GamingWithAlf Posted July 29, 2023 (edited) I was working on a wad when i tried putting in other textures in to my main resource file (DOOM.wad) for doom builder. I ended up giving up and deleting my version "DOOM with more textures.wad". Now, when I drag and drop the actual wad file with the maps in (test.wad) to GZDoom, everythings broken. No collisions on certain walls. I cant harm enemies. I cant interact with doors. I dont know whats going on! It was fine before the texture stuff, but I dont see how that broke it? It was a completely different file! WAD google drive Edited August 2, 2023 by GamingWithAlf 0 Quote Share this post Link to post
Stabbey Posted July 29, 2023 As you probably guessed by now, never alter Doom.WAD. You always want to create a new WAD, and put your textures into that one. If you intend it to be a resource WAD used for multiple projects, you can add it as a second resource. As for your issue, does your map occupy more than 25% of the possible space allowed in either dimension? What you're describing sounds like a blockmap overflow bug when happens with excessively large maps. Also, you've set the permissions for your file so that people need to request access. 0 Quote Share this post Link to post
GamingWithAlf Posted July 30, 2023 (edited) 11 hours ago, Stabbey said: As you probably guessed by now, never alter Doom.WAD. You always want to create a new WAD, and put your textures into that one. If you intend it to be a resource WAD used for multiple projects, you can add it as a second resource. As for your issue, does your map occupy more than 25% of the possible space allowed in either dimension? What you're describing sounds like a blockmap overflow bug when happens with excessively large maps. Also, you've set the permissions for your file so that people need to request access. you should be able to see the files now. also, i didnt change the original doom.wad file , i saved it as a different file, "doom with more textures.wad" Edited July 30, 2023 by GamingWithAlf 0 Quote Share this post Link to post
boris Posted July 30, 2023 We're not allowed to access the file. 0 Quote Share this post Link to post
GamingWithAlf Posted July 30, 2023 (edited) 30 minutes ago, boris said: We're not allowed to access the file. i did do it, just didnt press "done", ive done it now so you now should be able to access the file Edited July 30, 2023 by GamingWithAlf 0 Quote Share this post Link to post
Stabbey Posted July 30, 2023 1 hour ago, GamingWithAlf said: also, i didnt change the original doom.wad file , i saved it as a different file, "doom with more textures.wad" You don't want to do that either. It's not necessary. You can create an empty WAD in Slade, add your custom textures (there are tutorials you can search for on these forums), and then load that wad after doom.wad as a second resource WAD. Then when the level is done, merge your custom textures into your main WAD through Slade again. 0 Quote Share this post Link to post
GamingWithAlf Posted July 30, 2023 (edited) On 7/30/2023 at 12:56 PM, Stabbey said: --I dont know how to delete comments-- Edited August 8, 2023 by GamingWithAlf 0 Quote Share this post Link to post
Doomy__Doom Posted July 30, 2023 This is what's broken. A double-sided linedef facing out into the void should not be a thing. 1 Quote Share this post Link to post
Kappes Buur Posted July 30, 2023 (edited) 5 hours ago, Doomy__Doom said: Spoiler This is what's broken. A double-sided linedef facing out into the void should not be a thing. I would say that this situation depends on what you are doing. Inserted new sectors have their linedefs pointing the correct way, but deleting linedefs may at times lead to linedefs facing the wrong way. Spoiler Edited July 30, 2023 by Kappes Buur 0 Quote Share this post Link to post
GamingWithAlf Posted July 31, 2023 19 hours ago, Doomy__Doom said: This is what's broken. A double-sided linedef facing out into the void should not be a thing. Thanks, Ill see if this fixes it, it was just a tiny line so I didnt notice 0 Quote Share this post Link to post
GamingWithAlf Posted July 31, 2023 16 minutes ago, GamingWithAlf said: Thanks, Ill see if this fixes it, it was just a tiny line so I didnt notice That has helped so much, thank you! Also, does anyone know why the doors not working in E1M3? 0 Quote Share this post Link to post
Kappes Buur Posted July 31, 2023 (edited) 10 hours ago, GamingWithAlf said: ... Also, does anyone know why the doors not working in E1M3? All doors and switches in E1M3: Toxin Refinery work as intended by John Romero. If it is a different E1M3 (working link needed) and they do not work for you then you have to supply more information. Edited July 31, 2023 by Kappes Buur 0 Quote Share this post Link to post
GamingWithAlf Posted August 2, 2023 (edited) --This issue has been fixed by me-- I mean E1M3 as in my E1M3 from the link at the top of this topic. (The map with one door and a chainsaw) Edited August 8, 2023 by GamingWithAlf 0 Quote Share this post Link to post
Kappes Buur Posted August 2, 2023 On 7/31/2023 at 1:15 AM, GamingWithAlf said: ... Also, does anyone know why the doors not working in E1M3? You have a few errors in your map E1M1, which can be found through Map Amalysis (F4) Spoiler Go through the list one by one. Sometimes I use Eureka which shows the errprs in red. 1 Quote Share this post Link to post
GamingWithAlf Posted August 3, 2023 Thanks, I will do this every time I have finished a map! 😄 0 Quote Share this post Link to post
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