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Phml
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Registered: 06-09



Phml wanted to point out that you have, as many people do, probably tested your wad only in ZDoom based port and used some "ZDoomisms" (ZDoom typical design/structure choices) that make the wad impossible to play in vanilla, even though it is in vanilla format.


Aye. I didn't really want to be anal about this, recording a FDA on a co-op wad as a solo player just seemed like a fun idea. For what it's worth, at a quick glance map01 ran fine in PrBoom+ after nuking the PNAMES and TEXTURE1 entries entirely (but of course, with a lot of HOMs). I made a half-hearted attempt at fixing it myself, but many textures are multipatches (so you can't simply delete the lumps, create new ones from Doom2 and add the patches). Google says - well, Google points to Enjay who says - DeepSea and WinTex can merge TEXTURE1 lumps efficiently, but I'm too dumb and/or lazy to use either program.

Old Post 08-14-13 22:18 #
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arkore
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Posts: 79
Registered: 05-12



Phml said:


Aye. I didn't really want to be anal about this, recording a FDA on a co-op wad as a solo player just seemed like a fun idea. For what it's worth, at a quick glance map01 ran fine in PrBoom+ after nuking the PNAMES and TEXTURE1 entries entirely (but of course, with a lot of HOMs). I made a half-hearted attempt at fixing it myself, but many textures are multipatches (so you can't simply delete the lumps, create new ones from Doom2 and add the patches). Google says - well, Google points to Enjay who says - DeepSea and WinTex can merge TEXTURE1 lumps efficiently, but I'm too dumb and/or lazy to use either program.



Wow, thank you for whatever time you spent on fixing my wad. I feel bad about my previous response; and I really appreciate you taking an interest in my project and looking into my issues.

I wish I could make this work for you (support vanilla engines), but I just can't find the time/energy to do so right now.

I hope you're willing to play a modern engine and give this a serious play-through though.

Thanks again.

Old Post 08-14-13 22:32 #
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