Dimon12321 Posted March 22, 2020 I'm pretty impressed with this TC. It's a little hard, but I think it'll be easier after I get used to it. Looking forward to seeing the final release! If you will sell it, I'm ready to pay 5$ (if USD/UAH exchange rate won't rise too much). @TheNoob_Gamer, you forgot to mention a fake blue potion. 1 Quote Share this post Link to post
MrFlibble Posted March 22, 2020 (edited) 10 hours ago, GarrettChan said: @RevaeSorry for this weird question. Is there a name list for the monsters? I'm going to do videos for the WAD, so I want to refer them more easily and precisely. Thanks. Of course there is, it's right at the official site. Wait a minute, some of these are not really named. Well then, the list compiled by @TheNoob_Gamer from the DEH file does the job then (since some names match those on the site's page, like husk and grotesque). Edited March 22, 2020 by MrFlibble 1 Quote Share this post Link to post
GarrettChan Posted March 23, 2020 @TheNoob_GamerThank you very much for this. @MrFlibbleI don't know why I searched quite a bit and I only found the MODDB page, so probably that's why I missed the official site... 2 Quote Share this post Link to post
Revae Posted March 24, 2020 (edited) On 3/22/2020 at 1:05 AM, GarrettChan said: @RevaeSorry for this weird question. Is there a name list for the monsters? I'm going to do videos for the WAD, so I want to refer them more easily and precisely. Thanks. Weak spiky helmet guys - Former Humans Faceless belchers with pointy feet - grotesques Floaty explodey heads - imps (I never changed it) Grey things - husks Sad pink skull heads - sorrows Trees - treebeasts Health mimics - health mimics Floating spider things - skelespiders Skeletons - stronger ones are skeletowers, and weakers are Skelly bellys. Turrets - skeleturrets or bone turrets E2 boss - former king Weaker E2 boss derivatives - former dukes Eyeballs are eyeballs Final boss doesn't have a name really. In the deh I think he's called deathraven or something. Jackalopes And mean jackalopes. Going off memory, since I'm at work. Hopefully didn't forget antthing or misremember. I didnt really plan on naming them as I was going along, so a lot of these are just the names in the dehacked file. Like Skelly belly. Just needed something to differentiate him from the harder version that pops out of the e2 boss. Edit: didn't notice that this had pretty much already been answered. And with pictures. Edited March 24, 2020 by Revae 5 Quote Share this post Link to post
TheNoob_Gamer Posted March 24, 2020 2 hours ago, Revae said: didn't notice that this had pretty much already been answered. And with pictures. Thanks for at least confirming that my research wasn't a waste. 1 Quote Share this post Link to post
HexenMapper Posted March 24, 2020 I'd be happy to do new music tracks for the 4th episode, might be fun considering we have plenty of time now our country is in lockdown for the next 4 weeks at least. I'll flick you an email some time Revae 1 Quote Share this post Link to post
Revae Posted March 24, 2020 That sounds great. I don't think I can have new tracks for vanilla/chocolate since Ultimate Dooms Ep 4 uses E1-3 tracks, but for most other source ports it shouldn't be a problem. 2 Quote Share this post Link to post
TimV Posted June 7, 2020 I tried to get REKKR to work on MBF Doom 2.04 (maintenance release), in DOSBox, but planning to run it on a real dos machine later. I didn't succeed however. The IWAD version gives me the error "IWAD tag not present: rekkrsa.wad". I tried using the PWAD version in combination with freedoom1.wad (from freedoom-0.12.1), but that gives me the following errors: R_GenerateLookup: Column without a patch in texture BLODGR1 R_GenerateLookup: Column without a patch in texture BLODGR4 R_GenerateLookup: Column without a patch in texture FIRELAV2 R_GenerateLookup: Column without a patch in texture FIRELAV3 R_GenerateLookup: Column without a patch in texture FIRELAVA I also tried BOOM 2.02, but it had the same issue. Is this an issue with the REKKR wads, or is there anything else I should try? If possible I'd like to get one of these two options to work. 0 Quote Share this post Link to post
Revae Posted June 7, 2020 Are you loading freedoom first? I've never used boom or mbf doom. Just the windows boom forks. Don't know if they read custom iwads, and don't know how they handle dehacked patches. Considering they're older ports they might not read deh files, and you won't be able to patch the executable. This is how I do it for vanilla doom 1.9: Put a copy of the Dehacked 3.0a in my vanilla doom folder, then run a batch file that does this: dehacked -save current.deh -reload -load rekkr.deh doom -file rekkr.wad -config MOUSE.CFG dehacked -reload -load current.deh del current.deh 1 Quote Share this post Link to post
MrFlibble Posted June 8, 2020 17 hours ago, Revae said: Are you loading freedoom first? I've never used boom or mbf doom. I can confirm the same results with DOS MBF + freedoom1.wad too. IIRC I've encountered this error before with other PWADS (I've used MBF +DOSBox for quite some time), this generally means that the PWAD is incompatible with the legacy DOS versions, but I do not remember the reasons. IIRC some of the modern WAD compiling tools skip certain internal components when building a WAD, which is okay with modern source ports but might cause incompatibility issues because older ports expect those lumps to be there. But a quick Googling of the exact message above it seems to indeed have something to do with patches and textures: https://www.doomworld.com/forum/post/1496661 https://www.doomworld.com/forum/post/2124722 17 hours ago, Revae said: dehacked -save current.deh -reload -load rekkr.deh doom -file rekkr.wad -config MOUSE.CFG dehacked -reload -load current.deh del current.deh You don't need to use DeHackED like that with MBF, it can do the -deh command like any other port :) 0 Quote Share this post Link to post
TimV Posted June 8, 2020 (edited) I just tried running Doom 4 Vanilla v3.2.1 BTSX edition on MBF 2.04. This mod was made to run with DOOM2.WAD, uses a dehacked file and should also run with the original Doom 2 exe. I successfully ran it on MBF using the freedoom2.wad. I haven't actually played more than a couple of minutes using a couple of weapons and encountering some monsters, but all seems to be working. I'll try running REKKR with vanilla doom later, but I was actually looking for a way to run it without requiring the original game. Besides playing it for myself (it looks awesome) I intend to put it on some retro gaming PCs that I'm building and intend to sell. I also put a selection of freeware and shareware games on them. Note that I'm not doing this for profit, just for fun. I just added a bit to your tip jar as well. :-) As long as I don't lose too much money in the process, it's good entertainment. :-D Edited June 8, 2020 by TimV 1 Quote Share this post Link to post
Revae Posted June 9, 2020 (edited) I can look into it. Prolly just gotta delete some patch references or something. Or replace them. I gotta make a list of stuff to fix/check. And thanks for the tip! The retro gaming PCs sound cool too. Edited June 9, 2020 by Revae 1 Quote Share this post Link to post
digithead100 Posted June 27, 2020 Just played through this and had a blast. Great job. 1 Quote Share this post Link to post
MrFlibble Posted July 3, 2020 (edited) On 6/9/2020 at 8:27 AM, Revae said: I can look into it. Prolly just gotta delete some patch references or something. Or replace them. I gotta make a list of stuff to fix/check. I just thought that perhaps you could build your own DOS binary? I had the idea of trying the WAD out with the FastDoom DOS port, but apparently you need to specify offsets for data in DeHackEd, because the FastDoom binary is different from The Ultimate Doom v1.9 EXE, and I haven't figured out those offsets yet. However, I just tried loading the PWAD version of REKKR.WAD with FastDoom 0.3 Ultimate Doom binary (using Freed∞m Phase 1 IWAD as DOOM.WAD), and it still returns the same patch errors (but at least I get to the title screen). Edited July 3, 2020 by MrFlibble 1 Quote Share this post Link to post
Gez Posted July 3, 2020 BLODGR1 & BLODGR4: there's a massive gap between the third patch to the right (KS_SEC25 in BLODGR1, KS_S2C25 in BLODGR4), which both are 128x128 in dimension and both are at offsets [1536, 0], and the second patch to the right (KS_SCRB4 in BLODGR1, KS_SC2B4 in BLODGR4), which are both at offset [1792, 0]. So columns 1664 to 1791 are all without a patch in both textures. BLODGR4: the leftmost patch, KS_SEC22, is 128x128; the patch to its right is placed at offset [129, 0]. So column #128 is indeed without a patch. This problem isn't present in BLODGR1 where the second patch is at offset 128, not 129. FIRELAV2, FIRELAV3, FIRELAVA: all three textures are apparently unmodified from Doom (made up of a single 128x128 patch, respectively W73A_2, W73B_1, W73A_1, which are not included in REKKR itself) except for their size which is enlarged from 128x128 to 1024x128. As a result, in all three textures, columns #128 to #1023 are all without a patch. 0 Quote Share this post Link to post
Revae Posted July 3, 2020 37 minutes ago, MrFlibble said: I just thought that perhaps you could build your own DOS binary? I had the idea of trying the WAD out with the FastDoom DOS port, but apparently you need to specify offsets for data in DeHackEd, because the FastDoom binary is different from The Ultimate Doom v1.9 EXE, and I haven't figured out those offsets yet. However, I just tried loading the PWAD version of REKKR.WAD with FastDoom 0.3 Ultimate Doom binary (using Freed∞m Phase 1 IWAD as DOOM.WAD), and it still returns the same patch errors (but at least I get to the title screen). Yeah, I looked at those textures and the consistent thing between them is segments of the texture where there is no patch. Filling them with dummy patches might work fine, which I did, I just haven't tested it yet since I don't have Boom and haven't used it... I'll test it tonight. 1 Quote Share this post Link to post
Revae Posted July 3, 2020 (edited) 6 minutes ago, Gez said: [a more detailed explanation of the likely culprit] JINX! Also: Just tested it (in mbf doom run in dosbox) after fixing those textures. Seems to work fine now. It'll be in an update coming soon(tm). Edited July 3, 2020 by Revae 2 Quote Share this post Link to post
P41R47 Posted July 7, 2020 (edited) Hi, @Revae! I love the hard work you are doing to deliver this. I'm playing this amazing Total conversion on DoomRetro and i'm near to finish it and, look with what i stumble: The poor puppy can't come down from the window. So i guess i will have to restart the map E3M6: Seeing Red ;.( Edited July 7, 2020 by P41R47 0 Quote Share this post Link to post
Revae Posted July 8, 2020 That should be fixed in an upcoming... fix. Their speed is too high for their chase states... I never ran into any issues until the other day, but one other person had one jump out of the map on him. 1 Quote Share this post Link to post
Chip Posted September 23, 2020 Congrats on making this official! It's great so far! and really difficult! I love it! 5 Quote Share this post Link to post
Revae Posted September 23, 2020 Thanks! Been having fun seeing the response today. 6 Quote Share this post Link to post
P41R47 Posted September 23, 2020 40 minutes ago, Revae said: Thanks! Been having fun seeing the response today. You deserve it, pal! :D You worked really hard on this project. Hope you have time to work on the upcoming episode! 1 Quote Share this post Link to post
TheMagicMushroomMan Posted September 23, 2020 Can't wait to try this! 0 Quote Share this post Link to post
Chip Posted September 23, 2020 On 3/22/2020 at 6:44 AM, TheNoob_Gamer said: SkeleSpid Skeleton Spider. That's an awesome name! I thought it was like a floating squid at first, but then realized it was a floating spider. Cool! I'm playing episode 2, and the ssg replacement turns out to be one of the best weapons! I forget I'm playing doom, so whenever I pause the game, I feel so weird realizing I'm playing DOOM! It is awesome! Probably my favorite Unity add-on! 3 Quote Share this post Link to post
TheNoob_Gamer Posted September 23, 2020 2 hours ago, LiT_gam3r said: and the ssg replacement turns out to be one of the best weapons It's probably worth noting that this is a Doom 1 TC (that's why you only have 1 shotgun type in this game) to make room for intricate enemy types and attack patterns. 1 Quote Share this post Link to post
Chip Posted September 23, 2020 7 minutes ago, TheNoob_Gamer said: It's probably worth noting that this is a Doom 1 TC (that's why you only have 1 shotgun type in this game) to make room for intricate enemy types and attack patterns. Oh, so what does it replace? 0 Quote Share this post Link to post
Revae Posted September 28, 2020 On 9/23/2020 at 4:08 PM, LiT_gam3r said: Oh, so what does it replace? The pump action shotgun. 2 Quote Share this post Link to post
Chip Posted September 28, 2020 Thank you. I just finished Episode 3, and I am on level five of Episode 4. I'm going to have to play that boss fight again, since I took out the deathraven with the BFG replacement. I want to see how beautiful the battle is (like the rest of the battles). Good Job @Revae! 1 Quote Share this post Link to post
Dimon12321 Posted September 28, 2020 (edited) So, since REKKR is now a part of the WAD collection for Unity Doom, will be there any more updates? Is the WAD considered to be finished? Edited September 28, 2020 by Dimon12321 0 Quote Share this post Link to post
TheNoob_Gamer Posted September 28, 2020 (edited) @Dimon12321 Revae did mention the possibility of an actual episode 4 (and the mod going commercial) so maybe. Edited September 28, 2020 by TheNoob_Gamer 1 Quote Share this post Link to post
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