Chainie Posted October 5, 2015 Map with beige bricks. IWAD - Doom2 Map - map01 Port - vanilla doom(I guess) LR Link - https://www.dropbox.com/s/ix8esg22kx0h5tm/boomwter.zip?dl=1 Screen: 0 Share this post Link to post
joe-ilya Posted October 5, 2015 Can't even open it when starting it up with vanilla. EDIT: FDA : https://www.mediafire.com/?ghon9osa9nkec0h Seems fine albeit not playtested well; as I got stuck behind a lift. 0 Share this post Link to post
scifista42 Posted October 5, 2015 The wad contains a sprite replacement, which means that Chocolate Doom players need to use -merge parameter instead of -file, and vanilla .exe players need to reinclude all remaining IWAD sprites into the wad. Anyway, the map's music track seriously fucks up Chocolate Doom 2.0, reducing frame rate like 100 times. I will report the issue in Chocolate Doom thread. Here is my FDA after I edited the wad to not play the buggy music. The start was the hardest part, the rest literally empty and trivial. Simple layout, clean aesthetic, gameplay could have been better. 0 Share this post Link to post
Da Werecat Posted October 5, 2015 scifista42 said:The wad contains a sprite replacement, which means that Chocolate Doom players need to use -merge parameter instead of -file, and vanilla .exe players need to reinclude all remaining IWAD sprites into the wad. The sprite has a unique name, and the dehacked patch has a corresponding string replacement. Apparently, it's not enough. 0 Share this post Link to post
scifista42 Posted October 5, 2015 Right, then I take my words back, what you actually need is to: 1. In case of Chocolate Doom, load boomwter.deh file via -deh parameter. 2. In case of vanilla .exe, apply boomwter.deh to a copy of Doom.exe via Dehacked.exe launched with -load parameter. 0 Share this post Link to post
Da Werecat Posted October 5, 2015 scifista42 said:In case of Chocolate Doom, load boomwter.deh file via -deh parameter. Doesn't work. Looks like the closing marker should be named S_END, as this page suggests. 0 Share this post Link to post
scifista42 Posted October 5, 2015 When I removed the wad's midi and loaded it in Chocolate Doom with these parameters, it worked.chocolate-doom -merge boomwter.wad -deh boomwter.deh -warp 1 -skill 4 -record bwterfdaThe -merge parameter probably fixed the issue (and the custom sprite actually showed up). But you're correct, the marker should have been named S_END. 0 Share this post Link to post
joe-ilya Posted October 6, 2015 You don't have to remove the midi from the wad, you can just set a -nomusic parameter. 0 Share this post Link to post
scifista42 Posted October 6, 2015 With -nomusic, no music would be played at all. With the music removed from the wad, it would play the default D_RUNNIN at least. 0 Share this post Link to post