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How to remove and replace the Doom 2 elements in my WAD?


Johnny_Vicc_007

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As the purpose of the map I'm developing in GZDoom Builder is to be the first level of a future Doom game and modification, which I plan to eventually turn into a third-person platformer game, completely original and commercial. I want to know how I can remove the Doom 2 elements from the WAD of the first level of my future game and replace them with original and customized elements from my own game? When I say elements, I'm not specifically referring to textures and sprites of the structure and scenery objects, but rather elements such as the level's music, Doom Guy's hand holding a weapon, Doom Guy's sounds, health bar, ammunition, and shield from Doom 2, among other elements. Is it possible to achieve this by removing elements from the Doom 2 WAD itself in SLADE, or what other way could I accomplish this without causing serious errors and problems in the WAD of my level?

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I'm sorry that you got that far altering an IWAD without asking this crucial question. It's far simpler to just start a brand new, empty WAD archive using Slade 3, then add in the new or changed elements than it is to remove all the illegal-to-distribute stuff from the commercial wads.

 

If you want this to be a commercial project, presumably it must be stand-alone, which is slightly more complicated than a mod which expects the player to already have a full copy of Doom 2. For a stand-alone commercial project, you can't just overwrite the existing doom2 definitions with your files which are renamed to match the Doom 2 ones, because there will be no doom executable with definitions to replace  (since you cannot legally include them).

 

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14 hours ago, Stabbey said:

Lamento que você tenha chegado tão longe alterando um IWAD sem fazer esta pergunta crucial. É muito mais simples simplesmente iniciar um novo arquivo WAD vazio usando o Slade 3 e, em seguida, adicionar os elementos novos ou alterados do que remover todo o material ilegal para distribuição dos wads comerciais.

 

Se você quiser que este seja um projeto comercial, provavelmente deve ser independente, o que é um pouco mais complicado do que um mod que espera que o jogador já tenha uma cópia completa do Doom 2. Para um projeto comercial independente, você pode não apenas substitua as definições existentes do doom2 por seus arquivos que são renomeados para corresponder aos do Doom 2, porque não haverá nenhum executável doom com definições para substituir (já que você não pode incluí-las legalmente).

 

Wouldn't it be sufficient to just remove the Doom 2 WAD from the Resources in GZDoom Builder and add the WAD of the first level of the game in its place? However, if I do that, I can't test the game and various error messages appear because some WADs from Doom or any other game using the same engine as Doom, Strife, Heretic, Hexen, and others might be missing. Another issue is that the game configuration for my map is set as GZDoom: Doom 2 (UDMF).

 

I'm truly sorry, but I still don't understand much about this subject, and I may have talked a lot of nonsense, but in your opinion, would it be easier if I remade the first level of my game entirely from scratch in another WAD, with no relation to the Doom 2 WAD, and added new and modified elements, such as custom sounds and music, health and shield bars, playable characters, and others, all using SLADE?

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I am not entirely sure what you are doing, so I should get some clarification.  If you made a new WAD in GZDoom Builder, using Doom2.WAD as your resource, that's fine*. If you are making your project by actually editing DOOM2.WAD (or a copy of it), that should be avoided for both legal and practical reasons.

 

*A new WAD made using Doom 2 as a resource can be created with just the things you add or change and will run alongside Doom2.WAD. That is fine for a free project which expects the user to already own a copy of Doom 2. However, making a commercial project which will be sold for money is a little more complicated, because it will have to stand alone, even for users who do not own Doom 2 (People would be unhappy to buy a game which they may not have realized required them to own an entirely different game to run). id released the source code, and you are allowed to use the source code, but you are not allowed use the commercial resources from Doom 2 in a game you are selling. Instead of just being able to "piggyback" your changes onto Doom 2, you might have to get a little deeper into the source code to build a base for your stand-alone game.

 

It's doable, other games have done it (Selaco, Supplice), but it will likely be more work than a mod designed to piggyback on top of Doom 2.

 

I hope that clears things up a little.

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