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Mithral_Demon

Doom 64 (PC) Editor?

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So I noticed the pc port of D64 runs on a .wad , would that mean any existing editor (EX's for example) could be used? Or we have to wait for an updated variant with the scripts the game uses?

 

Cause the games engine was made by @Kaiser (ie the Doom64 EX and Kex Engine), and pressing tilda brings up the Command prompt like EX does. Just brings up the question of being able to make levels or not yet.

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We have learned to get multiple custom levels running each level "lump" should be its own wad within a wad (open the Doom64.wad in Slade to see what I mean). And levels built in Doom Builder 64 work.

As of now we haven't been able to add additional textures in the WAD without running into graphical/memory errors. And the engine supports mp3 music formats for maps and what not (probably others like flac as well). But we haven't been able to put custom stats screen music yet.

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are you guys sure Doom Builder 64 still works for the new release? it crashes everytime i try to test a level


 

Spoiler

 

IMPORTANT!: When submitting a crashlog, DO NOT modify or remove any part of this file.
DOOM64_x64 caused an Access Violation Exception (0xc0000005)
in module nvoglv64.dll at 0033:00007ffcaa1884e4

Engine version: 3.8
Game version: 4.1.49

Error occurred at 3/22/2020 17:30:36.
C:\Program Files (x86)\Steam\steamapps\common\Doom 64\DOOM64_x64.exe, run by kaleb.
Operating system: 10.0.18362
4 processors, type 8664.
51% memory in use.
8085 MB physical memory.
3950 MB physical memory free.
9813 MB page file.
2402 MB paging file free.
134217728 MB user address space.
134212531 MB user address space free.
Access violation at 00000000000000a8. The memory could not be read.

Context:
SegCs:        0x00000033 SegSs: 0x0000002b
ContextFlags: 0x0010005f MxCsr: 0x00001fb1 EFlags: 0x00010202
Rax: 0x00007ffcab2cad60 Rcx: 0x0000000018293960 Rdx: 0x0000000000000000
Rbx: 0x0000000018293960 Rsp: 0x000000000014f970 Rbp: 0x000000000014faf0
Rsi: 0x000000001833f078 Rdi: 0x0000000000000000 R8:  0x0000000000000005
R9:  0x0000000140440140 R10: 0x0000000140000000 R11: 0x000000000014f9c0
R12: 0x000000001833e120 R13: 0x0000000017d16db0 R14: 0x0000000140699490
R15: 0x00000001404c35c0 Rip: 0x00007ffcaa1884e4
Dr0: 0x0000000000000000 Dr1: 0x0000000000000000 Dr2: 0x0000000000000000
Dr3: 0x0000000000000000 Dr6: 0x0000000000000000 Dr7: 0x0000000000000000
DebugControl:         0x00000000ffffffff LastBranchToRip:    0x0000000000000000
LastBranchFromRip:    0x0000000000000000 LastExceptionToRip: 0x0000000000000000
LastExceptionFromRip: 0x0000000000000000

Bytes at CS:IP:
80 bf a8 00 00 00 00 74 2c 8b 91 c0 03 00 00 48

Backtrace:
00007ffcaa1884e4
00007ffcaa17fefd
00000001400f8b16
00000001401921cb
0000000140093cad
000000014005a1a5
000000014005a82b
000000014008189c
0000000140034a62
0000000140034acd
0000000140001232
0000000140322fbf
00007ffcf6c77bd4
00007ffcf8b6ced1


Stack:
0x000000000014f970: 000000001833f020 0000000000000000 000000000014faf0 0000000000000000  .3.............................
0x000000000014f990: 00000001404d3060 0000000140000000 0000000023f37080 00007ffcaa17fefd `0M@.......@.....p.#............
0x000000000014f9b0: 0000000018293960 00007ffc00000001 00000001404c35c0 0000000140699490 `9)..............5L@......i@....
0x000000000014f9d0: 0000000017d16db0 000000001833e120 0000000023f37080 00000001400f8b16 .m...... .3......p.#.......@....
0x000000000014f9f0: 000000000a5776e0 000000001833e120 0000000000000000 0000000000000001 .vW..... .3.....................
0x000000000014fa10: 0000000000000000 00007ffcf69f2596 0000000000000002 0000000000000058 .........%..............X.......
0x000000000014fa30: 000000000014fb28 000000001833e120 000000001833e120 0000000140322c55 (....... .3..... .3.....U,2@....
0x000000000014fa50: 0000000000000058 00007ffc00000780 0000000000000438 0000e66d00000001 X...............8...........m...
0x000000000014fa70: 000000000014fb18 00000001400a1cf4 0000000023735ba8 0000000023735b70 ...........@.....[s#....p[s#....
0x000000000014fa90: fffffffffffffffe 00007ffc00000000 000000001833e120 00000001400a09ae ................ .3........@....
0x000000000014fab0: 0000000023735b70 000000001833e120 00000000ffffffff 00000000ffffffff p[s#.... .3.....................
0x000000000014fad0: 0000000000000001 ffffffff00000001 0000a09200000780 00007ffc00000438 ........................8.......
0x000000000014faf0: 0000a09200000001 0000000000000001 0000000000000001 0000000023780cb0 ..........................x#....
0x000000000014fb10: 000000001833e120 000000001833e120 fffffffffffffffe 00000001403f6dd8  .3..... .3..............m?@....
0x000000000014fb30: 0000000000000000 000000001833f020 0000000140758620 0000000100000001 ........ .3..... .u@............
0x000000000014fb50: 00000001404c35c0 0000000140699490 00000001400364b0 0000000140083720 .5L@......i@.....d.@.... 7.@....
0x000000000014fb70: 0000000023f37080 0000000000000000 0000000000000000 00000001401921cb .p.#.....................!.@....
0x000000000014fb90: 000000001833e120 000000000a5776e0 000000001833e120 0000000000000000  .3......vW..... .3.............
0x000000000014fbb0: 0000000000000000 0000000140695e01 0000000100000001 0000000140084478 .........^i@............xD.@....
0x000000000014fbd0: 0000000000000000 0000000140093cad 000000014073b560 0000000023734df0 .........<.@....`.s@.....Ms#....
0x000000000014fbf0: fffffffffffffffe 0000000140054bcb 0000000023735930 000000014005a1a5 .........K.@....0Ys#.......@....
0x000000000014fc10: 000000014073b560 0000000000000001 0000000000000000 0000000140695e28 `.s@....................(^i@....
0x000000000014fc30: ffffffffffffff00 0000000140068f63 fffffffffffffffe 00000001404c35c0 ........c..@.............5L@....
0x000000000014fc50: 0000000023735930 00000001400364b0 0000000000000000 0000000000000004 0Ys#.....d.@....................
0x000000000014fc70: 0000000000000001 00000001400364b0 0000000000000010 000000014005a82b .........d.@............+..@....
0x000000000014fc90: 000000014073b560 000000014073b660 0000000000440000 0000000140695de0 `.s@....`.s@......D......]i@....
0x000000000014fcb0: 00000004a7b02b64 0000000000000000 0000000000000003 000000a300000312 d+..............................
0x000000000014fcd0: 0000021c000003c0 000000014073b660 0000000140695de0 0000000140698e30 ........`.s@.....]i@....0.i@....
0x000000000014fcf0: 0000000000440000 00000001400364b0 0000000000000001 0000000000000000 ..D......d.@....................
0x000000000014fd10: 0000000000000000 0000000000000000 0000000000000000 0000000000000000 ................................
0x000000000014fd30: 0000000000000000 0000000000000000 0000000000000000 0000000000000000 ................................
0x000000000014fd50: 0000000000000000 0000000000000000 0000000000000000 0000000000000000 ................................
0x000000000014fd70: 0000000000000000 0000000000000000 0000000000000000 0000000000000000 ................................
0x000000000014fd90: 0000000000000000 000000000000000a 0000000000000000 0000000000000184 ................................
0x000000000014fdb0: 0000000140764a70 0000000000440000 0000000000440000 000000014008189c pJv@......D.......D........@....
0x000000000014fdd0: 0000000140699210 00000001403f3318 00000004a7b02b64 00000004a7b02b64 ..i@.....3?@....d+......d+......
0x000000000014fdf0: fffffffffffffffe 00000001404c43a0 0000000140764a70 00007ffcf5b51afc .........CL@....pJv@............
0x000000000014fe10: 0000000000000000 0000000140034a62 0000000140699210 0000000000440000 ........bJ.@......i@......D.....
0x000000000014fe30: 0000000000000000 0000000140034abc fffffffffffffffe 00000001403f62c8 .........J.@.............b?@....
0x000000000014fe50: 0000000000000000 0000000140034acd 0000000000440000 0000000000000104 .........J.@......D.............
0x000000000014fe70: 000000000000000a 0000000000000000 0000000000463c72 0000000140001232 ................r<F.....2..@....
0x000000000014fe90: 000000000000000a 0000000000463c72 0000000000463c72 0000000000000000 ........r<F.....r<F.............
0x000000000014feb0: 0000000000440080 00007ffc00000104 0000000000000000 0000000000000000 ..D.............................
0x000000000014fed0: 0000000000000000 0000000000000000 0000000000000000 0000000140322fbf ........................./2@....
0x000000000014fef0: 0000000000000000 0000000000000000 000000000000000a 0000000000000000 ................................
0x000000000014ff10: 0000000000000000 0000000000000000 0000000000000000 00007ffcf6c77bd4 .........................{......
0x000000000014ff30: 0000000000000000 0000000000000000 0000000000000000 00007ffcb59b0000 ................................
0x000000000014ff50: 0000000000000000 00007ffcf8b6ced1 0000000000000000 0000000000000000 ................................
0x000000000014ff70: 0000000000000000 0000000000000000 0000000000000000 0000000000000000 ................................
0x000000000014ff90: 0000000000000000 0000000000000000 0000000000000000 000000000014ffb0 ................................
0x000000000014ffb0: 0000000000000000 0000000000210000 0000000140323014 0000000000000000 ..........!......02@............
0x000000000014ffd0: 0000000000000202 0000000000000000 0000000000000000 0000000000000000 ................................
0x000000000014fff0: 0000000000000000 0000000000000000                   ................


===== [end of CRASHLOG.TXT] =====

 

 

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Hmm interesting! I know some Doom 64 Community Chest Levels work. Did you try adding custom textures? That can be an issue.

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From what was said on Discord (Kex Engine):

 

"jdagenetToday at 1:59 PM

It seems to be the -warp parameter that is crashing it"

==== IE: Go into your Testing> Custom Parameters> Look for -warp and remove it. You can further help yourself with -skipmovies  to make the load time easier. Just make sure you have a form of warping to the level (Features) to get there. If any help is needed for that, look up Hectic cheese on Youtube.

@kaleb.

 

 

I managed to load up my EX level (with 3 faults, which is nice), and it worked. The faults are miniscule, user error via difference in engines.

But now I know it works, I can pump levels on a legit playing field.

 

For helpful tip too: Download Slade 3. https://slade.mancubus.net/ . This will help if you want custom messages/changing level names/changing level music.

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Looks like there might be a bug with custom textures. Me and Diema are bugging them on their discord. Good guys, very patient haha

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Is there a thing to keep the Steam "Did you modify blah blah" message from showing up?

While it is annoying, I loaded up my level again, but using ZDL (Doom launcher) but only with Doom 64 as the port and wad. It works. seeing as dragging and dropping doesnt work, but ZDL does. ^_^

 

I just didn't want to keep opening Doom builder to potentially play custom levels or make a convoluted .bat file to run the string.

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37 minutes ago, Mithral_Demon said:

Is there a thing to keep the Steam "Did you modify blah blah" message from showing up?

Steam doesn't pop up any message about modifying files. You'll need to more accurately describe what you're seeing.

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caf0f8e034125fd5d8aeb095b1d6c53d.png.a06d59cfb509733b66566f1fa449f0b0.png

 

Bu I guess a work around is setting both ZDL and 64's exe as Run as Adminstrator... Stupid message. Others agree that it shouldn't require admin rights. *shrug*

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Oh that. No, running as Administrator won't remove the message, and it has nothing to do with admin rights. The reason why you get that message is because the basic method of providing launch parameters can actually be used as a form of remote code execution (the args provided can actually be terminated and then used to launch a completely different program or script), so Steam has to show that message for any programs using the old method as a basic security compliance, it's making sure you understand that A) You launched the program outside of the Steam client's control and B) you know what it's about to do.

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Well, it does work for me with it in Admin rights. Dunno why it works, but it does.

I just wanted to remove the step of having to launch Doombuilder or a .bat like string argument to run custom levels since Drag N Drop doesn't work that way.
 

I understand it's existence. But they should have gotten the hint to whitelist a game if it's something you frequently open, but only you could do so malicious software doesn't.

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1 minute ago, Mithral_Demon said:

I understand it's existence. But they should have gotten the hint to whitelist a game if it's something you frequently open, but only you could do so malicious software doesn't.

The issue is it has nothing to do with the game you're launching, so white listing like that is useless. The game doesn't matter, the method itself (which can be done entirely through a web browser) is the vector. There is actually a whitelist, however it can only be done by developers, and only if their game uses a different method of collecting launch parameters, which we currently don't.

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Please note that the current build up has serious issues with loading PWADs that weren't intended and we're trying to get fixed. Whether or not these fixes will appear in a release is still unknown, and we cannot offer any figures on a timetable. I say this now because I don't want people to upload butchered versions of PWADs that are trying to work around the serious issues that are present in the current release. It's not worthwhile at the present time.

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12 hours ago, Quasar said:

Please note that the current build up has serious issues with loading PWADs that weren't intended and we're trying to get fixed. Whether or not these fixes will appear in a release is still unknown, and we cannot offer any figures on a timetable. I say this now because I don't want people to upload butchered versions of PWADs that are trying to work around the serious issues that are present in the current release. It's not worthwhile at the present time.


Hey, just wondering, is there a DECORATE file in the Doom64.wad? I looked in there, but couldn’t find it. 
 

Or is that information handled separately?

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1 minute ago, JustAPrank said:

Hey, just wondering, is there a DECORATE file in the Doom64.wad? I looked in there, but couldn’t find it. 

Decorate is not a native aspect of Doom and thus there is no reason to expect to find it. You are probably thinking of Dehacked however that also isn't supported due to there being no real dehacked spec for 64 to base off of, and the complications in implementing such support from complete scratch (as dehacked also technically isn't native, its original purpose was to modify executable files, Doom never explicitly supported it).

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22 minutes ago, Edward850 said:

Decorate is not a native aspect of Doom and thus there is no reason to expect to find it. You are probably thinking of Dehacked however that also isn't supported due to there being no real dehacked spec for 64 to base off of, and the complications in implementing such support from complete scratch (as dehacked also technically isn't native, its original purpose was to modify executable files, Doom never explicitly supported it).


 

Well ok. Is there any script/file defining the actors(imp, lost soul etc) that we can look at? 
 

It’s not the same thing, but the gzdoom.pk3 has Zscript files for actors.


 

 

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6 minutes ago, JustAPrank said:

Is there any script/file defining the actors(imp, lost soul etc) that we can look at? 

Nope. Like with classic Doom before it,

29 minutes ago, Quasar said:

The states and things are hardcoded here.

 

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38 minutes ago, JustAPrank said:

Does hard-coded mean like in .cpp files?

It means it gets compiled into the executable, yes. Exactly like the original Doom. Doom did not have external scripting, Doom64 only added Macros, and the new port adds some basic definitions for texture animations, skies, and mapinfo.

These might be a little easier to understand off the bat if you clear your mind of ZDoom, none of what ZDoom adds is relevant to classic Doom or 64.

 

Lastly, Slade3 is not an opposite of Dehacked, they do two very different tasks. Slade3 is a WAD lump editor, Dehacked modified frame tables in vanilla.

Edited by Edward850

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So if the game does receive any updates, would there be a possibility of Doom builder getting some fixing? And if there is a way so I can change the name of "Artifact Switch 1 -3 " to Artifact Switch Purple or whatever color co-relates to the definition? Got it to work, but after guessing what artifact related to what number. Like Switch 3 is for Blue (The Void).

One of the issues is also pertaining to the keys: Artifact Blue is actually Purple  and Artifact Purple is actually Blue, Red is as intended.

 

I know as of the moment of getting customs to work is a bit janky, but it doesn't hurt to experiment for the future.

Edited by Mithral_Demon

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