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Everything posted by Devalaous
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Now the real question is: Will this be able to play the unofficial Quake 2 mission packs? But yeah, this release makes me super happy, especially with Quake 2 64 fully integrated.
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Devalaous replied to Eurisko's topic in Console Doom
Man. I made a patch for both Scientist 1 and 2, forgot to upload them in my thread with the last batch, then this happens. Good to see another iteration though. -
The DWmegawad Club plays: Claustrophobia 1024
Devalaous replied to dobu gabu maru's topic in WAD Discussion
It will be interesting playing Kyka maps that arent sweeping TNT epics for once. -
This project makes me happy. About the Doom 2 thing, you could do a Doom 2 conversion at a later late, mimicking what happened to Refueling Base and 'COMM1'. The Doom 2 early version thats out there has a wildly different version of The Crusher and an early unfinished Dead Simple with Doom 1 textures, so you could 'Doom 1-ify' those too. Its got a near-finished version of COMM1 too, I extracted it myself and changed the Doom 1 textures and it became a full playable level, so you can look at that Doom 2 version for ideas on what to do with the Doom 1 version.
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Forgot to mention it, but I 100%ed Hell Revealed on Ultra-Violence recently. One of the my Doom bucket list accomplishments finally ticked off. Over the decades ive constantly seen the crazy shit in the wad, far far above my skill level, and known about all the other similar wads that used its difficulty as a baseline, to the point that HR was seen as practically a rite of passage. I'd try and try again and back out due to the insane nonsense of Post-Mortem and so on, and always put it off, as there was always some new wad closer to my skill level coming out that I'd play. With Doom Launcher's stat tracking, and my QoL patches needing testing, I finally had the proper excuse to make myself really try to get through it once and for all, and my skill level HAS grown enough for it to be a fair but beatable challenge. My music selections for the levels that had no ROTT music also fit like a damn glove; hard to believe most of the well-known maps from the set had stock music. They were SO much better with ROTT tracks blasting.
Also, since im a controller-only player, I don't feel the trolling guilt over unleashing a port of HR to the Unity Port-only players, if HR was on the consoles too, it would be beatable :p (Fuck Map 30 though)
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Sure, I previously posted them elsewhere on the forums, but ive found and fixed a few errors since then. There is likely still something in there I need to update, thats the curse of these things, theres always one detail ive left out in some format Doom 1 & 2 XINFO Template.zip About the different formats; There are three things I ALWAYS include: Internal DEHACKED: This is for Crispy mainly, which is robust enough that it can take almost any map. By using PHUSTR, you can set names for Map 33 to 35 and maybe even beyond. Even if a wad already has an internal Dehacked, I tend to edit it and include it in the patch anyway with some cleanup of the formatting. Lack of capital letters shows up in ZDoom/GZDoom's save files and it irks me GAMEINFO: This is purely presentation, if playing windowed it will show 'Alien Vendetta: Valley of Echoes' in the window, and I can stream it to discord as such. The first Hex value for the colours is the font, the second is the background, I tend to colourmatch the titlepic or other wad graphics as much as I can. UMAPINFO: As its a Universal format, it should always be present, especially as it gains traction. When I initially started making these patches, I think I only had PrBoom and DSDA to test on, as GZDoom at that point, didn't load up any of my UMAPINFO patches. Today, if using dev builds, it is supported by Woof, DSDA, GZDoom and Eternity, only really leaving Crispy out (And since Crispy and Woof are by the same dude, I don't see it going into Crispy) The other formats that tend to be in my patches: MAPINFO: The original standard, this is practically an older UMAPINFO in that a ton of ports will read it, no problems. Its generally safe to include this if you aim to also support older ports. Solar Struggle for example, only used UMAPINFO, no MAPINFO and no DEHACKED; as a result it was wonky on Crispy and ZDoom. ZMAPINFO: ZDoom, Zandronum and GZDoom use this before all other lumps iirc, and it does offer some advantages over UMAPINFO, such as non-standard Map formats (See: BTSX with 'MAP15C' and D64ID2 with multiple B variants). It is also capable of enforcing pistol starts and removing intermission text from the usual places. EMAPINFO: Eternity's EMAPINFO I mostly use for enforcing 4:3 versions of graphics in my patches, as DSDA and Woof support widescreen but Eternity does not (Unless its a statusbar! Odd distinction, but its there), and it can also be used as a stopgap for people still on official builds, as of devbuilds, it now works in tandem with UMAPINFO in a neat sort of harmony, so you can define Eternity-specific stuff in the EMAPINFO, add details in UMAPINFO that EMAPINFO doesnt support (like custom episodes), and it'll all combine in-engine. Its not perfect though; As of writing, Scythe and Perdition's Gate patches have issues with the secret levels, where one exit will print one text, and the secret will print another. This works in DSDA/Woof, but only one of them triggers in Eternity. DMAPINFO: The Unity port's special format, I only include this sometimes, and its meant to be copied and pasted INTO the base wad. The Unity port can only load one wad at a time, so any patches must be fused with the base wad. Dont make my mistake with Eternal Doom; always TEST the base wad in the Unity port first to see if it runs, I made a full DMAPINFO for Eternal Doom, only to find out every level crashes afterward. DD_DEFNS: Doomsday's format conflicts with MAPINFO, resulting in duplicate menu entries and all sorts of oddities. Doomsday only really supports vanilla-like wads, and does not support widescreen, so use of this format is something im starting to phase out; its the most extensive format to fill out, and the most likely to bug out. Also when it comes to widescreen assets, I always seperate statusbars for two reasons: There is a wonderful fullscreen statusbar from NightFright for GZDoom that places the statusbar in the middle of the screen, or splits in half with parts of it on the left and right, and this mod breaks with widescreen statusbars. Most of the widescreen statusbars come from NightFright's repository, so the incompatibility is likely intentional. Secondly, as mentioned earlier, 16:9 statusbars DO work in Eternity, while the other assets like TITLEPICs do not. By keeping statusbars in a seperate wad, you maximise compatibility with various user setups. Keeping the patches modular covers almost all users, as they can pick and choose what parts to use.
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Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
Devalaous replied to hobomaster22's topic in Doom General
Apologies to post a bug *right after* a new version is launched but earlier today and in the previous week, a couple of wads had the automatic titlepic thing go wonky and show up in an entirely black and blue palette. This was on the previous version, as you can see the 'update available' in the corner It also affected Vaporware and 'Suitcase of Gor' which is just out of view on the next line -
I have a template file I use for these, keeps things relatively unified and speeds up the work considerably. These days im starting to cut down on the amount of lumps included, as its murder on my carpal tunnel to type so many of them, and all of my ports now support UMAPINFO now when using devbuilds, except Doomsday (which is a pain to support due to its conflicts) and Crispy, so im largely sticking to that now as its a cleaner format than the others. I also stick a purely cosmetic GAMEINFO lump into them all; this just changes the colours and text of ZDoom/GZDoom/Zandronum's start up box, its a nice little flavour thing, gives wads a nice presentation.
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Heretic & Hexen original source .MID files
Devalaous replied to The Almighty Egg's topic in Doom General
So we basically have four versions of the Hexen soundtrack, MIDI, PC, PS1/Saturn and N64. I'd love to have the alts completed, even if just for more options to make repeat playthroughs as different classes a bit more interesting. I have a patch that reverts Shadow Wood to its older unused track, would neat to hear the two unused ones in the alternative styles too. -
Heretic & Hexen original source .MID files
Devalaous replied to The Almighty Egg's topic in Doom General
I only have the base soundfont and the arachno soundfont in my ports. Never actually played the PC version with its CD music, as I always preferred the idea of more tracks to less tracks, I just have memories of the PS1 version's CD music (which is probably identical) -
Heretic & Hexen original source .MID files
Devalaous replied to The Almighty Egg's topic in Doom General
This was a neat thing to listen to, but it did sadly confirm that Hexen's music is way too quiet compared to other IWADs, I always wondered if it was an error. I'd love it if the exact method to make the CD music was explained, so the missing tracks can be redone for a 'full' CD-quality soundtrack. My first experience with Hexen was the playstation port, and I LOVED the music in it, I would play it on my stereo even. To this day the soundtrack doesn't 'feel right' in midi, especially with how quiet it is -
Been busy with getting properly set up at my new house, and ive got a HUGE amount of patches done thanks to my new speakers providing the perfect environment to focus on typing endless SLADE content. First off: No End in Sight, Anomaly Report, Slaughter Until Death and The Rebirth have been updated. NEIS and Anomaly Report now have (most of) the Unity port assets available as side-wads, so if you wanted to run though NEIS's E1 and E3 with the new Xaser-approved skies, now you just need to load a wad alongside it and it will act almost entirely like the add-on version (Without removing E1M0 and E4M6 though!). This does include the altered E4M1 too. Anomaly Report will need another update, as I forgot the ever-so-slightly-altered skies. SID had a minor 'whoops!' in the EMAPINFO that removed the 'E2Mx:' labelling. Rebirth was accidentally shipped with the Rebirth wad itself, so ive removed that, and added a UMAPINFO lump afterall; Blame Xaser calling me 'the resident UMAPINFO Saint'; I have a reputation to uphold now dammit! Aside from updating those, I have a very wide variety of wads with patches, from Cacoward winning superstars, to the dregs of Maximum Doom and everything in between. Some are requested, some are meme challenges, others are things I find and play then notice 'hmm, it has no internal dehacked!' then write one up on the spot. Widescreen Autoload files for Woof and DSDA Doom These are widescreen files largely taken from Nash and Scuba's repositories, readymade to be placed in Woof and DSDA Doom's autoload folders. They will also work on Crispy. Also included are a set of widescreen statusbars; these will also work with Eternity, at least in recent dev builds (Full widescreen support soon please?). I personally use a different statusbar in each Woof autoload wad, ive left some recommendations in the readme. BTSX Episode 1 and BTSX Episode 2 You would think these would have nothing to fix, but they are old enough now that they predate UMAPINFO, and E1 also had no GAMEINFO lump. Also included are widescreen assets, and conversion kits to change the graphics and level names to the Bethesda versions. I also fixed a few level names; the secret levels no longer say 'E1M31', 'E1M32' and 'E2M31'; this implied there was a full 32 levels, now they are E1M26, E1M27 and E2M28. E2M27 now appears as such, and now credits Tarnsman properly if the Creator command is used in Eternity. Plutonia 2 Plutonia 2 was made strangely; all the music in it was pointlessly changed to new lump names, and it makes a cleaned up DEHACKED annoying. Ive added two patches that make Map 33 properly supported, one keeps it as a bonus map, albeit selectable from the main menu, the other makes it automatically integrated into the campaign as a level accessed automatically from Map 32. Also included are widescreen assets. Plutonia Revisited Duo PRCP2 came out as I was initially making the patch for the first PRCP, and I got distracted and never finished it, till now. I threw in a small patch for PRCP2 as well that simply adds UMAPINFO/GAMEINFO lumps. PRCP itself also got one of the same nature, and the main feature is the widescreen assets for PRCP. PRCP 1 and 2 were simply built well :) Hadephobia This one was a bit of a mess on release, no xINFO of any kind despite having all three bonus map slots filled, and a missing music track for Map 31 I think it was. With this patch, all three bonus maps are fully supported in all xINFO ports, the missing track is present if using an older Hadephobia build (Mine had the missing 'Royal Flush' track already, but the wiki insists its missing..), and the four named episodes have been integrated as selectable menu options. The bonus maps are indicated by the Nightmare font. Also, since the three bonus maps had no definitions whatsoever for the intended music and skies, I have set 'Predestined Mortality' to use D_READ_M, 'Hadephrenia' to use Map 30's theme, and 'Scotch Bonnet' uses the intermission theme. All three use the third sky. Perdition's Gate This was a big project, paired with its sister wad. Perdition's Gate threw out the tradition CWILV graphics to attempt to tell a story after each level, instead of at pre-determined spots. However, without DEHACKED, the presentation was very sloppy. The level names and intermission texts remained unaltered, and you would get a glimpse of the next level's story as the next level loaded. Some of these texts were also difficult to read. My patch adds proper level names and intermission texts to Crispy, and in xINFO ports, the story text will instead be displayed after each and every level as proper intermissions. By loading up an extra wad, the CWILV graphics will be replaced by normal graphics, which is the ideal experience for xINFO ports. There are also widescreen graphics included. Hell to Pay Like the above, Hell to Pay tried to break past the limits of Doom 2 via complex graphic replacements. However unlike PG, the CWILV replacements also included unique artwork for each level; simply replacing these with regular CWILV graphics would sacrifice a lot. I figured out a way to include them however; each intermission is now set to display a unique graphic that merges the old CWILV and the INTERPIC seamlessly, preserving the unique artwork. This DOES result in 'double intermissions', but some of those graphics had difficult to read text, now you can take the time to read it properly. I included 4:3 versions of all these graphics for Eternity, and there are widescreen versions also available. In addition to all this, GZDoom has custom obituaries for all the new monsters, there are string replacements for the new weapons, and BlueFirez88's Hell to Pay patch's ZDoom aspects have been added as another modular patch (It mostly changes the decals of the new weapons, blood colours, and sounds) Double Impact This E1 replacement is another of the official add-ons, with enough changes to warrant a conversion to the add-on version. Included are widescreen assets for both versions, UMAPINFO support, and integration of the Double Impact MIDI Pack, in three levels: The base fix itself only replaces the stock music (E1M1, E1M2, E1M8 and the victory music are left as is), and there are two modular wads to fully replace the soundtrack with the full MIDI Pack, and one that replaces all but E1M1 and the victory music (aka the standard MIDI Pack functionality, as released). A dumb little extra noone asked for: The mismatched level names in the Unity version's intermission pic, have been fixed via the DEHACKED, UMAPINFO and WILV graphics Deathless As with Double Impact, this patch largely features conversions to the official add-on version, and includes the usual UMAPINFO and widescreen assets. I have no idea if levels differ between the add-on version and the 1.1 release of Deathless, as Revenant never covered that. '32 Hours' Trilogy This is a collection of patches for Kristian Aro's first works, a trio of wads that tell a continous story: '20 Days in Hell', '32 Hours in Pain' and 'One Day of Hellish Revenge'. 20 Days is very rough, and was, according to his Millenium Minisode text, never actually meant to be uploaded at all. I had enough fun with it though, although I needed to manually patch it to 100% it. 20 Days starts at Map 12, so ive added definitions to xINFO to enable starting directly from Map 12, and I added custom story intermissions and basic level names; this is the ONLY time ive written my own story texts; I wasn't the happiest with the results, and I generally prefer the actual author to make such artistic changes. One level was unable to be 100%ed due to improperly deleted sectors (This error occurs a lot with older mapsets; there is no way to fix it without editing the map itself in modern editors), and it is now fixed. '32 Hours in Pain', the second in the trilogy, is a 32 level full replacement for TNT, and features Doomguy's wife as the playable character; thus I have changed all the normal GZDoom obituaries that one would generally run into in normal play to reflect the player is Serena, and ive also imported 'Doomgirl' sounds from Doom Expanded to replace the remaining manly oofs and grunts (The original female pain sound is left intact). Finally, the four levels with broken secrets have been fixed. The final wad in the trilogy is a three map epilogue to tie up the story, and it only needed the usual xINFO/DEHACKED lumps. Enjay Doom and Enjay Doom II Some call this the earliest megawad in history, so its only fitting it gets a patch. Ive patched both versions of it, and the missing secret sector in several maps have been fixed; it also restores the removed MAP31 and 32 to Enjay Doom II; these are simply edited versions of the id originals to more closely resemble the Wolfenstein originals. Enjay Doom II also has a widescreen titlepic. Nothing was made for any other custom assets however. New Doom Wait what, where did this come from? This is an *ancient* compilation megawad found on Maximum Doom; widescreen assets were made for it and its status bar, so I made use of them and patched it up. Now it removes the fourth episode (New Doom predates Ultimate Doom), and has impromptu automap names and WILV graphics based on the information I could find on the individual wads. I will be also doing this to other Maximum Doom megawads I find. Maximum Matt will be pleased.. Illusions of Home A full one-man megawad sitting in Maximum Doom! Its 1994 to a fault, the first episode is, uh, 'interesting', but I did find several fun levels in the set. However a HUGE amount of levels were utterly broken, enough so that the wad is on GZDoom's automatic compatibility fixes. Ive fixed all of those levels manually, and disabled the fourth TFC episode. I did not add custom levelnames though, so all the level names are replaced by generic strings. Dark Hell & Black Hell Episode replacements so old that Dark Hell is not only on Maximum Doom, but it was designed with Doom 1.2 in mind. Black Hell is the sequel to Dark Hell, and ive added a 'DX' patch that adds Dark Hell to Black Hell as Episode 2, for a two-episode 1994 adventure. Both have been patched seperately as well; both now have the usual DEHACKED/xINFO, WILV graphics, and Dark Hell also has its secret level fixed to not make the player repeat E2M6 (Unless playing in Crispy, as secret exits are hardcoded in where they lead to) and E2M8's impossible to access soulspheres moved and made into multiplayer only ones. I will end this post here, there are still more, but they need testing an readme files made (Plus, I need a break; ive been doing these for 12 hours straight for the last four days to get my plate somewhat cleared) Fittingly, this is apparantly my 4000th post! EDIT: Anomaly report updated, load the unity wad BEFORE the widescreen wad or you'll get 4:3 art. The slightly different unity versions were never widescreened, but it should be easy to do
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Theres one level in the game I often load up in ports JUST for the amazing music track on it, I think its Lunar Reactor. I had it playing for three hours in a background window once.
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Conversions would certainly explain the multiple D'Sparils all over the place, they seem to be stand-ins for Cyberdemons (they definitely are in 1 on 1's case)
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Well, today I confirmed the claim of the 12 episodes being exclusive and made for the disc is bullshit; E3M5 is an exact copy of '1 on 1' from Maximum Doom, right down to the enemy placement and even the missing texture in one point of the level, its just been run through a converter. With how little documentation there is on these episodes, wouldn't surprise me if the majority of the 'exclusive' maps were scraped off the internet like the usual D!Zone stuff.
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The Anniversary Edition is 90% off right now, it costs less then a budget meat pie at my local store and will give far more entertainment, you really cant go wrong at that price. And even if *everything* about the port feels wrong, you can still load its files with Raze and other ports. Ive played the full first episode of the 20th Anniversary Edition, and its definitely functional and feels okay. Not 'the best' but its literally $2.39 in my country right now; how can anyone complain at that price?
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The Above Avatar is Fighting You. How Screwed Are You?
Devalaous replied to thecringefactor's topic in Everything Else
Ive seen the opening of Doom 64 enough to know how bad Marines are at survival -
Do you think GZDoom should have texture filtering on by default?
Devalaous replied to BeachThunder's topic in Source Ports
Yeah, it was probably Doom Expanded. I used that mod a lot for bumping up classic Doom mapsets. Ive started using it less though, as the mod will never be updated, and GZDoom keeps evolving. Some minor annoyances are starting to pop up, and I can only attribute it to updates making things no longer work as well. -
Do you think GZDoom should have texture filtering on by default?
Devalaous replied to BeachThunder's topic in Source Ports
I lost count of how many times I got stuck in a level because there was so much blood smeared on the nearby wall that it covered up a vital switch. Eventually I turned the setting down to zero and ive enjoyed the game much more since then. I used to think the decals were the coolest little detail ever eons ago, but now.. -
No End in Sight is the closest for me, I only didn't like Vile Cross much, but it can be forgiven, as its a secret slot map.
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It absolutely does allow switching between regular pwads on the fly, I ported a big chunk of the community's best megawads to the port without 'IWADing' them