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Custom Episode Configuration Confusion/Help Needed


JamesBone

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SIGIL I/II and his Romero's Twitch streams inspired me to create a Doom episode, and as of the other day, I've finished all 9 maps. I started and completed half of the DM maps, but felt the SP maps were more important to test currently. I've tested them myself with pistol starts on UV, and I'm ready to package them to send them to others to test for me. I've encountered a problem that even my AI assistants can't help me with. GPT has let me down.

I originally created all the maps in UDB under E1M%, not realizing what I had done, later want to switch them to Episode 7 to reflect the story I have created for them taking place between SIGIL II and DOOM II. I failed to make them vanilla compatible, but they are all BOOM compatible at least, so no UDMF formats, ACS scripts, etc. I'm not having any luck getting a complete package together. I have multiple clusters so I can have some short intermission text between a few levels, I have custom music, and the custom Episode name. (I have other custom items, but these 3 should suffice for what I'm asking.) So far, everything had worked when I was using KDitD as the launch point, but now that I want E7, I have all sorts of problems.

First issue, was changing Map Options in UDMF to be E7M% and it prompted me with a message that stated a lump already existed with that name. I know that wasn't true.  But I trust it was the way it was configured. Upon doing that, no map would load. I would select my episode from the list, and E7M1 was not found.

Second, I just opened up the file in SLADE and and renamed the map lumps thinking maybe that would be better. But I had the same issue.

Third, I saved all the maps into another WAD file. This worked okay, all maps loaded from console, but no textures. I copied all WAD objects from the final to the test, and textures load, maps load on the correct level, but now I have no music, and no Episode name to select. All maps have to be loaded from the console.

 

In troubleshooting what was causing the issue, I stripped all the objects down to just the map lumps, and maps ran fine. Then introduced all the other objects 1 by 1. It turned out the issue was replicated when I started introducing my MAPINFO, UMAPINFO, etc into the WAD file. But everything on those seem to be syntactically correct. The rest doesn't seem to work anymore. So I'm getting no music, except for D_INTRO (or in my case I named it INTRO) and the music that plays on the text screens. (INTERTEX). I  did noticed now that there is an order to where things need to be placed in the WAD. So I moved my maps to the top, when I place them after the MAPINFO, it can't be found, when I place them before, everything is fine. I'm still not loading music (WAV format) and its still not displaying a "4th" episode in the list as it did previously. I can use IDCLEV 7% to successfully switch the corresponding maps, but none have music. I can do so in the console as well with map E7M% and get the same results.

So as it turns out, I'm not just really confused as to what is going on, and what changes affected the audio files, and M_EPI7 graphic.  I also don't know how many text lumps I need, as investigating SIGIL and SIGIL II wads, I see ZMAPINFO, EMAPINFO, UMAPINFO, MAPINFO, GAMEINFO, etc.... I'm not sure what all I need to make this compatible with most. I'm currently testing in GZDoom, but the first few maps I was okay with PrBOOM+, and then I stopped testing with PrBOOM+. I feel confident that will continue to work if I can get them to work in GZDdoom.

For the ones who have a bit more experience creating custom DOOM episodes, if you could share some insight. I chose DOOM because I had thought I was going to push this out by 12/10/23, but that didn't work. So that is why it isn't DOOM II, and that is also why I wanted it to be playable on as many ports as possible. If there is anything anyone needs to see for this to be more understandable, I'll be happy to share. Just let me know. I can share my MAPINFO lump if needed, or anything else.



 

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Posted (edited)
1 hour ago, JamesBone said:

So as it turns out, I'm not just really confused as to what is going on, and what changes affected the audio files, and M_EPI7 graphic.  I also don't know how many text lumps I need, as investigating SIGIL and SIGIL II wads, I see ZMAPINFO, EMAPINFO, UMAPINFO, MAPINFO, GAMEINFO, etc.... I'm not sure what all I need to make this compatible with most. I'm currently testing in GZDoom, but the first few maps I was okay with PrBOOM+, and then I stopped testing with PrBOOM+. I feel confident that will continue to work if I can get them to work in GZDdoom.



 

I may be a bit wrong, but I looked at the text lumps for sigil 2, and it seems like most of them are there for different ports. Since your wad is made in Boom, you should just be able to use UMAPINFO to have it affect the most ports out of the all the other MAPINFO type lumps. I suppose (if you found some way to) you could include all of them, but if you can only use one, use UMAPINFO.

The LANGUAGE lump is completely irrelevant since you can make a DeHackEd/WhackEd patch that does the same thing, and is compatible with essentially every port in existence that can run your wad.

GAMEINFO only changes what shows up when you load the wad, and makes it auto use Doom as it's iwad, so you don't accidently launch it in Doom 2 or something dumb like that. This can be ignored as it has barely any effect and (as far as I know) only affects zdoom ports.

I don't know what the OPTIONS lump does, but it looks like it sets the game to compat level 1 in some port.

ZMAPINFO just exists so MAPINFO can be used for other ports.

Speaking of MAPINFO, it's used for zdaemon in sigil 2, so if you like using that port for multiplayer, keep it.

EMAPINFO is the same situation as ZMAPINFO, it exists so other ports can use MAPINFO.

EMENUS edits the menu for the Eternity engine.

DD_DEFENS is used for the Doomsday engine, though I don't really see anyone talking about Doomsday, so I don't think it's 100% necessary.

As for E5TEXT, I also have zero clue. Not even slade knows what it's for, and it seems to just be a text file that wasn't made to do anything (unless I'm missing something).

 

Also, the formatting of the wad may have some issues, though I don't have any way of telling. If you could provide some screenshots of the wad in slade just to show the formatting, it would help. One thing you should also do if you have a problem you can't seem to fix with your wad is to upload it somewhere like google drive so people can download it and look through it to find any potential errors, which they can then tell you how to fix them.

Edited by OnionTaco22

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Posted (edited)
On 4/26/2024 at 10:42 AM, OnionTaco22 said:

If you could provide some screenshots of the wad in slade just to show the formatting, it would help.

[pictures removed]

 

This is pretty much it. And a brief look at MAPINFO. 

Edited by JamesBone

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So I did remove all the INFO files except for the UM file. And the Episode name is there, selecting it will open the map. I did find out that it will not accept any music, not only if its in the wrong format (which previously WAV files were working), but it also has to be named with a prefixed "D_".

Not sure why that is an issue, but E7M1.ogg/.mp3 won't play, but D_E7M1.ogg/.mp3 will.

I did read that it doesn't support clusters either, but I have multiple clusters so I hope I can still uses multiple intermissions.

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I've been living on AI driven sites, and DOOM wiki's for weeks asking questions and looking at documentation in getting all this configurations set up. I can't know why some of the things I had to do caused me problems like naming files certain ways, but working around all those caveats and deleting all the previous data allowed things to work. Thanks for the links. I did get the intermission texts to work between a few levels that I needed. And aside from completing the latter DM maps, SP is complete. I will peruse the tester forum now to see who I can pick to test this thing. Thanks for the help.

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Posted (edited)

How would I disable jumping then without using MAPINFO.

[Answer] You don't. I used MAPINFO, but had to make sure everything else was set up correctly first in UMAPINFO.

Edited by JamesBone

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