MundyC Posted August 12 Got my account set up and have uploaded one of my old levels (Present Threat). AAA is planned but currently on hold due to silent teleporter/A_BrainSpit issues with the engine. Here's the account info: @Redneckerz DW username: MundyC Bethesda.net username: MundyC User page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=MundyC 2 Share this post Link to post
Midway64 Posted August 12 Right now I'm working on porting Doom 404. So far I've added the really simple stuff, and I tried to get a good widescreen TITLEPIC, which unfortunately has the sky offset a little on the top right, but I will try figure out a way to fix that up. 2 Share this post Link to post
Christopher Brown Posted August 12 Jenesis is listed on the spreadsheet as being officially uploaded but I'm not seeing it in the actual mods list? There's one upload by a user named Simosauma who also uploaded Cosmogenesis and DTWiD, who I'm guessing isn't Jimmy. 0 Share this post Link to post
JustAthel Posted August 12 (edited) I have not yet looked it up but following up on my last post here I figure I may as well fill in the proper information here @Redneckerz DW Name: JustAthel Bethesda.net username: Just_Athel User page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=Just_Athel The two wads I've uploaded are Power Struggle and Emblem, however I will be attempting to take down my first upload of Emblem and reuploading it in the hopes it connects with my page, or at least updating it so that it says its an official upload 1 Share this post Link to post
Benjogami Posted August 12 @Redneckerz DW and Bethesda: Benjogami https://mods.bethesda.net/en/doom_doomii/all?author_displayname=Benjogami tyty 1 Share this post Link to post
Devalaous Posted August 12 6 hours ago, Trov said: We should probably come up with a generic episode-ending text screen, such as "Congratulations! You have completed _______ by _____!" in my patches, ive been putting 'Thanks for playing [wad name]!' as the final text screen for storyless wads, sometimes with recommendations for sequels or prequels, or the next DBP in those cases. 0 Share this post Link to post
Jayextee Posted August 12 I don't know if this is the right place, but could I respectfully ask that nobody upload my work? Thanks. 9 Share this post Link to post
Scuba Steve Posted August 12 (edited) 2 hours ago, Christopher Brown said: Jenesis is listed on the spreadsheet as being officially uploaded but I'm not seeing it in the actual mods list? There's one upload by a user named Simosauma who also uploaded Cosmogenesis and DTWiD, who I'm guessing isn't Jimmy. Whoops. I had thought it was one of the actual official Bethesda add-ons. And jayextex, your best bets are either monitoring and request removal whenever you see them, or uploading your own. You have a lot more control over the later. 1 Share this post Link to post
Midway64 Posted August 12 I think I got Doom 404 on good conditions but there is one thing I still haven't touched on: Pre-recorded MIDIs. I have Nuked SC-55 setup and working properly, problem is I don't know how to record these MIDIs flawlessly. Is there a certain procedure for this? (Screenshot of MAP03: PEBKAC) 1 Share this post Link to post
Moustachio Posted August 12 @Redneckerz Doomworld username: Moustachio Bethesda.net username: decalzi User page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=decalzi Many thanks! 1 Share this post Link to post
THEBaratusII Posted August 13 (edited) 3 hours ago, Midway64 said: I think I got Doom 404 on good conditions but there is one thing I still haven't touched on: Pre-recorded MIDIs. I have Nuked SC-55 setup and working properly, problem is I don't know how to record these MIDIs flawlessly. Is there a certain procedure for this? (Screenshot of MAP03: PEBKAC) I use a fork of Nuked SC-55 by jcmoyer that allows to render MIDIs into WAV files and then I convert them to OGG files. Though you may have to compile it yourself using MSYS2. https://github.com/jcmoyer/Nuked-SC55/ This guide helped me a lot when I was compiling a build : https://github.com/nukeykt/Nuked-SC55/issues/28#issuecomment-2048031681 I also wrote a batch file for easier conversion. Drag and drop and it'll do it's thing. (General MIDI and two instances to increase polyphony). nuked-sc55-render.exe -r gm -n 2 -o %1.wav %1 3 Share this post Link to post
Adamantium Posted August 13 @Redneckerz DOOMWORLD : The BMFG Bethesda : jealousdaedra50372 User page : https://mods.bethesda.net/en/doom_doomii/all?author_displayname=jealousdaedra50372 Thanks. 0 Share this post Link to post
Trov Posted August 13 I have an assembled release of Bloodstain ready with UMAPINFO and widescreen hud/menu gfx, but I would like to make contact with some guys in the Czech Doom community before I just go and release it. 1 Share this post Link to post
Mystic 256 Posted August 13 Doomworld : Mystic256 Bethesda : MajaMystic256 User Page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=majamystic256 Thanks and Squeaks @Redneckerz I have been trying to upload a map still figuring it out 0 Share this post Link to post
Midway64 Posted August 13 3 hours ago, THEBaratusII said: I use a fork of Nuked SC-55 by jcmoyer that allows to render MIDIs into WAV files and then I convert them to OGG files. Though you may have to compile it yourself using MSYS2. https://github.com/jcmoyer/Nuked-SC55/ This guide helped me a lot when I was compiling a build : https://github.com/nukeykt/Nuked-SC55/issues/28#issuecomment-2048031681 I also wrote a batch file for easier conversion. Drag and drop and it'll do it's thing. (General MIDI and two instances to increase polyphony). nuked-sc55-render.exe -r gm -n 2 -o %1.wav %1 I managed to compile the program using MSVC but uhh... is it common for the rendering frames to be over 17 digits long? 0 Share this post Link to post
Midway64 Posted August 13 @Redneckerz DoomWorld: @Midway64 (or formerly @JustAXboxPL lolol) Bethesda.net: Midway64 User page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=Midway64 I got approval from Capellan to upload Doom 404 within reason. I wish I could have gotten the Nuked SC-55 recordings ready for release but my compiled build ain't MIDI'ng. 2 Share this post Link to post
Phobus Posted August 13 13 hours ago, Christopher Brown said: The DBK crew also put up Legend of the Hidden Tech under the DBK label. Further on this, @glenzinho is uploading properly-formatted DBPs, omitting the DBP## part, as glenzinhoDBK. He’s focusing on the “DBK” era (roughly 07-32) and doing his favourites rather than just working through all of them, though. He’s given us a rough roadmap on the DBK discord, but I’ll not share that here so that he’s not committed to anything. He’s putting at least an hour into each upload to make sure they’re well-presented. 3 Share this post Link to post
Doomkid Posted August 13 So I have gotten 45 wads uploaded in total so far and plan to get a few more classics uploaded so I know they have the right description and credits, as well as loading as-right-as-possible in this new port. Stuff like Doom City and Mario Doom were already uploaded in incomplete/somewhat bugged states, and I reported the bad Doom City upload days ago now but nothing has been done as of yet. I just have to say - I plan to continue uploading culturally significant, mostly-older wads (as all the ones I have in mind allow distribution anyway), but man this uploader is making it a seriously arduous uphill battle. After spending 15 minutes compiling all the assets for a wad like STRAIN into one package, re-naming the internal lumps like SS_START to S_START even though no other port ever needed this, there is a roughly 1 in 3 chance the wad won't upload because "S_START / P_END / F_START / etc is not a valid map lump". What a hair-puller in general. I really just want to get popular/classic stuff mirrored there, properly, before YET ANOTHER version of a classic wad but with a broken sky or broken music or WTF ever else shows up first and gets 300 likes practically overnight. (Sorry, I've been needing to rant.. I have some other stuff to mumble about, but it wouldn't be productive to do so atm) 17 minutes ago, Phobus said: Further on this, @glenzinho is uploading properly-formatted DBPs, omitting the DBP## part, as glenzinhoDBK. He’s focusing on the “DBK” era (roughly 07-32) and doing his favourites rather than just working through all of them, though. He’s given us a rough roadmap on the DBK discord, but I’ll not share that here so that he’s not committed to anything. He’s putting at least an hour into each upload to make sure they’re well-presented. Good on him. Getting by FAR the best era uploaded, and doing it right. Salute, Glen! 7 Share this post Link to post
Trov Posted August 13 (edited) I went and uploaded Bloodstain, primarily because it has an example of a desyncing limitremoving demo and might be helpful to the ND devs. @Redneckerz DoomWorld: @Trov Bethesda.net: bangstk User Page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=bangstk @DoomkidMy upload uses SS_START/END, FF, and PP and it had no complaints. There might be an issue with a different lump than those. Maybe the order of map lumps? Edited August 13 by Trov 1 Share this post Link to post
Doomkid Posted August 13 So it turns out it the S_START and SS_START thing was not the issue after all, but the order of the lumps in the wad. After simply rearranging them (in the case of Strain, didn't work for AOD Doom 2) I was able to get it to stop reading SS_START as a map lump. Looks like this port (maybe?) doesn't like it when the map lumps are interrupted by other lumps If it's arranged like: "Maps 1-3 --> a bunch of sprites --> Maps 4-6" internally, it seems to cause issues. EDIT: Also looks like Rowdy Rudy 2 and Doom 2 Reloaded both desync on the attract screen despite working in vanilla/other ports. 2 Share this post Link to post
Jayextee Posted August 13 13 hours ago, Scuba Steve said: And jayextex, your best bets are either monitoring and request removal whenever you see them, or uploading your own. You have a lot more control over the later. Would rather not have to do the former, I'm busy polishing/fixing old works of mine to do the latter; that's why I asked. 1 Share this post Link to post
Trov Posted August 13 (edited) 17 minutes ago, Doomkid said: EDIT: Also looks like Rowdy Rudy 2 and Doom 2 Reloaded both desync on the attract screen despite working in vanilla/other ports. Yeah there's plenty of vanilla desyncs. BTSX E1 Demo1 and Bloodstain Demo1 desync. There are a couple reasons found in the nightdive doom bugs thread, among them: can select fist when haves chainsaw monsters sometimes can just randomly walk off tall ledges viles often get stuck inside things they revived just like mbf comp_vile 1 2 Share this post Link to post
bofu Posted August 13 Fixed the worst of the bugs that were causing crashes and soft locks for Dominus Diabolicus, and while the Pain Elemental, Icon of Sin, and Archvile resurrection bugs still chafe, at least everything is playable now. @Redneckerz Doomworld: @bofu Bethesda: scubasteeeve (*) User page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=scubasteeeve * (I really wish I could change it because turns out there’s already someone else who goes by a very similar username around these parts who’s been around for years, but sadly, I got this before the Doom community was even a concern for me!) 1 Share this post Link to post
Sneezy McGlassFace Posted August 13 (edited) It would be very nice to have some automated reject process in the uploader. Nice both for mappers and for maintainers. Like scanning the text file like idgames uploads if it restricts distribution. Or a standardized text lump within the wad if including text file with license isn't mandatory. People having to check the database in perpetuity in case some of their creative work got there against their will is a ridiculous thing to suggest. It is also ridiculous maintainers having to check every name one by one whether or not mappers wish to be included under which conditions. 3 Share this post Link to post
Scuba Steve Posted August 13 It's supposed to... But it's currently broken. @Jayextee oh, we won't, but it's not us you have to worry about... 3 Share this post Link to post
Scuba Steve Posted August 13 1 hour ago, bofu said: * (I really wish I could change it because turns out there’s already someone else who goes by a very similar username around these parts who’s been around for years, but sadly, I got this before the Doom community was even a concern for me!) Stolen valor!!! 3 Share this post Link to post
Razordoom Posted August 13 (edited) @Redneckerz I probably spent about an hour reporting reuploads on the bethesda site last night and didn't really make so much as a dent, but my mod page is here: https://mods.bethesda.net/en/doom_doomii/details/4fff3b98-624c-4d3c-a471-3db995789f85/Razordoom__39_s_Supershotgun_is_Missing___OFFICIAL My name on Bethesda.net is "Razordoomman", and I've been updating the mod both here on Doomworld and now on the Bethesda site. It's a pure vanilla wad though and I'm trying to keep it as vanilla compatible as possible. 0 Share this post Link to post
Gez Posted August 13 1 hour ago, bofu said: * (I really wish I could change it because turns out there’s already someone else who goes by a very similar username around these parts who’s been around for years, but sadly, I got this before the Doom community was even a concern for me!) 7 minutes ago, Scuba Steve said: Stolen valor!!! Okay, which one of you is played by Adam Sandler? That's how we'll know who is the real Scuba Steve. 2 Share this post Link to post
OpenRift Posted August 13 On 8/12/2024 at 7:51 AM, Trov said: I think the thread title should mention that this is specifically for the Nightdive DOOM + DOOM II release since the current title kinda suggests a curated list of DOOM wads in general. Anyway, I'll just repost my suggested guidelines from the other thread in response to a question about uploading WADs: First off, the uploader allows updating an existing upload with a new version, so all of the following can be iterated upon over time. To me I think the "hard requirements" could be: Include a "GAMECONF" lump (information is in the ID24 spec posted online in Doom Editing subforum) to specify a neatly formatted WAD title for display, which IWAD, and which complevel the game should use to run the WAD Make sure each map works at least as well as they did on the original executable they were released for. Of note some Boom features are a bit iffy currently and you may need to work around them. Make sure each map has level names defined (with DEHACKED BEX string replacement, or UMAPINFO) because CWILVs are not used, and non-BEX, vanilla style DEHACKED string replacements for level names do not currently seem to be parsed If it's multiple WADs, make sure they are combined into one WAD, because the uploader only takes one WAD file. Include the idgames txt file as a text lump in the WAD as a lump called "WADINFO"; additionally, include any other text files containing wad info or attribution that came with the original distribution as lumps as well. The upload should have a TITLEPIC and/or ingame screenshots supplied as photos If there are bonus levels such as MAP33s make sure they are defined in UMAPINFO so that they may show up in Level Select, because console players don't get to launch with -warp 33 If you are not the original WAD author, and the original author requests you delete it or they upload their own version, you should delete your version without question. You give the original author permission to use any enhancements for above and below criteria that you made in your version, because you understand that such enhancements are for the purpose of presenting the original work in a form most compatible to this version of Doom, and not for the purpose of leaving your own mark. These one I think are not strictly required technically, but ought to be a standard. If fewer than 32 maps, make sure it has a proper episode & endgame defined with UMAPINFO to not roll into the regular doom 2 levels & to only show the new levels when looking at Level Select. If the map is or starts at something other than MAP01 make sure this is also specified with a UMAPINFO episode definition, so that 'New Game' goes right into the new level rather than requiring level select. The next "whats" I think are optional but are each things that make the presentation more professional, but also may inherently take away from historical or preservation aspects. Note you aren't restricted to the Doom 1/Doom 2 level order or level count, so if there is a separate wad containing an additional episodes worth of maps, consider merging them into the same upload (Ex: AV and AV Black Label in one release as separate episodes, or DTWiD LE's bonus episodes). This is particularly because you can currently only select one WAD at a time from the "Play" list. Similarly, if some levels were famously replaced between different versions of the WAD (ex: AV), you might actually add to historical/preservation aspects by including them as MAP33+ bonus levels selectable in Level Select. If there's a gamestopping bug such as TNT MAP31 missing key on UV then fix it. This is the only "map content change" (other than to satisfy Hard Requirement #2) I think would be acceptable. Bugfixes should be purely this type of case though and not things like texture alignments or perceived bad balance or whatever. This one is probably the most controversial. An extension to this is fixing softlocks in coop if possible and non-destructive to the levels. If custom HUD/TITLEPIC/INTERPIC/CREDIT/etc graphics are in the WAD, make/add widescreen versions if possible. Note that the gfx must not have X offsets defined to try to center them; the game centers them already and adding an offset messes that up. Don't take this as an opportunity to remake HUD graphics you think are ugly. Stick to the original design, as garish as it may be. Note that M_DOOM is forced to fit above all of the main menu items and will not draw behind them, so you may need to modify or remake M_DOOM accordingly. Make sure attract loop demos work (if they're vanilla demos they should work, on boom and up probably need to be re-recorded in the ND engine) Hide the default doom 2 story text screens with UMAPINFO if not replaced by or applicable to the WAD Defining separate episodes are cool if applicable or described by the idgames txt, or were defined in an included ZDoom MAPINFO which other ports don't use. And finally this one is abject revisionism but also cures D_RUNNIN sickness. Please mix up the music selection if it's the stock Doom 2 music, and aren't Doom 2 level remakes or alternate versions, especially if it's only a MAP01. Not applicable if it's a single level that was made as something other than MAP01 in order to use a different music track to begin with. Of course, if you're the original author, you can do whatever you want. These guidelines are intended as an idea for how to be the most respectful to others original work who are not around anymore to upload them, while maximizing the user experience at least in terms of getting into the game. I have some suggestions for to add to this list, which would be as follows: Add the COMPLVL lump with the appropriate compatibility level for the WAD that is to be uploaded. I don't know if the Kex remaster reads this or just the GAMECONF lump to set compat mode, but I think for completeness's sake it should be included as well. To reiterate on the widescreen assets: if possible, replace any 4:3 assets with any existing widescreen replacements (see my Widescreen assets thread for resources). Ideally these assets should retain the original 320x200 frame with extensions on the sides, but I imagine some tasteful exceptions could be made. Include Original author name(s) in the Bethesda.net description 3 Share this post Link to post
OpenRift Posted August 13 @Redneckerz DW Name: OpenRift BNet Name: OpenRift User Page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=OpenRift 3 Share this post Link to post