elf-alchemist Posted April 1 27 minutes ago, Devalaous said: Last one for a while. Thanks to people not believing my carpal tunnel was real, I was forced into a situation where ive now lost the use of my left arm for anything but the most basic of movement, thanks to heavy tendon damage. I'm sorry for your wrist, Devalaous. I wish you well and hope your health retuens swiftly. 28 minutes ago, Devalaous said: In the meantime, the templates are there for you guys to make your own easily for anything you wish If you are willing to accept any contributions I could help with some MAPINFO, DeHackEd, CWILV work. If you'd want, I could try and finish any other QoLs you may have in the backgroud, not yet released. 2 Quote Share this post Link to post
Devalaous Posted April 10 (edited) Updated Memento Mori 2 with a fixed Map 26, it had one of those infamous deleted secret sectors that I hate so much. MM2 is absolutely loaded with errors that make 100% unfeasible, its kind of shocking. All but this one you can get by just noclipping though, so if I fixed all the other stuff too, I'd basically have over half the wad replaced. I would like to give MM2 intermission texts at some point, since the Infopack is loaded with mission text for almost every level, but a lot of it is poorly written and theres nothing for the four secret levels, so I dunno. On 4/1/2024 at 6:49 PM, elf-alchemist said: I'm sorry for your wrist, Devalaous. I wish you well and hope your health retuens swiftly. If you are willing to accept any contributions I could help with some MAPINFO, DeHackEd, CWILV work. If you'd want, I could try and finish any other QoLs you may have in the backgroud, not yet released. The only thing I havent released is the 1000 Lines stuff, since 2 and 3 are tricky, as they were developed with modern ports in mind, yet still hid the bonus levels via command line BS for no real good reason, so theres a lot of existing xINFO files to navigate through Edited April 10 by Devalaous 2 Quote Share this post Link to post
elf-alchemist Posted April 10 21 minutes ago, Devalaous said: The only thing I havent released is the 1000 Lines stuff, since 2 and 3 are tricky, as they were developed with modern ports in mind, yet still hid the bonus levels via command line BS for no real good reason, so theres a lot of existing xINFO files to navigate through I fine with any amount of work that I can contribute, if you don't mind, I can setup a GitHub repository to have everything together in one spot, complete or not, having a tracker to display what's done and what needs more work, et cetera. Just to help how I can; I say this stuff mostly because it's how I imagine I can contribute. 2 Quote Share this post Link to post
DreadWanderer Posted April 10 13 minutes ago, elf-alchemist said: I fine with any amount of work that I can contribute, if you don't mind, I can setup a GitHub repository to have everything together in one spot, complete or not, having a tracker to display what's done and what needs more work, et cetera. That's a fantastic idea, I think GitHub would be great to have a contributor-friendly workflow. 1 Quote Share this post Link to post
Devalaous Posted April 14 Saturnia The secret exit (aka the only exit) in the epilogue map did not work at all in GZDoom for some reason, so I made it work via xINFO. I also changed the fake exit in Map 32 into a sector 11 death exit thing so that the map stats can be recorded and the wad ended 'gracefully' via EndGame/EndPic commands, instead of the previous intentional 'just quit the game lol'. A cleaned up Dehacked made some animation errors occur in DSDA and PrBoom Plus, but not Crispy, Eternity, Woof or GZDoom. Thats another time ive had strange issues only in those two ports. Thus the Dehacked now sits in a second file for Crispy Doom 3 Quote Share this post Link to post
Devalaous Posted April 20 Updated Fava Beans, there was an error in the Doomsday section (sure, I dont support that anymore, but why leave it broken?) and the ZMAPINFO didnt have the CWILVs referenced, a relic of my early patches when I just made ZDoom-family ports generate them on the fly. I also added a second bonus map to it, Sean Birkel's 'shit.wad' which is a prototype of Io Lab from Memento Mori 2. Since I already integrated his other prototype wad, and 'shit.wad' is the base of levels in multiple cacoward winners, and is an E1M7 replacement, I just shunted it in there with crap115.wad. Now you don't need to download 01shit.wad and think 'that sure is shit' Also did a patch for a little known 8-map levelset called End Game; its full of bigname mappers like Erik Alm, Anthony Soto, Lee Szymanski and more, and has a reject from Plutonia 2 and a former Mordeth Episode 3 map in it. I'll put it in the opening post once I finish zipping it and writing the text file for it. 3 Quote Share this post Link to post
Devalaous Posted April 21 Vengeance? Yeah I'd like some vengeance for only naming 8 of the 36 levels. Probably the smallest thing ive had to do, but now that UD megawad has its few named levels consistent. I'll probably go back to it later, as theres oddball errors like a chaingunner in E1M9, with all the bugs that causes. Also edited Talosian Incident, I wasn't aware the CWILV graphics credited the authours, so I removed the authour field in the ZMAPINFO. End Game is now also available, as promised. 1 Quote Share this post Link to post
Devalaous Posted April 23 (edited) Turns out the Doom Wiki is wrong for Heroes 2: Map 11 is actually The Lost Mines by Mark Klem, not 'Underground' by Darren Cullern. Will have to fix that in the patch. Also, would anyone object if I edited the Talosian Incident patch to make Map 14 use one of the other map's midis? Having stock Doom 2 music in a megawad full of ambience in every other slot ruins the mood. EDIT: updated Heroes 2 with a new Map 33; I added Underground, since its 'supposed' to be there. Edited April 23 by Devalaous 2 Quote Share this post Link to post
elf-alchemist Posted April 23 9 hours ago, Devalaous said: Also, would anyone object if I edited the Talosian Incident patch to make Map 14 use one of the other map's midis? Having stock Doom 2 music in a megawad full of ambience in every other slot ruins the mood. No objections from me, I vote yes to that. 1 Quote Share this post Link to post
TMMMS Posted April 23 i love it when cut content gets restored especially when said cut content is actually good or at least worth checking out i dont fault the original authors for cutting them since they mustve had their reasons for doing so and we tend to be our own harshest critics but also it gives people like you more material to work with 1 Quote Share this post Link to post
Devalaous Posted May 5 I have now updated every patch except the DBP pack with COMPLVL lumps; hopefully the correct ones. In addition, Stomper's patch has been corrected: I was using the level names from within the wad, unaware that someone had at some point, documented the up to date level names Herian 2 has been given a big update; the missing h2-nin.wad and h2-hrtc.wad mentioned in the text files are now supplied, and ive added a version of the Raven MIDI Pack for Doom 2 that I previously uploaded that works with Herian 2. Ive also supplied, in a seperate download due to its filesize, the option to play Herian 2 with Greenian's MP3 soundtrack. So now it can be played with its default no music atmospheric experience, with the intended NIN midis (strange choice, but oh well), with the community's Heretic midi pack, or with its remake's soundtrack, and with or without optional Heretic graphic replacements. Talosian Incident's Map 14 now uses a midi from Cygnus IV, John Bye's previous work. 3 Quote Share this post Link to post
Devalaous Posted May 5 1000 Lines is also done after so many delays. I think ive eliminated all the issues, but 1000 Lines 3 is a very complex piece of work, something might have broken. I also had to add a little exit to Map 34 so it can be completed for stat tracking, so it might be over 1000 lines now :p Better than just making a random wall an exit switch though.. Apologies for the rapid doublepost, I cant seem to edit the above post and save the changes 1 Quote Share this post Link to post
DreadWanderer Posted May 5 (edited) Thank you again for maintaining this thread, I had a lot of work to do updating my personal copies but I'm not complaining :D Edited May 5 by DreadWanderer 1 Quote Share this post Link to post
TMMMS Posted May 5 wow i didnt know about herian thanks for bringing it to my attention i must check it asap 0 Quote Share this post Link to post
Devalaous Posted May 5 Herian 1 can safely be skipped, its not that great, but some of the maps in Herian 2 wont make as much sense without playing it. Herian 2 though, I have a lot of fond memories of, it was the first ZDoom mapset I ever played, back when ZDoom was the shiniest new thing I had. I loved the fusion of Doom, Heretic and Hexen, and even then, the music and resource wads were already missing from the package, so all I had was silence with ambient noises, and Doomguy and his UAC arsenal fighting gargoyles and exploring medieval style places in near total silence. It was...special. I actually found Herian 2 before I ever found the 'Top 100 Wads' feature, so I was pretty happy to see it on the list. No wonder then, that BeeWen remade/reimagined Herian 2 as Greenian, amping up the atmospheric stuff to the limits, as we often see from the RDC 1 Quote Share this post Link to post
TMMMS Posted May 5 im still gonna check out herian 1 first since you took the time to make a patch for it so itd be a shame to let it go to waste your restoration efforts are a godsend keep up the good work 2 Quote Share this post Link to post
Devalaous Posted May 6 14 hours ago, TMMMS said: im still gonna check out herian 1 first since you took the time to make a patch for it so itd be a shame to let it go to waste your restoration efforts are a godsend keep up the good work Added three more; Full On is an E2 replacement for Ultimate Doom, that had three levels cut to be allowed an upload onto idgames. The cut levels were IWAD remakes. I have restored them for a full 8 level episode. Dimensions of Time is a 32 level megawad by forum legend Matt Tropiano, made when he was a really young teen, after his 'Best Wad Ever' for Ultimate Doom. I managed to restore its long-broken .deh patch and extract the story text. It is now present, in all its typoed glory, totally unaltered. 'Hell in Hell' is another 32 level megawad from 1996 that is extremely unknown, yet featured on Doom Wiki's 'notable wads' list (Which is where I also found Full On and World of Deth, another obscure megawad I gave the QoL treatment to earlier). Its now got the usual level names and CWILV graphics. All three are on the front page 4 Quote Share this post Link to post
TMMMS Posted May 6 awesome keep them coming however i think these patches would benefit from being uploaded to somewhere more definitive like idgames i worry that should dropbox goes down or this thread gets deleted for whatever reason all your precious work might get lost forever 1 Quote Share this post Link to post
Ginji23 Posted May 7 Are ConC.E.R.Ned, Eviltech, Realm of Chaos, and TNT Revilution supposed have links attached to them? 1 Quote Share this post Link to post
Devalaous Posted May 7 (edited) Two of them haven't been finished, one is found in the Realm of Chaos 25th Anniversary thread (its going to be officially included in the final version) and Revilution is currently found elsewhere in the thread; I need to redownload Firebert's version and host it myself, as I touched it up for them. Linkless ones are basically up and coming ones. Edited May 7 by Devalaous 2 Quote Share this post Link to post
TMMMS Posted May 9 all this chris klie talk in the other topic has made me feel like checking out the lost episodes of doom but according to doom wiki there seems multiple releases and im not sure which ones to download to have the full experience could you help me with that? 0 Quote Share this post Link to post
Auron Posted May 9 (edited) 1 hour ago, TMMMS said: all this chris klie talk in the other topic has made me feel like checking out the lost episodes of doom but according to doom wiki there seems multiple releases and im not sure which ones to download to have the full experience could you help me with that? So I'm not very familiar with many classic wads, but I've played the lost episodes of doom using this wad alongside the unoficial patch fix: jptr_v40.zip jptr_fix1.zip Edited May 9 by Auron 0 Quote Share this post Link to post
TMMMS Posted May 9 thanks just what i was looking for! is the unofficial patch still necessary if i use devalaous patch? 0 Quote Share this post Link to post
Auron Posted May 9 (edited) 10 hours ago, TMMMS said: is the unofficial patch still necessary if i use devalaous patch? No, you don't need it. Devalaous's patch has more updated fixes. Edited May 9 by Auron 1 Quote Share this post Link to post
Devalaous Posted May 9 (edited) 5 hours ago, TMMMS said: thanks just what i was looking for! is the unofficial patch still necessary if i use devalaous patch? 3 hours ago, Auron said: No, you don't need it. Devalaous's patch shoud has more updated fixes. I cannibalised parts of that unofficial patch into mine, with credit. Mine is probably all you'd need, unless you want to try BlueFire's ZDoom patch that adds animated skies and lightning. I keep mine compatible with as many ports as possible though. EDIT: I took the updated 1.9 demos, the WILV graphics and the text screens from the Page of Doom unofficial patch Edited May 9 by Devalaous 2 Quote Share this post Link to post
TMMMS Posted May 9 (edited) speaking of chris klie you mentioned bf_thud! in the masterpack thread: are you planning on making a qol patch for it? i played the first map this morning and it kicked ass! heck i might even like it more than any of the chris klie submissions for the master levels - which i thought were already quite decent - as it doesnt go overboard with items and powerups of course browsing through the doom wiki i can see that certain maps went on to be repurposed for the lost episodes of doom but i suppose playing them in a doom 2 map rotation might be enough to spice things up its a shame that id software didnt take the master levels as seriously as you and elf-alchemist and others did because chris klie clearly had at least one megawad worth of maps ready to go Edited May 9 by TMMMS 0 Quote Share this post Link to post
Auron Posted May 9 (edited) Hey @Devalaous I noticed somethins while playing in Woof! that the saves do not update the level name while using the the QoL fix. I have the habit of saving at the beginning of the level and normally the save file automatically changes the name according to the map in question: my save title is named "map 01" and when I move to the next map it updates the name to "map 02" when I save again overwriting the slot) but when using the patch this does not happen. The workaround I found was to delete the save then save again so it updates the title with te current map number. In fact, it's something trivial and I don't think it's harmful when it comes to gameplay. I did the test without using the QoL patch and the save names update normally as usual. So far I've noticed this in TNT:Revilution and Memento Mori 2. I have no idea why it happens tho. Edited May 9 by Auron 0 Quote Share this post Link to post
Devalaous Posted May 9 (edited) There is little point making a patch for BF Thud, as it has no replaced level names, and ends at Map 29, its basically a full megawad in that he opted to not replace Map 30, 31 and 32. I did make a conversion of it to the Unity Port however. Ive been working on a new batch the last few days, largely old 90s stuff. STRAIN and the two Eye of the Beholder mapsets from Jon Landis (Who also worked on STRAIN), an old Maximum Doom E1 replacement called 'Way Out and Still Doomed', and rather uniquely, I got a request to patch 'Knee-Deep in the DEU', an E1 replacement that came with the DEU Doom Editor in its final release, notable for having Helipad from the 1994 Tuneup CP and one of the maps by Michael Kelsey. I also need to finish up a patch I started last year and lost for that Episode 1 map contest that John Romero judged, there was enough maps that it got an Episode 2 with the Deimos sky and that harms the presentation a little No idea whats going on with Woof, you might want to ask the developers, I make heavy use of the Label feature in UMAPINFO so that id's own format of 'Level x: Map Name' is consistent. Woof has however added a feature that retroactively makes my patches better; it now has obituaries just like ZDoom's, and that means patches like Cleimos 2, Fragport, Hell to Pay and Scythe 2, where I had to write new obituaries to take the custom monsters into account, now work for Woof as well as ZDoom family stuff! (This will not work in the STRAIN patch though; due to STRAIN's superfinicky DEHACKED, I couldn't add the obituaries the usual way, so I had to use a LANGUAGE lump instead) Edited May 9 by Devalaous 3 Quote Share this post Link to post
TMMMS Posted May 9 thats fair speaking of eye of the beholder i see that the first one doesnt appear to have been uploaded on idgames and the only download link ive been able to find is a mediafire one on the onemandoom website which is strange anyway looking forward to discovering more oldies thanks to you! 0 Quote Share this post Link to post
Devalaous Posted May 10 (edited) Eye of the Beholder has duplicated IWAD resources that were never resolved, so its barred from an idGames upload. Eviltech patch and all of the above mentioned wads are now live. Eviltech is Nicolas Monti's first megawad, and the story text in it is not in english. I don't have the skill to translate it to english, so it remains as is. Map 33 and 34 should now be reachable in Woof/DSDA/other UMAPINFO ports. I also had a quick look at @Auron's save game thing, and it saved the contents of the UMAPINFO Label field as the default save name, as I suspected. I'm absolutely tired after doing so many of these in the last few days, I gotta stop finding new oldschool wads. EDIT: Forgot to mention, but I added TNT and Plutonia templates to the xINFO blank template download. I kept forgetting to change the values for stuff like PRCP2 and having to fix it later, so now theres a ready to go Final Doom variant. also edited Hell to Pay's text file to credit No-Man Baugh for some excellent graphics work he did for me, my brain blanked apparantly. I am so sorry, wasnt intentional! Edited May 11 by Devalaous 5 Quote Share this post Link to post
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