release version also got its native .deh

 

EDIT: I've also given Valley of Echoes an unofficial par time so it doesn't feel as out of place; I took the DSDA UV-max record and added a couple of minutes (17:34.09 'rounded up' to 20 minutes, aka 1200) and 1200 is close to Demonic Horde's 1620 partime and Dark Dome's 1160 partime. I hope this is acceptable.

Edited by Devalaous

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  • 5 months later...

Sorry to bump this thread but when I tried to import the individual map files for the Master Levels into the Unity port megawad version of it into SLADE, it crashes the game when I try to even start a level or a demo boots up. Even after trying the megawad on DOSBox it just crashes the game and DOSBox from trying to load the WAD with Doom II. Are there any instructions for this so I can see what I'm doing wrong here? I've been wracking my head on trying to troubleshoot this problem and every time I try to fix it, it just results in the game crashing all the time.

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Its always the Master Levels stuff that comes back to give me issues isn't it? Naturally I seem to have *not* kept my assembled Master Levels wad on hand, but the dropbox version was made from that initial version, all I did was delete the maps from the wad and leave markers showing where to place them. The built version was working in the port for both me and my lone tester.

 

image.png?width=1246&height=701

 

This is how it should look with Canyon slotted into the right place, for example. I have no idea why it would break on any port, maybe it doesn't like the markers?

To be honest, the constant crashing issues with the Unity port with basic vanilla wads for seemingly no reason is why I stopped porting things to it, it became a fulltime headache, especially when there's little to no interest in figuring out how it works and why it crashes, because 'just use community ports'. Even Sponge has shown headscratching confusion over why some add-ons have had problems, and he was one of the programmers, heh.

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Maybe it's not just the map that needs to be imported to the Master Levels Unity port megawad, but also the rest of the Doom II assets (demos, sounds, textures, enemies, etc) that needs to be imported as well? Going by the other Unity port's curated WADs, they are basically standalone IWADs (even BTSX in the Unity port is more or less a singular IWAD rather than needing separate files in the standalone version to load the mod, but it has some stuff missing to make it display stuff like the menus and text correctly in other source ports). The way the instructions on the front page of this thread makes it sound more like a PWAD that the Unity port doesn't have complete access to all the necessary files to run.

Edited by AmethystViper
Rephrasing my post.

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These are all supposed to be run from the pwad folder, like this:

doooom.png

 

I'd get in all sorts of trouble if I IWAD'ed each one. The only reason Master Levels is different to the rest is because the individual 20 Master Levels wads cant be handed out, hence its a DIY one by legal necessity. Even if said levels are buried inside said ports files.

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But you can try IWADing it on your own to test it; it's just one more DIY step.

 

There was a change made in the official port at some point so that all add-ons could be used indifferently on Doom or Doom II, and at the point all add-ons became IWADs. It's possible the port just clears all IWAD resources and reloads from the add-on instead...

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On 6/6/2023 at 5:20 AM, Gez said:

But you can try IWADing it on your own to test it; it's just one more DIY step.

 

There was a change made in the official port at some point so that all add-ons could be used indifferently on Doom or Doom II, and at the point all add-ons became IWADs. It's possible the port just clears all IWAD resources and reloads from the add-on instead...

That's exactly what I was thinking, let the user turn the Master Level megawads from this thread to a compatible IWAD for the Unity themselves through SLADE. Looking through the Unity ports' version of BTSX Episodes 1 and 2 had a text file that mentions it was repackaged as an IWAD for those who bought they Unity port and even strictly tells users NOT to distribute these IWAD versions of BTSX 1 and 2 from the Unity port since they contain copyrighted materials.

Edited by AmethystViper

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  • 1 month later...
9 hours ago, Faceman2000 said:

Ohhhhh man! How’d you manage to get it working???

 

Turns out only the 'Raw X' version of the wad works with the port. I never did know the difference between the two PG wads.

 

Also apparently Eternal Doom and Scythe 2 will work after being run through something called Deusf, and Hell to Pay might also.

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  • 3 months later...
On 7/29/2023 at 3:29 PM, Devalaous said:

 Also apparently Eternal Doom and Scythe 2 will work after being run through something called Deusf, and Hell to Pay might also.

You don't need to use DEUSF to get those WADs working... In fact, it's sort of a bad idea, cuz what DEUSF does is that it inserts all the IWAD information into the PWAD, technically making it "illegal" to distribute.

 

I got Scythe II working quite easily. I just needed to arrange the lumps in a specific way. Vanilla Doom and the Unity port is very specific when it comes to how WADs are formatted when it comes to lumps. Scythe II's lump order is super fucked :P and while other ports are pretty lenient on lump order, Vanilla and Unity port are not.

 

All I did is put the lumps in this order:

FF_START
F_END
SS_START
S_END

[general graphics and info lumps go here]

PP_START
PP_END

[MAP lumps]

Flats need to come first, right after Sprites, or else Unity with crash (just like Vanilla). It's important to also use F_END and S_END and not FF_END and SS_END. Any lump that uses the double characters in the front is a dummy lump that Doom doesn't read, but the F_END and S_END signify the end of flat and sprite loading. Regarding the rest of the lumps, they matter much less. It's just the flats and sprites must come first in a WAD for it to work correctly in Unity / Vanilla.

 

Anyway here's two WADs I got working:


Scythe II

- Added Dehacked map names and DMAPINFO by me

- Added widescreen graphics by Terraformer9x

- Added widescreen statusbar by SiFi270

- Note some caveats: Internal Demos desync because they were not recorded via complevel 2. MAP32 has a switch that is actually a BOOM action that doesn't work in Vanilla ofc. Luckily you can still beat the map without pressing it (and not get softlocked).


Eternal Doom III

- Added "Official" Dehacked file with map names created by Rich Nagel

- Added DMAPINFO by me

- Added bonus "CyberSweeper" and "Credits" maps and music (MAP33 and MAP34) accessible via the menu (DMAPINFO)

- Added widescreen graphics by Terraformer9x

- Added widescreen statusbar by NightFright

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image.png

 

image.png

 

Thanks a bunch @Arsinikk, that was the missing clue I needed. Now I can likely port a bunch of problematic things AND debug some earlier unofficial add-ons. I might need to send you the Doom 64 one though, I cannot figure out the Mother Demon sprite issue for the life of me

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I've converted some more WADs to Unity.

 

Note that I haven't tested all of the maps, mostly just played 1 or 2 maps as a test.

Some of the graphics that were super widescreen aren't just cropped down, but actually were tweaked to look good on 16:9, so stuff like edges end on that ratio.

 

Here's a Drive folder with all the Unity conversions I've done so far:

Unity Converted WADs

 

 

Unity WADs that work amazingly:


Doom 64 for Doom II

- DMAPINFO by me

- Added widescreen graphics by Terraformer9x (converted to 16:9 ratio )

- Added widescreen statusbar by Terraformer9x (converted to 16:9 ratio)

- Uses simplified midi tracks cuz I found the non-simplified ones sounded bad in the Unity port


The Rebirth

- Added Dehacked map names and DMAPINFO by me

- Added new widescreen TITLEPIC by me

- Added widescreen graphics by Quill (converted to 16:9 ratio)

- Includes The Rebirth Midi Pack


Epic 2

- Added Dehacked map names and DMAPINFO by me

- Added widescreen graphics by Forgotten (converted to 16:9 ratio)

- Added widescreen statusbar by Widescreen statusbars (converted to 16:9 ratio)


Equinox

- Added Dehacked map names and DMAPINFO by me
- Added widescreen graphics by Quill (converted to 16:9 ratio)

- Added widescreen statusbar by MrHellstorm17 and Auron (converted to 16:9 ratio)

- Added WIMSTT graphic by MrHellstorm17

- Added new CWILV level graphics (based off the Equinox font) made by me (based off mapnames by Devalaous)

- Fixed MAP04 music loop (midi from Compendium)


The Talosian Incident

- Added Dehacked map names and DMAPINFO by me

- Added new widescreen graphics by me

 

 

Unity WADs that mostly work:


Plutonia 2

- Added Dehacked map names and DMAPINFO by me

- Added widescreen graphics by Terraformer9x (converted to 16:9 ratio)

- Added widescreen statusbar from Widescreen statusbars (converted to 16:9 ratio)
- Fixed crash on MAP23 from a Medusa error (without affecting the map nodes). Used to crash in Vanilla (and Unity ofc).

- Had to add Plutonia textures in the WAD for it to run.
- Slight caveat: Had to add Plutonia textures into WAD to get it to work. The Unity port does not allow for WADs to be ran in complevel 4, which means that the WAD is running thru Doom 2 instead of Plutonia. Technically it "works", but if there are any sequences in the WAD that rely on the teleport height quirk of complevel 4, those will not work correctly.

 

 

Unity WADs that do NOT really work:

 

STRAIN

- Added Dehacked map names and DMAPINFO by me

- Added widescreen graphics by Quill (converted to 16:9 ratio)

- Added missing widescreen graphics that extended to black for consistency

- Added widescreen statusbar by Widescreen statusbars (converted to 16:9 ratio by me)

- Added psychic blaster widescreen graphics by PKr

- MISC 0 section of DeHackEd crashes the Unity Port (but not Vanilla), so for STRAIN to even run, I had to delete it. Problem is that this has a huge impact on gameplay. There are 3 things that MISC 0 change: player starts with 0 bullets, megaarmour increases to 300 percent, and Psychic Blaster (BFG) uses 3 ammo instead of 40 ammo (rockets). Obviously the final Psychic Blaster point makes the weapon useless and kinda breaks gameplay balance.

Edited by Arsinikk

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@Bubbabyte turns out Sacrifice had the WILV graphics still as PNGs, likely why it crashed on you. Oops! I fixed that.

 

Anyway, heres two more I finished up, im not as good at this as Arsinikk so bugs may exist!

 

No Consolation DX

This is a collection of console levels converted to Doom 2, using only Doom 2 textures, with a sprinkling of Doom 2 beta levels to round the mapset out similar to Xaser's Lost Episode. I touched up things here and there, Sewers is 'less shit' now for example, but I haven't really altered too much, to preserve the original feel as much as possible.

 

A real proper community effort to remaster the console levels to truly fit in with the original IWADs would be needed for that, and im not skilled enough to pull that off.

 

Hell to Pay

The second Wraith megawad, this should have everything but the CASTCALL sequence intact. I incorporated some fixes from my Hell to Pay patches too.

 

EDIT: Alien Vendetta was also updated yet again, now there is a seperate Black Label, as per the request of the AV devs

Edited by Devalaous

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  • 4 weeks later...

Good to see that these are still being made! I'm especially happy to see Doom 64 in Doom II and No Consolation! Gonna go try those out right now!

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I might add Romero's two new E1 levels to No Consolation DX, ive kept getting requests here and there to port them to this port, but never really had a good place to put them. They are more visually advanced than anything there though, so it might clash horribly, heh.

 

EDIT: thats actually a really bad idea, as I forgot I had to convert the No Consolation stuff to Doom 2, with all the issues that brings.

Edited by Devalaous

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I have a question! How do I install these wad in the wad folder? What is the folder where I should put them?

 

I bought the Doom collection for Steam and I would like to have more add-ons for the Doom/Doom 2 Unity version

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1 hour ago, daniel95 said:

I have a question! How do I install these wad in the wad folder? What is the folder where I should put them?

 

I bought the Doom collection for Steam and I would like to have more add-ons for the Doom/Doom 2 Unity version

 

unitywads.png.6739212e39f145ef3ff27479b0205869.png

 

Pop these in this folder located in your Documents, they will then appear in the list of add-ons, albeit without descriptions or screenshots (I don't believe anyone's figured out how to create custom stuff for that yet)

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15 hours ago, Devalaous said:

 

unitywads.png.6739212e39f145ef3ff27479b0205869.png

 

Pop these in this folder located in your Documents, they will then appear in the list of add-ons, albeit without descriptions or screenshots (I don't believe anyone's figured out how to create custom stuff for that yet)

 

Oh thanks! Do all wad work with either game?

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No, only the one it was originally designed for. The official add-ons work around this by being turned into IWADs, these unofficial ones are still PWADs, repackaged and optimised to work with the Unity port's quirks

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On 12/8/2022 at 3:41 AM, Devalaous said:

I have been doing a lot of non-keyboard and mouse things for a while, due to a mix of Doom interest waning, frustration with the many many arbitrary limits of this port, modding fatigue, and carpal tunnel flare-ups

 

So after a long hiatus, here is a tentative Update 6 that might need testing. Much of this was already done, just needed some final touches and to be organised on my Dropbox.

 

Ultimate Doom:

 

Fava Beans by Sean Birkel and Ben Gates

 

Incineration by pcorf

 

Sacrifice by Ty Halderman and Robert Taylor

 

Doom 2:

 

Suspended in Dusk by Espi

 

BF Thud! by Chris Klie

 

Icarus Tributes by Eternal, Memfis and Valkiriforce (Icar 2015, Icarumem and Starcove in one wad)

 

TV 1998 by Thomas van der Velden (Includes midipack)

 

Zone 300 by pcorf

 

Zone 400 by pcorf

 

Valkiriforce's remaining Megawads:

 

Doom Core & Doom Core Delta

Reverie

Eternally Yours

Vispire

Pulse

 

Doom 64 in Doom 2, and 'Works of the Masters' (Combined works of Jim Flynn, John Anderson, Sverre Kvernmo and Tom Mustaine) are still giving me grief, but I havent given up on them yet.

 

I am also still waiting for approval from a moderator over linking Lost Episodes of Doom; the conversion is already done and it is live on my Dropbox, but I'd rather make sure its okay to link before posting it on Doomworld.

 

oh I understand! So in this post should I put the wad in their respective game? What game would the Megawad be for, for either of the two?

 

I hope I don't bother you with my questions ^^", I'm a bit of a newbie in terms of using mods for Doom

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Anything saying Ultimate Doom goes in the 'Doom (1993)' folder: Saved Games\id Software\DOOM Classic\WADs.

 

These are specifically 2002 ADO, Death Tormention Trilogy, Doom the way id Did, Ultimate Doom the way id Did and Doom the way id Did: Lost Episodes, PhobosDeimos Anomaly, Sacrifice, Beginning of the End, Incineration and Fava Beans.

 

All the rest are for Doom 2.

 

I noticed that Lost Episodes of Doom is in Doomkid's big vanilla wad pack thing, so im guessing its now safe to post on DW: Lost Episodes of Doom

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26 minutes ago, Devalaous said:

Anything saying Ultimate Doom goes in the 'Doom (1993)' folder: Saved Games\id Software\DOOM Classic\WADs.

 

These are specifically 2002 ADO, Death Tormention Trilogy, Doom the way id Did, Ultimate Doom the way id Did and Doom the way id Did: Lost Episodes, PhobosDeimos Anomaly, Sacrifice, Beginning of the End, Incineration and Fava Beans.

 

All the rest are for Doom 2.

 

I noticed that Lost Episodes of Doom is in Doomkid's big vanilla wad pack thing, so im guessing its now safe to post on DW: Lost Episodes of Doom

 

Ooh seriously, thank you very much for clarifying all my doubts! The only question I have is how to configure "The Master Levels: PS3 Version Campaign + Rejected Master Levels" I still don't really understand what to do in Slade since I had never used this tool before, maybe you could give me some instructions privately ? Only if you can help me, if not no problem ^^"

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2 hours ago, daniel95 said:

 

Ooh seriously, thank you very much for clarifying all my doubts! The only question I have is how to configure "The Master Levels: PS3 Version Campaign + Rejected Master Levels" I still don't really understand what to do in Slade since I had never used this tool before, maybe you could give me some instructions privately ? Only if you can help me, if not no problem ^^"

 

First, choose which soundtrack of the three packs you want to build the wad from (Classic Doom 2, Peter's Midi Pack, or the MIDTWID pack), then find your loose Master Levels wad files. I don't know where the Unity port itself hides them or if they are even accessible, but on Steam you SHOULD be able to find them at SteamLibrary\steamapps\common\Doom 2\masterbase\master\wads (Or just right click Doom 2 on Steam, select /manage local files' and rummage through till you find them). I owned the Master Levels befroe the Unity port came out, so I dunno if all releases are built this way.

 

Once thats done, you'll need to open the Master Levels campaign file you want to build in SLADE

 

image.png

I placed markers in the wad to help people build their own. You'll need to place the maps from each loose Master Level wad into these markers, then rename the MAPxx to go from MAP01 to MAP21 so that the DMAPINFO points to the right levels.

 

image.png

 

Select all of these inside the loose Master Levels (Make sure to back them up first, incase you accidentally delete a lump or move it around or so on)

 

image.png

 

Once they are copied, right click the ATTACK marker and paste, the map contents will be pasted exactly in the right spot. Do this for each wad. TEETH.wad has two maps; place MAP31 under TEETH, and MAP32 under BADDREAM, then rename them to MAP20 and MAP21 respectively. Once complete you will have your own megawad with the Master Levels in the PS3 map order as one campaign

Edited by Devalaous

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Ready! I did it! Thank you very much for your instructions hehe! It works perfect!

 

By the way, the wad you recently posted about "Lost Episodes of Doom" is from Ultimate Doom, right?

 

PS: Will there be an opportunity to make a port of the new free Wad that Romero released called "SIGIL II"?

Edited by daniel95

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2 hours ago, daniel95 said:

PS: Will there be an opportunity to make a port of the new free Wad that Romero released called "SIGIL II"?

 

Bethesda's probably going to upload it themselves soon.

 

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