myk

Posts: 14801
Registered: 04-02 |
xit-vono said:
It had a problem with numlumps or something.
Yeah, that means it needs the extra flats and sprites DeuSF adds.
Is it possible to edit the program to make it work with scythe2?
Assuming you have DOOM and DOOM II in different directories (because if not DOOM will interfere with the process), put deusf in your DOOM II dir and type:
code: deusf -app scythe2.wad
That makes the wad Doom2 compatible by adding some stuff (sprites and flats from DOOM II). Then you need to add the DeHackEd patch to a copy of Doom2+. Normally you need to extract the DEHACKED lump like Grazza said (with XWE or whatever), though here is a copy. Next get DeHackEd 3.1 if you don't have it, put it in a directory of its own, and edit its DEHACKED.INI file to say the following where applicable (there are notes below, and you should edit the paths to whatever you use):
code: # For DOOM II
editname = d:\doom\scythe2.exe
normalname = d:\doom\doom2p.exe
(The normalname should point to the Doom2+ file, wherever it is, and the editname is the scythe2 compatible EXE it will create from Doom2+; it will ask you if you want to create it when you start DeHackEd.)
code: # For DOOM II
wadname = d:\doom\doom2.wad
(Your DOOM II IWAD.)
code: # The directory to look for patch files in.
patchdir = d:\doom\hack
(The directory where you put scythe2.deh; it could be the DOOM II dir, if you don't care to make a folder for DEH patches.)
code: # Doom version #
# 0 for Doom 1 1.666
# 1 for Doom 2 1.666
# 2 for Doom 2 1.7, 1.7a
# 3 for Doom x 1.9
# 4 for Ultimate Doom 1.9
version = 3
(States that it's for DOOM II; normally this is either 3 or 4, depending on the game).
Once you've edited the INI, type:
code: dehacked -load scythe2.deh
It'll ask if you want to create scythe2.exe; hit the Y key, and it's done.
As Grazza said, a few maps have Boom stuff and thus need Boom or PrBoom. I think they were all mentioned in the Scythe2 demos thread. A good deal work fine with Doom2+, though.
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