JohnnyTheWolf Posted February 21, 2017 I love the sprites and sounds of Freedoom weapons and I want to know if there is a way to use them as a replacement for the vanilla Doom arsenal, as I find them much more satisfying to use. 0 Share this post Link to post
Voros Posted February 21, 2017 Extract the weapon sprites and sounds and put them in a seperate PWAD. I have done this solely for fredrik's SSG. 0 Share this post Link to post
JohnnyTheWolf Posted February 21, 2017 I am having a hard time locating the sprites for the Super Shotgun. What are the names of the files? 0 Share this post Link to post
grommile Posted February 21, 2017 JohnnyTheWolf said:I am having a hard time locating the sprites for the Super Shotgun. What are the names of the files? The lumps in freedoom2.wad are called SHT2A0 through SHT2J0 for the weapon animations and SGN2A0 for the Thing sprite. The GIF files can be found as the files sht2a0.gif through sht2j0.gif and sgn2a0.gif in the 'sprites' folder of the freedoom source tree. 0 Share this post Link to post
JohnnyTheWolf Posted February 21, 2017 Thanks! But now, I am having trouble replacing the sounds. I tried copy-pasting the sound files into the new WAD like I did with the weapon sprites, but I am still hearing vanilla sounds in-game. 0 Share this post Link to post
luckypunk Posted February 21, 2017 Revealing what tool you use might help in getting an answer. 0 Share this post Link to post
Catoptromancy Posted February 21, 2017 We need a ripping script, probably used with deutex. Will rip whatever people want, then put it in a wad. 0 Share this post Link to post
40oz Posted February 21, 2017 An alternative solution is to open up the freedom IWAD and just delete everything you don't want (maps, textures, other stuff) and just save it as something else. 0 Share this post Link to post
JohnnyTheWolf Posted February 21, 2017 I suppose I should give that a try too. Anyway, in the meantime, I sort of figured out how to enable Freedoom sounds. It seems to have something to do with the placement of files called S_START and S_END, but I am really not sure I understand how it all works. Also, experimenting with Freedoom weapon sprites made me realise Freedoomguy does not always wear gloves depending on the weapon he is using. He has them for the Super Shotgun and when doing melee attacks, but not when he is using the other weapons. I suppose you are all aware of this already, but is it a deliberate choice or just a mistake? 0 Share this post Link to post
Voros Posted February 22, 2017 You sure are picky ;) Use Deutex to rip out only the sprites and sounds, then edit the new wadinfo.txt file produced to only include the weapon sprite and sound names. Then simply, build the PWAD using Deutex's -make command eg. deutex -sounds -sprites -xtract freedom2.wad (After editing wadinfo.txt) deutex -make wadinfo.txt fdweps.wad Why freedom2 and not freedoom2? Because DOS programs can only read files if they have a filename with only 8 characters or less. Why edit the txt file? So you don't have to do mass deletion. If you're having problems making the PWAD, I could do it for you when I get the chance. 0 Share this post Link to post
JohnnyTheWolf Posted February 22, 2017 Thank you! Hopefully, this will not be necessary. 0 Share this post Link to post
Voros Posted February 22, 2017 Main command to build wad.deutex -sounds -sprites -v0 -rate accept -fullsnd -xtract freedom2.wad deutex -make fdweps.txt fdweps.wad fdweps.txt (create this file) Spoiler #Deutex 4.4.0 by Olivier Montanuy #Freedoom Weapons #list of sounds [sounds] DSPISTOL DSSHTGN DSGCOCK DSSAWUP DSSAWIDL DSSAWFUL DSSAWHIT DSRLAUNC DSRXPLOD DSPLASMA DSBFG DSDSHTGN DSDBOPN DSDBCLS DSDBLOAD #list of sprites [sprites] BFS1A0 28 33 BFS1B0 29 33 BFUGA0 28 30 BFGGA0 -95 -106 BFGGB0 -95 -106 BFGGC0 -88 -101 BFGFA0 -88 -83 BFGFB0 -88 -82 BFE1A0 69 45 BFE1B0 69 45 BFE1C0 69 63 BFE1D0 69 61 BFE1F0 4 4 BFE2A0 36 28 BFE2B0 34 28 BFE2C0 12 10 BFE2D0 4 4 CHGGA0 -105 -114 CHGGB0 -105 -121 CHGFA0 -125 -88 CHGFB0 -125 -98 CSAWA0 22 20 MGUNA0 28 23 MISGA0 -111 -110 MISGB0 -103 -109 MISFA0 -110 -102 MISFB0 -110 -99 MISFC0 -110 -98 MISFD0 -110 -97 PLASA0 29 16 PLSFA0 -117 -91 PLSFB0 -117 -90 PLSGA0 -117 -108 PLSGB0 -117 -116 ROCKA0 6 25 SAWGA0 -176 -60 SAWGB0 -176 -59 SAWGC0 -156 -81 SAWGD0 -159 -81 SHOTA0 23 15 SHTGA0 -114 -108 SHTGB0 -83 -40 SHTGC0 -52 -40 SHTGD0 -34 -44 SHTFA0 -142 -94 SHTFB0 -132 -87 SHT2A0 -104 -99 SHT2B0 -102 -102 SHT2C0 -94 -109 SHT2D0 -99 -140 SHT2E0 -100 -92 SHT2F0 -99 -111 SHT2G0 -90 -134 SHT2H0 -100 -112 SHT2I0 -131 -84 SHT2J0 -118 -75 SGN2A0 26 16 (Optional) Script for extracting the sprites and sounds. Not recommended for building process. Spoiler deutex -bmp -get shota0 freedom2.wad deutex -bmp -get shtfa0 freedom2.wad deutex -bmp -get shtfb0 freedom2.wad deutex -bmp -get shtga0 freedom2.wad deutex -bmp -get shtgb0 freedom2.wad deutex -bmp -get shtgc0 freedom2.wad deutex -bmp -get shtgd0 freedom2.wad deutex -bmp -get pisfa0 freedom2.wad deutex -bmp -get pisfb0 freedom2.wad deutex -bmp -get pisga0 freedom2.wad deutex -bmp -get pisgb0 freedom2.wad deutex -bmp -get pisgc0 freedom2.wad deutex -bmp -get pisgd0 freedom2.wad deutex -bmp -get bfuga0 freedom2.wad deutex -bmp -get bfgga0 freedom2.wad deutex -bmp -get bfggb0 freedom2.wad deutex -bmp -get bfggc0 freedom2.wad deutex -bmp -get bfe1a0 freedom2.wad deutex -bmp -get bfe1b0 freedom2.wad deutex -bmp -get bfe1c0 freedom2.wad deutex -bmp -get bfe1d0 freedom2.wad deutex -bmp -get bfe1e0 freedom2.wad deutex -bmp -get bfe1f0 freedom2.wad deutex -bmp -get bfe2a0 freedom2.wad deutex -bmp -get bfe2b0 freedom2.wad deutex -bmp -get bfe2c0 freedom2.wad deutex -bmp -get bfe2d0 freedom2.wad deutex -bmp -get sgn2a0 freedom2.wad deutex -bmp -get sht2a0 freedom2.wad deutex -bmp -get sht2b0 freedom2.wad deutex -bmp -get sht2c0 freedom2.wad deutex -bmp -get sht2d0 freedom2.wad deutex -bmp -get sht2e0 freedom2.wad deutex -bmp -get sht2f0 freedom2.wad deutex -bmp -get sht2g0 freedom2.wad deutex -bmp -get sht2h0 freedom2.wad deutex -bmp -get sht2i0 freedom2.wad deutex -bmp -get sht2j0 freedom2.wad deutex -bmp -get csawa0 freedom2.wad deutex -bmp -get sawga0 freedom2.wad deutex -bmp -get sawgb0 freedom2.wad deutex -bmp -get sawgc0 freedom2.wad deutex -bmp -get sawgd0 freedom2.wad deutex -bmp -get mguna0 freedom2.wad deutex -bmp -get chgga0 freedom2.wad deutex -bmp -get chggb0 freedom2.wad deutex -bmp -get chgfa0 freedom2.wad deutex -bmp -get chgfb0 freedom2.wad deutex -bmp -get rocka0 freedom2.wad deutex -bmp -get misfa0 freedom2.wad deutex -bmp -get misfb0 freedom2.wad deutex -bmp -get misfc0 freedom2.wad deutex -bmp -get misfd0 freedom2.wad deutex -bmp -get misga0 freedom2.wad deutex -bmp -get misgb0 freedom2.wad deutex -bmp -get plasa0 freedom2.wad deutex -bmp -get plsfa0 freedom2.wad deutex -bmp -get plsfb0 freedom2.wad deutex -bmp -get plsga0 freedom2.wad deutex -bmp -get plssa0 freedom2.wad deutex -bmp -get plssb0 freedom2.wad deutex -wav -fullsnd -rate accept dsbfg freedom2.wad deutex -wav -fullsnd -rate accept dsdbcls freedom2.wad deutex -wav -fullsnd -rate accept dsdbload freedom2.wad deutex -wav -fullsnd -rate accept dsdbopn freedom2.wad deutex -wav -fullsnd -rate accept dsdshtgn freedom2.wad deutex -wav -fullsnd -rate accept dsfirsht freedom2.wad deutex -wav -fullsnd -rate accept dsfirxpl freedom2.wad deutex -wav -fullsnd -rate accept dspistol freedom2.wad deutex -wav -fullsnd -rate accept dsplasma freedom2.wad deutex -wav -fullsnd -rate accept dsrlaunc freedom2.wad deutex -wav -fullsnd -rate accept dsrxplod freedom2.wad deutex -wav -fullsnd -rate accept dssawful freedom2.wad deutex -wav -fullsnd -rate accept dssawhit freedom2.wad deutex -wav -fullsnd -rate accept dssawidl freedom2.wad deutex -wav -fullsnd -rate accept dssawup freedom2.wad deutex -wav -fullsnd -rate accept dsdbcls freedom2.wad deutex -wav -fullsnd -rate accept dssgcock freedom2.wad deutex -wav -fullsnd -rate accept dsshotgn freedom2.wad This will extract all sprites and sounds in standard format. 0 Share this post Link to post
Arctangent Posted February 22, 2017 JohnnyTheWolf said:It seems to have something to do with the placement of files called S_START and S_END You're correct. S_START and S_END are used to mark the files between them as sprites - as in, the graphics used for the in-world actors. Doom doesn't bother to actually check if those files are actually those kinds of sprites, or even graphics in the first place - it loads them as sprites regardless. Which means they can't exactly be loaded as anything else, meaning they're never properly noticed as sounds. Also, I find it kinda bizarre that people are bringing up Deutex in 2017, especially when the guy already had SLADE. I'm sure it must still be a handy tool for those used to it, but c'mon, ancient games don't mean you have to recommend ancient software. 0 Share this post Link to post
Voros Posted February 22, 2017 With deutex, all it takes is one press of a button and the software does everything else for you, such as adding the appropriate markers. Really helpful for managing wads of a significant size. 0 Share this post Link to post
chungy Posted February 22, 2017 Voros said:Why freedom2 and not freedoom2? Because DOS programs can only read files if they have a filename with only 8 characters or less. ...should I even ask why you're bothering with a DOS version of deutex? 0 Share this post Link to post
Catoptromancy Posted February 22, 2017 First link on google. Entire first page of google is dos or linux binaries. http://www.teaser.fr/~amajorel/deutex/ 0 Share this post Link to post
Voros Posted February 22, 2017 chungy said:...should I even ask why you're bothering with a DOS version of deutex? It's light weight and powerful when used correctly. Unless what you're saying is that 4.4.902 can also run on a modern OS such as Windows natively. I don't think that's true. Are you saying I should be using Wintex instead? I hear it has bad bugs in it. That, and it doesn't run in Android (yep). 0 Share this post Link to post
chungy Posted February 22, 2017 Deutex can be built for current OSes, but there's no pre-built versions for Windows around. 0 Share this post Link to post