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Rudolph

Playing Freedoom maps with vanilla Doom assets?

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Since Freedoom comes with original maps, I am curious to see how they look with Doom and Doom II assets. Is there a way for me to play the Freedoom levels that way? If so, how do I do that?

Edited by Rudolph

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That sound too cursed lol.

The only way that should be possible is remade the IWAD of free doom with the assets of IWAD of DOOM II and Ultimate Doom with doom builder or another editor, and i think that break the rules of how Freedoom works in their contract of free software.

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Really? That is surprising, given how seemingly compatible with vanilla-friendly custom WADs Freedoom seems to be.

 

I would have expected the opposite to be true as well.

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1 hour ago, D4NUK1 said:

The only way that should be possible is remade the IWAD of free doom with the assets of IWAD of DOOM II and Ultimate Doom with doom builder or another editor, and i think that break the rules of how Freedoom works in their contract of free software.

Orrrrr you could just delete everything except the map files (or copy all the map files into a new wad) and run it as a PWAD, lol. Not very hard and doesn’t break any contracts as far as I’m aware.

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Hmmm... SLADE will not let me delete any file in a IWAD. I tried copying the map files in a new WAD, but then I get levels without any texture.

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Freedoom has a broader texture palette than Doom. While all Doom textures have a Freedoom equivalent, there are also plenty of brand-new textures in it. Notably, since 2017, Freedoom incorporates the Aquatex texture pack. So if you want to use Doom textures whenever possible, without losing the brand-new Freedoom textures that have no Doom counterpart, you'll need to work a bit harder.

 

A solution that'll work in ZDoom-based ports (and perhaps Vavoom?) is if you actually go the other way around. Make a copy Doom2.wad that contains everything except the maps. Load this as a resource while Freedoom is the IWAD. That should get the Doom resources to override the Freedoom resources whenever possible; falling back to Freedoom resources only when there's no Doom II resource equivalent. It will not work in vanilla or in ports that don't implement cumulative texture loading, because there the Doom II TEXTURE1 lump will fully replace the Freedoom TEXTURE1 lump and you'll lose textures again.

 

35 minutes ago, Rudolph said:

SLADE will not let me delete any file in a IWAD.

Yep, that's a safety measure. You can actually disable it (it's the "iwad_lock" setting in the advanced preferences tab) but it allows to drastically cut down on newbies accidentally breaking their game.

 

For example, you don't need to disable it to do something safe such as:

1. creating a new wad file, name it something like doom_tinker.wad or whatever you want

2. selecting all of the lumps from doom2.wad

3. pasting them into doom_tinker.wad and saving that file.

 

You now have a perfect copy of the IWAD except it's a PWAD. Feel free to edit and delete stuff from it as you wish.

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46 minutes ago, Gez said:

Freedoom has a broader texture palette than Doom. While all Doom textures have a Freedoom equivalent, there are also plenty of brand-new textures in it. Notably, since 2017, Freedoom incorporates the Aquatex texture pack. So if you want to use Doom textures whenever possible, without losing the brand-new Freedoom textures that have no Doom counterpart, you'll need to work a bit harder.

Oh interesting, I did not realize this. I suppose it also includes replacements for the Final Doom textures too?

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7 hours ago, Rudolph said:

Hmmm... SLADE will not let me delete any file in a IWAD. I tried copying the map files in a new WAD, but then I get levels without any texture.

yes it will, change your settings in slade to ALLOW iwad editing and saving.

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You could try loading freedoom1 as iwad and doom2 as pwad. Or freedoom2 as iwad and doom1 as pwad. That should give you most of the doom assets with the freedoom maps. I can't test this right now, so I cannot guarantee that it's working.

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Spoiler

gzdoom -iwad freedoom2 -file doom.wad 

 Use ultimate doom so the resources are almost entirely there, only missing Doom2 monsters. Need to use Gez's method get all the doom2 monsters and will be compatible with more ports. 

 

Freedoom can also be built only using maps and textures not in doom2. 

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Year-old thread I realise, apologies...

I tried this myself just earlier to confirm a bit of a personal suspicion I've held that Freedoom's level design just isn't fantastic in places. A lot of that really just did come down to my unfamiliarity with Freedoom's new assets actually, but looking at the maps through the context of normal Doom textures and sounds, I did find that there was an occasional lack of cues and visual aids to help you figure out where to go next when triggering some certain switches/events.

 

Anyway, Faceman2000 is correct about how you've got to set this up. Using your preferred program (I recommend wadext), you simply unpack your DOOM.WAD into a little directory, remove the "MAPS" subdirectory within it, and then provide that as a "-file" argument to your preferred source port to get the mostly-seamless experience of playing through Freedoom using the Doom textures and sounds.

 

Here's an example using ZDoom (look, I like my native 4:3 alright?):

gzdoom -iwad freedoom1.wad -file /home/houston/.local/share/doom/DOOM-NOMAPS

 

There's a number of small oddities, like Freedoom's episode 4 leaking through in its own texture/font (if using pre-Ultimate Doom), the messages reading the same as they would be in Freedoom, or the misalignment of switch textures in some walls (100% Id's fault, Freedoom just decided not to be bug-compatible in this case). Aside from that, the maps look like they may as well have just been made for Doom.

Edit: Correction about the misaligned switch texture, I was actually using Doom 2's textures for this screenshot, rather than plain doom. Using Doom's WAD instead, the switch is perfectly fine. I imagine it goes the other way around too, in that playing Freedoom 2, you should only use the Doom 2 WAD.

Spoiler

C1M1Misaligned switch texture

 

Edited by houston

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On 4/22/2023 at 6:14 AM, houston said:

How to do it on Windows?

 

I mostly want to switch the monsters and guns, since the monsters are unbearable

 

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@drop: I couldn't find any graphical WAD extractors, so you'll have to use the full Doom modding program "SLADE". Just copy-paste your DOOM.WAD and DOOM2.WAD to somewhere else so you can edit them, right click on those to open them through SLADE, skip through both of the questions it asks on first launch.

First thing you'll want to do is click on Edit at the top, Preferences > Advanced, then scroll down to "iwad_lock" and set that to "0".

Then you'll want to apply and close that menu, and then delete all entries in the DOOM.WAD list with a "Type" starting with the word "Map". To do this, you can basically just find the first entry to have a green icon at the side, then hold Shift+Down until you get to the last one. Push Shift+Up a couple of times if you overshoot. Then you can push your Delete key to delete them from your copy of the WAD.

You might also want to do the same with the "Music (MUS)" entries in there as well, they have the purple icons. Deleting these will let you hear Freedoom's soundtrack.

 

Then go File > Save As, and you can call it something like DOOM-NOMAPS.wad.

Then in whatever method you normally use to launch Doom mods, set "freedoom1.wad" as the IWAD, and open your DOOM-NOMAPS.wad as the File/WAD/mod. This should effectively launch the game "Freedoom", using the DOOM wad as a texture pack.

Edit: Similar process with Freedoom 2, I'm sure you can figure it out. Just remember to create a modified DOOM2.WAD, instead of reusing your Ultimate Doom IWAD.

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Just as a fun fact, the fourth episode of the Phase 1 is a PWAD for Doom. And even you can play it on the Unity Port as a Official Add-On.

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17 hours ago, DASniperIC said:

where trees and vegetation and nature?????

There's nothing wrong here. This is just how it's going to look without Freedoom's sprites. Doom's trees aren't as leafy as the ones in Freedoom.

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On 1/5/2024 at 10:20 AM, Jewellds said:

There's nothing wrong here. This is just how it's going to look without Freedoom's sprites. Doom's trees aren't as leafy as the ones in Freedoom.

Ik, it was satire

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On 1/4/2024 at 1:07 AM, DASniperIC said:

where trees and vegetation and nature?????

For some reason Freedoom replaces the brown spikes with little trees.

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Here is my attempt with sprites and sounds from DOOM (except the trees and music) as pwad for Freedoom1 and 2 running with International-DOOM.

 

I must say, i like the Freedoom textures. With changed monsters and weapons Freedoom looks more familiar.

I am thinking about changing the HUD too, even it is not visible at this screenshot.

 

 

Here is a .bps file that contains the data difference you need to create a pwad file out of the DOOM2.WAD.

These files types were mostly used for console-game fan-translations to not share copyrighted data.

 

 

DOOMinFD.zip

 

The tool (named Flips) to use the .bps file can be found here to build from source, or at the bottom of the site is a link below "Compilation - Windows" where to get it as .exe.

 

https://github.com/Alcaro/Flips

 

The procedure is following,

 

- Click "Apply Patch" then choose the .bps file.

- A Window opens with "Select a file to patch" then choose DOOM2.WAD (v1.9 CRC-32: EC8725DB required)

- Another Window opens with "Select Output File", name your pwad file like you want and save

- You have now created a pwad that can be used with Freedoom1 and 2.

 

If DOOM2.WAD is not found you have to select "all files" in the lower right corner of the program.

 

I recommend to make a copy of DOOM2.WAD before using the program, even it has not changed my DOOM2.WAD. The CRC and SHA1 checksums were the same after using it.

 

I know it is a unusual way, but i don't think it is allowed or legal to share a WAD with unchanged parts of DOOM2 assets.

 

 

Edited by Meerschweinmann

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On 1/9/2024 at 9:13 AM, uhbooh said:

For some reason Freedoom replaces the brown spikes with little trees.

The brown spikes are called tree stumps in the editor. Yes, even in standard Doom. Probably why it does that

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