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[0.5.0] Masterpack - The ultimate version of the Master Levels [UMAPINFO, Eternity, ZDoom] [5 Episodes, 46 Maps]


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1 minute ago, DreadWanderer said:

 

The masterpack is currently not compatible with the BFG editions of the IWADs as far as I recall. elf-alchemist is planning on adding checksums for them and for the Anthology version of the TNT IWAD. 

i also tested it with classic one and it was the same error. Also, the BFG wads are compatible to play with the wad, they are not compatible when using them to build the wad

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5 minutes ago, DreadWanderer said:

 

The masterpack is currently not compatible with the BFG editions of the IWADs as far as I recall. elf-alchemist is planning on adding checksums for them and for the Anthology version of the TNT IWAD. 

 

Ah mb then, thanks for the clearup. Yeah, it will probably be fixed soon.

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Posted (edited)
15 hours ago, ethel5691 said:


that are mocking or aren't mocking? i can't tell if it was intentional or a typo?

A dumb little typo, fixed.

 

14 hours ago, ethel5691 said:

EDIT: If you do eventually make it, i was thinking of naming it "Masterpack: The Way They Did" basically just capitalizing on the "X the way Id Did" name but replacing "Id" with "They" since, the master levels are community's work that id published, "they" being the authors of the levels

"Masterpack: The Way The Masters Did" does, in fact, sound like a great idea. But given that remastering idea, a M:TWTMD project is best suited for a remake of some kind, akin to the rest of the TWID series, like a full from-the-ground-up remake, as opposed to improving existing maps, i.e. Masterpack Remastered Edition.

 

 

11 hours ago, ethel5691 said:

Okay so i ran the game on woof with the 25th anniversary MIDI addon and it has some uhhhhh, issues. All maps on Inferno and Titan have this image as the skybox...

 

10 hours ago, ethel5691 said:

This is what happens with GZDoom... hey a nice bright blue sky :D

 

10 hours ago, ethel5691 said:

I also tested DSDA and it tells me it just cant find SKY4 and MSKY4

So, yeah, I had done some updating in the textures and forgot to update the masterpack_ml25amp.wad to the new names.

 

My bad :P, will fix.

Edited by elf-alchemist
i hate words

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Posted (edited)

Version 0.5.0,  "Calm and Serene" Update

 

Fixed various small and medium sized issues regarding TEXTURE1 definitions, xMAPINFO definitions, GZDoom et cetera.

Separated the formerly named "patches" to a new 'masterpack-addons-alpha.zip' file, containing the Master Levels 25th Anniversary MIDI Pack, Freedoom TC and PSX TC.

Of course it's an alpha release, they work, but there still some assets that need changing and fixing.

Some texture issues are known to exist on certain Titan maps, caused by an overlook of mine. Completely playable, but very jarring to look at. Will fix for the next release.

 

Get it here:

https://elf-alchemist.itch.io/masterpack

https://github.com/elf-alchemist/masterpack/releases/latest

 

Installation instructions here:

https://github.com/elf-alchemist/masterpack?tab=readme-ov-file#instructions
 

 

EDIT: Also, remember to check out Aubrey Hodges' work. He has kindly provided his blessing to use his soundtrack as part of the PSX TC addon.
https://aubreyhodges.bandcamp.com/
https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition
https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition

Edited by elf-alchemist
credits

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50 minutes ago, elf-alchemist said:

Version 0.5.0,  "Calm and Serene" Update

 

Fixed various small and medium sized issues regarding TEXTURE1 definitions, xMAPINFO definitions, GZDoom et cetera.

Separated the formerly named "patches" to a new 'masterpack-addons-alpha.zip' file, containing the Master Levels 25th Anniversary MIDI Pack, Freedoom TC and PSX TC.

Of course it's an alpha release, they work, but there still some assets that need changing and fixing.

Some texture issues are known to exist on certain Titan maps, caused by an overlook of mine. Completely playable, but very jarring to look at. Will fix for the next release.

 

Get it here:

https://elf-alchemist.itch.io/masterpack

https://github.com/elf-alchemist/masterpack/releases/latest

 

Installation instructions here:

https://github.com/elf-alchemist/masterpack?tab=readme-ov-file#instructions
 

 

EDIT: Also, remember to check out Aubrey Hodges' work. He has kindly provided his blessing to use his soundtrack as part of the PSX TC addon.
https://aubreyhodges.bandcamp.com/
https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition
https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition

Ayyyyyy, was the issue with the 25th anniversary midi pack skybox fixed?

 

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2 minutes ago, ethel5691 said:

Ayyyyyy, was the issue with the 25th anniversary midi pack skybox fixed?

 

Yup. I actually did some testing to make sure this time. Now it should be fixed. Some of @Peter's songs actually do sound kinda nice like this. It's neat.

 

 

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I installed the update and in the zip files, there's no data.zip. Was it removed or something?

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Just now, ethel5691 said:

I installed the update and in the zip files, there's no data.zip. Was it removed or something?

Yes, it is now bundled in the EXE itself, I had just forgotten to remove it from the final builds on the 0.4.x window.

 

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Ok so i did some testing with it. I noticed that some maps didn't have PSX music when using the addon, Map 02 had the normal music that would play on Map 01 and Map 09 still used Into Retrowave's City even with the PSX addon and there are some others that i cant tell if they are using normal music or not, mainly because I'm not neither familiar with the community midi packs used in the masterpack nor Aubrey Hodges's work. So uh, you might want to check this I guess? Unless it is intentional, considering the addons are still in alpha.

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1 minute ago, ethel5691 said:

Unless it is intentional, considering the addons are still in alpha.

Yes, for now.

 

I wanted the full release to include not only all text graphics done but also have all music tracks assigned a proper selection on all maps, since we have the extended OSTs available, that means the maps have up to 48 separate songs, 46 if you do not count Club Doom and the shortest track on the list The End of It All (2:42), which I'm thinking of reserving to the text screens of the Inferno and Titan episodes (If you have seen the ending I put in there, you know why, I won't spoil it here). So that leaves me with the perfect count of maps and tracks, 46 and 46, some of them (15) have already been picked out for their placement on PSX Final Doom, as the image below shows. However deciding where each new track will go for the other 31 maps would have taken some time, and I was too impatient to wait until i was done with it to release it, additionally there's the text graphics, which aren't even close to done like I wished, so I decided to launch it as an alpha for now. And there's also the Freedoom TC out as well, I had made the text graphics for it, by figuring out how the script their text graphic generation utility, and because of it I honestly may just fork the code and use to make the PSX text. Using GIMP to manually make these graphics does not sound like a fun time to me. Plus, there may very well be others who also are impeded by this.

 

Spoiler

image.png.92f418f505d9c844495d4fabdcc11031.png

 

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Posted (edited)
On 5/18/2024 at 3:17 AM, elf-alchemist said:

A custom M_DOOM graphic, which is really missing in the current version, too

 

Hmm that's something interesting, perhaps a custom ENDOOM graphic too sometime?

Edited by ethel5691
I meant to say ENDOOM, not M_DOOM

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Posted (edited)

A new update has been a long time coming, huh? After some setbacks in my personal life, I come with an update because, yes, this project will see a full release Soon Enough™.

 

I'm entering a stage of major rewrite of the code, from scratch, possibly simplifying this to it's simplest possible solution.

For the more savvy:

Spoiler

Currently the code uses `omgifol` to bundle all lumps together correctly.
However, there is also the option of using an xdelta3-generated VCDIFF file to patch over a reproducible tar archive of the base 20 master level wads.
Akin to this script, and it's companion.
Allowing a normal human to make a custom made, singular pwad that includes all the content for each version of the wad.
That is to say, instead of having users load two or more wad files, as an example the base `masterpack.wad` and the `masterpack-psx-tc.wad`, they would only load a single `masterpack-psx.wad`.
And so on for other possible versions.
This would greatly simplify the addon making process, as there is only so much that omgifol can do.
It would definitely allow for more possibilities with making additional content in general.

 

On 5/21/2024 at 11:11 AM, ethel5691 said:

Hmm that's something interesting, perhaps a custom ENDOOM graphic too sometime?

Definitely! If I can get the software needed to run on Linux via Wine, it's over and done.
I'm now also thinking about using Freedoom music in the Freedoom TC, as well. Hopefully it won't take forever for me to figure out the selection here. Freedoom has some amazing music.
I have completed the musical selection for the PSX TC add-on anyone who is interest in trying it out before the beta or full releases, you can download the latest here.
Here be the choice as of right now, changes are still possible before full release:

Spoiler

Screenshot_20240522_235036.png.e985e0e467990c453c34159f9252b09b.png

Screenshot_20240522_235057.png.5a489b3f43d2f08b6783fb7d2d390fa7.png

And in from the original track listing perspective:

Spoiler

Screenshot_20240522_234308.png.2a3d51c12ad6b3d48456ae4fafc5b9ef.png

Screenshot_20240522_234326.png.76bf48091605eca069717c7bd28ddf3e.png

 

Edited by elf-alchemist

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  • 4 weeks later...

Hey alchemist. How's the update coming along? Sorry for the mini-bump, but I want to suggest some things.

 

I recommend you separate the widescreen assets as an optional addon, since some ports (especially older ones) don't have support for them.

 

Also, I found a bug in Canto 1. There's a secret you can't reach due to it being too tiny.

 

Spoiler

dantes-bug.png.db4e0a621354af9435f1e4d1f6bfa7a6.png

 

And that's all. Wish you the best of luck for your project!

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