mnb Posted March 4 Is there some version available? Sigil 1 have one 0 Quote Share this post Link to post
Berubaretto Posted March 5 Currently none, but it is practical by modifying Sigil 2's wad file and using an executable hack to avoid triggering vanilla engine's bugs(like UDoom32). Spoiler However distributing the modified wad without permission is not allowed according to Sigil 2's text file. So you probably have to do these things on your own. Or just use a source port that emulates dos version faithfully. 1 Quote Share this post Link to post
mnb Posted March 5 44 minutes ago, Berubaretto said: Currently none, but it is practical by modifying Sigil 2's wad file and using an executable hack to avoid triggering vanilla engine's bugs(like UDoom32). Reveal hidden contents However distributing the modified wad without permission is not allowed according to Sigil 2's text file. So you probably have to do these things on your own. Or just use a source port that emulates dos version faithfully. there's some instructions to do that? i'm a complete ignorant in modifying wads... 0 Quote Share this post Link to post
Berubaretto Posted March 5 (edited) 8 hours ago, mnb said: there's some instructions to do that? i'm a complete ignorant in modifying wads... You need a wad editor (my choice is Slade) and a map editor (my choice is Ultimate Doom Builder) to do that. The first step is to change some lumps' file names. Spoiler Use Slade to open sigil2's wad file. Rename all of the E6Mx map markers to E1Mx. ---> Same for the music files. ---> Also: ---> The second step: Spoiler Open the wad in a map editor. You need to edit M4 and M5. Use the "Find and Replace" , type "SEWER-1" in "Find what": Replace "SEWER-1" to "FLOOR1_1": ---> After that, back to Slade, and rename "SEWER-1" to "FLOOR1_1". Also delete "F1_START" and "F1_END" marker. The next step is to replace the E1's sky with Sigil 2's sky: Spoiler Open "TEXTURE1", find "SKY1". In the "Patches" section on the right side, replace the "SKY1" patch with "SKY6_ZD": Then save. Now the wad should be playable in an executable hack. I made a hacked executable (by using Doomkid's dehmake from his vanilla exe pack) to include Sigil 2's 9000 hp Spiderdemon and automap names, which is based on Doom-plus. SIGIL2exe.zip (At least works fine on my side. But I'm not sure whether sharing hacked executable is allowed. If it is not allowed, I'll delete the link) Playing Sigil 2 in DOS, however, is still not recommended. If you prefer vanilla doom's visual, Crispy Doom's latest build has native support for Sigil 2. Edited March 5 by Berubaretto 3 Quote Share this post Link to post
mnb Posted March 5 4 hours ago, Berubaretto said: You need a wad editor (my choice is Slade) and a map editor (my choice is Ultimate Doom Builder) to do that. The first step is to change some lumps' file names. Hide contents Use Slade to open sigil2's wad file. Rename all of the E6Mx map markers to E1Mx. ---> Same for the music files. ---> Also: ---> The second step: Hide contents Open the wad in a map editor. You need to edit M4 and M5. Use the "Find and Replace" , type "SEWER-1" in "Find what": Replace "SEWER-1" to "FLOOR1_1": ---> After that, back to Slade, and rename "SEWER-1" to "FLOOR1_1". Also delete "F1_START" and "F1_END" marker. The next step is to replace the E1's sky with Sigil 2's sky: Hide contents Open "TEXTURE1", find "SKY1". In the "Patches" section on the right side, replace the "SKY1" patch with "SKY6_ZD": Then save. Now the wad should be playable in an executable hack. I made a hacked executable (by using Doomkid's dehmake from his vanilla exe pack) to include Sigil 2's 9000 hp Spiderdemon and automap names, which is based on Doom-plus. SIGIL2exe.zip (At least works fine on my side. But I'm not sure whether sharing hacked executable is allowed. If it is not allowed, I'll delete the link) Playing Sigil 2 in DOS, however, is still not recommended. If you prefer vanilla doom's visual, Crispy Doom's latest build has native support for Sigil 2. thanks for so detailed tutorial! but in find and replace it says ''0 items found'' 0 Quote Share this post Link to post
Redneckerz Posted March 5 2 hours ago, mnb said: thanks for so detailed tutorial! but in find and replace it says ''0 items found'' Are you opening the WAD in SLADE and using its Find and Replace function? You really have to give in more details then It says this because we can't see what you are doing. 0 Quote Share this post Link to post
mnb Posted March 5 12 minutes ago, Redneckerz said: Are you opening the WAD in SLADE and using its Find and Replace function? You really have to give in more details then It says this because we can't see what you are doing. no, is in ultimate doom builder i don't see that function in slade 0 Quote Share this post Link to post
Redneckerz Posted March 5 2 minutes ago, mnb said: no, is in ultimate doom builder i don't see that function in slade Find and replace has been in Doom Builder since the first version. Open the wad in a map editor. You need to edit M4 and M5. Use the "Find and Replace" , type "SEWER-1" in "Find what": Berubaretto literally shows you the icon for Find and Replace. 1 Quote Share this post Link to post
NiGHTMARE Posted March 6 (edited) For the flat, wouldn't it be quicker & easier just to delete/rename the markers so you have the lumps arranged like this? FF_START SEWER-1 FF_END F_END Edited March 6 by NiGHTMARE 1 Quote Share this post Link to post
mnb Posted March 6 2 hours ago, Redneckerz said: Find and replace has been in Doom Builder since the first version. Open the wad in a map editor. You need to edit M4 and M5. Use the "Find and Replace" , type "SEWER-1" in "Find what": Berubaretto literally shows you the icon for Find and Replace. yes, i was referring to doom builder but it says 0 items found anyway 0 Quote Share this post Link to post
princetontiger Posted March 6 Isn't there a GZDoom shader that makes the game feel like classic doom? 0 Quote Share this post Link to post
kalensar Posted March 7 9 hours ago, princetontiger said: Isn't there a GZDoom shader that makes the game feel like classic doom? Its not even a shader, but a palette. PalPlus that emulates the CRT coloring. It also works on all source ports if loaded as the WAD and not as the zip file PalPlus.wad.zip 0 Quote Share this post Link to post
bioshockfan90 Posted March 14 (edited) This is a forum. Do not get upset if it takes a while for replies to show up, especially if you are doing the bare minimum with no understanding of programs. You literally have to go to that menu you pulled up and open the context box. I have shown you a screenshot. EDIT: I just realized this doesn't fix OP's problem. I appear to be having the same bug, I just put the cart ahead of the horse. In that case, update the editor or someone more knowledgeable than me can fix it. EDIT 2: Maybe try opening the WAD in A ZDoom format in UDB? That might be why it's not showing up. Sorry for the initial rudeness. Edited March 14 by bioshockfan90 0 Quote Share this post Link to post
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