cwy Posted September 11, 2007 Is there any source port that can fully play the legendary Doom 1 pwad UAC_DEAD ( http://www.doomworld.com/idgames/index.php?id=420 ) ? I've tried several and the wad looked funny and didn't work right. The "invisible staircase" never worked as it should. Is using Doom 1.666 the only way to play this wad? 0 Share this post Link to post
myk Posted September 11, 2007 Current versions of PrBoom should do the job if you set the compatibility level to 1. 0 Share this post Link to post
Grazza Posted September 11, 2007 myk said:Current versions of PrBoom should do the job if you set the compatibility level to 1. Or 2 (Doom.exe 1.9 compatibility is sufficient). Can't vouch specifically for regular prboom (should be, but haven't tested personally), but this is certainly the case for prboom-plus. The command-line for that would be: prboom-plus uac_dead -complevel 2 Or use current compatibility (-1) and make sure the compatibility option "Emulate Pre-Ultimate Bossdeath behaviour" is turned on. (Though you may also need to turn the "use exactly Doom's ..." options on too - overall, it's far simpler to use complevel to force vanilla behaviour when playing a wad that was designed for it.) Also Chocolate-Doom with -gameversion 1.9. Another possibility is to use Doom2.exe (this is identical to Registered Doom.exe 1.9). 0 Share this post Link to post
BoldEnglishman Posted September 11, 2007 I remember playing this WAD recently with one of the latest builds of either ZDoom/GZDoom or Skulltag and not noticing anything not working (I have played it previously where something didn't work). What was it again that skews the level up? 0 Share this post Link to post
Grazza Posted September 11, 2007 The fact that tag 666 needs to be triggered twice, by the death of all barons and the death of the cyberdemon. In Ultimate Doom, the bossdeath behaviour was changed so that only barons triggered it in E1M8 (and in other ways, but this is the only one relevant to uac_dead.wad). 0 Share this post Link to post
Naan Posted September 11, 2007 BoldEnglishman said:I remember playing this WAD recently with one of the latest builds of either ZDoom/GZDoom or Skulltag and not noticing anything not working Same here. 0 Share this post Link to post
myk Posted September 11, 2007 Grazza said: Or 2 (Doom.exe 1.9 compatibility is sufficient). Can't vouch specifically for regular prboom (should be, but haven't tested personally), but this is certainly the case for prboom-plus. Indeed, 2 works as well... I'm guessing I said 1 because he mentioned v1.666, unconsciously forgetting v1.9 works fine. In the standard PrBoom it does work correctly. In fact, Chocolate Doom is another choice, if -gameversion 1.9 is used. 0 Share this post Link to post
Graf Zahl Posted September 11, 2007 It works in ZDoom but needs an additional patch (which is available in /idgames.) 0 Share this post Link to post
hawkwind Posted September 11, 2007 Works perfectly in Risen3D as well, but also needs the additional patch. Link ... ftp://archives.3dgamers.com/pub/idgames/levels/doom/s-u/uac_deaz.zip 0 Share this post Link to post
fraggle Posted September 12, 2007 http://www.chocolate-doom.org/wiki/index.php/Doomsday_of_UAC 0 Share this post Link to post
Captain Red Posted September 12, 2007 hawkwind said: ftp://archives.3dgamers.com/pub/idgames/levels/doom/s-u/uac_deaz.zip Why dose this disable mouselook? The level is quite finish able with it enabled. 0 Share this post Link to post
cwy Posted September 12, 2007 Does jDoom work? I tried jDoom via Doomsday 1.9 beta 4 and it didn't work (I fell through the gaps on the invisible staircase). Is there anyway to make it work? 0 Share this post Link to post
Graf Zahl Posted September 12, 2007 cwy said:Does jDoom work? I tried jDoom via Doomsday 1.9 beta 4 and it didn't work (I fell through the gaps on the invisible staircase). Is there anyway to make it work? JDoom requires a node rebuild for GL nodes. Apparently GLBSP can't build properly working nodes for this level due to its extensive rendering hacks. you can alternatively try another GL nodes capable node builder (e.g. ZDBSP) to manually build GL nodes. If that doesn't help you are out of luck. 0 Share this post Link to post
hawkwind Posted September 13, 2007 Captain Red said:Why dose this disable mouselook? The level is quite finish able with it enabled. Options - Input Devices... - Mouse Look : YES 0 Share this post Link to post