andrewj Posted September 27, 2018 JeuTool is yet another command-line tool for packing and unpacking WAD files. I wrote this because, well.... I guess because DeuTex just plain sucks, and I thought I could make something better, or at least nicer to use. JeuTool is the result. It cannot do some things DeuTex can do, e.g. support the DOOM alphas, but it can do some things which DeuTex cannot do, like handle Boom's SWITCHES and ANIMATED lumps, Hexen's 16-color STARTUP screen, plus it has colorized output :-) Link: https://gitlab.com/andwj/jeutool Binaries are available for Windows, MacOS X, Linux and FreeBSD, in both 32-bit and 64-bit flavors. If somebody finds this program useful, that's cool, and if not, that's cool too. This is very new code (everything written by me from scratch), so there are bound to be bugs -- please report those on the JeuTool issues page on gitlab. P.S. this was written in the Go language, and the license is the GNU GPL v3. 15 Share this post Link to post
Linguica Posted September 27, 2018 I like how you can extract a whole WAD and it is smart enough to convert the graphics lumps to PNGs, sounds to WAV, maps to individual wad files, etc. 1 Share this post Link to post
Koko Ricky Posted September 27, 2018 I'm not sure I understand what exactly this program does. 0 Share this post Link to post
riderr3 Posted September 27, 2018 Can it change texture/flat names in map by script/batch where they specified in list? Because I've using for this old DOS utility Dm2Conv and didn't found alternatives. Doing this manually in GZDoomBuilder is a pain on maps with "unknown" textures all over the place. 0 Share this post Link to post
Gez Posted September 27, 2018 Is it "jeu" as in the French word for game? At first I thought it was J. Editing Utilities, following the model of DEU, and wondered what the J was standing for, but the pronunciation note changed my mind on that. Quote like the TITLE screen of Heretic and Hexen, which can only be detected by their size (e.g. 320*200) or their name (e.g. STRTBOT). Kind of unclear what you mean here exactly. All titlescreens are 320x200, including Doom's, so I'm not sure why singling out Heretic and Hexen. STRTBOT is part of Strife's loading screen. Heretic's loading screen is an ANSI screen like ENDOOM; while Hexen's loading screen is a 640x480 16-color image. Quote translations/ This directory is a feature of the Eternity source port Also Hexen. The player translations are defined by 256-byte lumps. @riderr3: SLADE can do that, kinda. 0 Share this post Link to post
chungy Posted September 27, 2018 (edited) This is pretty cool. The name might be a little unfortunate though to English speakers, it reads like it might be "Jew Tool" -- also it kind of implies (to me) being written in Java, though it's actually Go. Go is superior to C in every way... especially compared to the DeuTex code ;) Technical note: would you consider changing file name handling to be all-lowercase instead of uppercase? Perhaps this is an intentional decision, the WAD format isn't explicitly case-sensitive, so I believe it's feasible to store two lumps with only differing case in the name, though I'd find it unusual and doubt anyone has exploited that (correct me if I'm wrong!). 0 Share this post Link to post
Gez Posted September 27, 2018 Case-sensitive lump names are actually used by SRB2, AFAIK. At least I remember that in SLADE, the option to allow lower-case characters in lump names was requested for this game. 0 Share this post Link to post
andrewj Posted September 28, 2018 7 hours ago, riderr3 said: Can it change texture/flat names in map by script/batch where they specified in list? Because I've using for this old DOS utility Dm2Conv and didn't found alternatives. No, this tool does not look at or modify the contents of maps. 7 hours ago, Gez said: Is it "jeu" as in the French word for game? Yes. I should mention that in the readme. Quote Kind of unclear what you mean here exactly. All titlescreens are 320x200, including Doom's, so I'm not sure why singling out Heretic and Hexen. STRTBOT is part of Strife's loading screen The TITLE lump in Heretic and Hexen are just 320x200 raw pixels, which is different than most other DOOM graphics which use the patch format. That's what I'm trying to explain here, with some examples, but I will try to make it clearer. 7 hours ago, Gez said: Quote translations/ This directory is a feature of the Eternity source port Also Hexen. The player translations are defined by 256-byte lumps Hexen does not use T_START..T_END markers for its translation lumps though. I have reworked that part of the manual to be clearer. 0 Share this post Link to post
andrewj Posted September 28, 2018 (edited) 5 hours ago, chungy said: This is pretty cool. The name might be a little unfortunate though to English speakers, it reads like it might be "Jew Tool" Yeah the name could be read that way. So far I haven't been able to come up with a better name (and the other candidate "ajpack" was kinda dull), but the jeu prefix has grown on me. 5 hours ago, chungy said: Technical note: would you consider changing file name handling to be all-lowercase instead of uppercase? Perhaps this is an intentional decision, the WAD format isn't explicitly case-sensitive I think it is DeuTex which is odd here, because inside a wad file the lump names are always uppercase, but DeuTex converts to lowercase when saving to files. Also there is a --lower option which will save files using lowercase, if that is what you prefer. When building wads, JeuTool does not care, it will convert to uppercase lump names. 0 Share this post Link to post
andrewj Posted September 28, 2018 8 hours ago, GoatLord said: I'm not sure I understand what exactly this program does. Feel free to ask questions. 0 Share this post Link to post
Koko Ricky Posted September 28, 2018 What exactly does the program do? 1 Share this post Link to post
Gez Posted September 28, 2018 You can extract the lumps of a wad file into a bunch of separate files sorted in a few directories, and then you can create a new wad file from the content of said directories. Basically it's useful if you want to edit lumps separately and individually instead of using something like SLADE to edit them in their archive. This is especially useful when you want to use external tools that can't handle WAD files gracefully or can't be meaningfully integrated in a wad editor. A good example would be if you want to use some versioning software like Git/Mercurial/etc. for your project, so that each individual lump's history is tracked separately. If you still don't get it, then you can probably assume you won't need it. 3 Share this post Link to post
Koko Ricky Posted September 28, 2018 Would this be useful say, for compiling multiple disparate resources i.e. a texture wad + a sprite wad? 0 Share this post Link to post
kb1 Posted September 29, 2018 8 hours ago, GoatLord said: Would this be useful say, for compiling multiple disparate resources i.e. a texture wad + a sprite wad? Yes. A WAD file is simply a container, used to store multiple files within a file. In that sense, it's like a folder, with some restrictions. It's very similar to ZIP files, without the compression. If I understand correctly, JeuTool is designed to both extract all of the contained files, into real folders, and/or consolidate individual files back into a WAD file. Good stuff. 0 Share this post Link to post
fraggle Posted October 14, 2018 Only vaguely on-topic, but: Go and Doom, together at last. 7 Share this post Link to post