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Convert a wad to vanilla?


mnb

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Is there some way to make a normal wad for example: scythe 2 to be compatible with vanilla doom?

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8 minutes ago, mnb said:

Is there some way to make a normal wad for example: scythe 2 to be compatible with vanilla doom?

If a wad relies on special actions only present in source ports (Such as Boom) then they need manual conversion.

 

Same applies for ZDoom and ZDaemon. The latter recieves custom conversions to ZDaemon's system for the same reason.

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Scythe 2 is limit-removing, so you would "only" have to edit each level so it doesn't break vanilla's limits. You might also need to do something special with the new sprites/dehacked patch, beyond the usual merging of sprites and using dehacked for actual vanilla Doom.

 

There is no automated process to do this, and Scythe 2's license prohibits distributing modified versions (you could make a wad for yourself, but you can't give it to anyone else).

 

edit: If you're using vanilla Doom, you could use Doom2+ instead which raises limits and should work with at least most of Scythe 2 and other limit-removing levels:

https://doomwiki.org/wiki/Doom2-plus

 

If you're using Chocolate Doom, you can configure Crispy Doom to look identical in most cases.

Edited by plums

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Scythe 2 is limit removing. Essentially that just means vanilla without larger/more detailed maps causing a crash. The only way you could get Scythe 2 to run in fully vanilla Doom is to simplify the maps yourself in an editor.

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3 hours ago, plums said:

Scythe 2 is limit-removing, so you would "only" have to edit each level so it doesn't break vanilla's limits. You might also need to do something special with the new sprites/dehacked patch, beyond the usual merging of sprites and using dehacked for actual vanilla Doom.

 

There is no automated process to do this, and Scythe 2's license prohibits distributing modified versions (you could make a wad for yourself, but you can't give it to anyone else).

 

edit: If you're using vanilla Doom, you could use Doom2+ instead which raises limits and should work with at least most of Scythe 2 and other limit-removing levels:

https://doomwiki.org/wiki/Doom2-plus

 

If you're using Chocolate Doom, you can configure Crispy Doom to look identical in most cases.

 

tried doom2+ in vanilla and crashes with scythe2, if i run it alone it runs just the normal game without extra options...

 

3 hours ago, Individualised said:

Scythe 2 is limit removing. Essentially that just means vanilla without larger/more detailed maps causing a crash. The only way you could get Scythe 2 to run in fully vanilla Doom is to simplify the maps yourself in an editor.

 

how can i do that? i'm a noob in doom editing

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41 minutes ago, mnb said:

tried doom2+ in vanilla and crashes with scythe2, if i run it alone it runs just the normal game without extra options...

Did you just run it without doing any merging/dehacked patching? For vanilla wads that replace sprites and flats the way Scythe 2 does, you need to merge the resources with DeuTex. You also want to apply the deh patch with Dehacked, here it is extracted. should still work on doom2p.exe as long as you point Dehacked to the exe to patch.

scythe2.deh.zip

 

 

 

Edited by plums

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58 minutes ago, mnb said:

how can i do that? i'm a noob in doom editing

 

Simplifying Scythe 2 so that it runs in true vanilla (and doing it at least minimally artfully) would take even an experienced author hundreds of hours. Beyond the simplest maps, which could be just edited, the amount of required effort would be a lot like making a map from scratch that is identical to the Scythe 2 map but visually simpler. You'd also be testing each individual map diligently to make sure they all individually work in vanilla, rather than just getting to play it. All for something you can't share. 

 

A proper understanding of what's involved brings up concepts like testing for visiplane overflows and Shadowporting, but those seem overcomplicated for this thread. 

 

I guess the point people are trying to get across is that would be at "making your own megawad" level of involvedness and probably take you months rather than "press some buttons and get the finished result within the day and play it" level of involvedness.

 

You almost certainly just want to run Scythe 2 in a port that is "vanilla-like" but has expanded limits. 

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This is perpendicular to the thrust of the thread, but DOOM32.exe effectively usurps Doom2Plus for those who want to play limit removing stuff in DOS. 
 

If it's not mentioned on Doom2p's DoomWiki page, I might go ahead and rectify that shortly..

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I'm mostly just curious as to why you would want to do this in the first place. Seems like a lot of hassle for something that's easily addressed by just using a limit-removing source ports, especially since there are plenty that look and feel like vanilla Doom.

Edited by bofu

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On 9/2/2023 at 2:40 PM, mnb said:

Is there some way to make a normal wad for example: scythe 2 to be compatible with vanilla doom?

 

I'd echo the previous comment: why do you want to do this? Based on your comments about being a noob at editing makes me wonder if you aren't quite understanding what you're asking.

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48 minutes ago, Bauul said:

 

I'd echo the previous comment: why do you want to do this? Based on your comments about being a noob at editing makes me wonder if you aren't quite understanding what you're asking.

 

Aren't they cute at that age?

 

 

2 hours ago, Doomkid said:

This is perpendicular to the thrust of the thread, but DOOM32.exe effectively usurps Doom2Plus for those who want to play limit removing stuff in DOS. 
 

If it's not mentioned on Doom2p's DoomWiki page, I might go ahead and rectify that shortly..

 

On 9/2/2023 at 8:53 PM, baja blast rd. said:

 

Simplifying Scythe 2 so that it runs in true vanilla (and doing it at least minimally artfully) would take even an experienced author hundreds of hours. Beyond the simplest maps, which could be just edited, the amount of required effort would be a lot like making a map from scratch that is identical to the Scythe 2 map but visually simpler. You'd also be testing each individual map diligently to make sure they all individually work in vanilla, rather than just getting to play it. All for something you can't share. 

 

A proper understanding of what's involved brings up concepts like testing for visiplane overflows and Shadowporting, but those seem overcomplicated for this thread. 

 

I guess the point people are trying to get across is that would be at "making your own megawad" level of involvedness and probably take you months rather than "press some buttons and get the finished result within the day and play it" level of involvedness.

 

You almost certainly just want to run Scythe 2 in a port that is "vanilla-like" but has expanded limits. 

 

This is what I love about Doomworld! Reading the OP as flamebait would be understandable.

But here on Doomworld, the slightest question gets the wheels turning in all the heads of the

members. Makes me want to start a thread asking what the easiest way to build a nuke on the

moon would be. And how would I get that to work in the Heretic palette as a bonus...

 

"What are these doors?"

 

"You don't miss much, do you? They're too big to be torpedo tubes. Would you launch an ICBM

horizontally?"

 

"Sure. But why would you want to?"

 

~ script from The Hunt for Red October

Edited by prfunky
added quotation/formatting

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