flubbernugget Posted June 21, 2013 I'm not sure if this is technically a question about doom editing or source port use, but either way, I'm having an issue. I am trying to make a doom2 format map, but use some of the old doom1 one textures as well. To do this I am trying to make doom2 my IWAD and load doom1 as a PWAD. Doom Builder 2 is running glboom+ with the following command parameters: -iwad "F:\Games\DooM CraP\WADs\doom2.WAD" -skill "3" -file "F:\Games\DooM CraP\WADs\doom1.WAD" "F:\Games\DooM CraP\WADs\My Masterpieces\BoomDM.wad" "C:\Users\Ryan\AppData\Local\Temp\32egv4od\q7ie18bh.wad" -warp 1 However, when glboom+ runs, I get HOM's anywhere I used a texture that's only in the Doom1 WAD. What am I doing wrong? 0 Share this post Link to post
Graf Zahl Posted June 21, 2013 You cannot do that. Some of the Doom 1 data overrides the Doom 2 data you also need, most importantly all the texture definitions. You will need a PWAD just containing the Doom 1 textures not found in Doom 2. 0 Share this post Link to post
flubbernugget Posted June 21, 2013 Are there any legal issues in doing so? 0 Share this post Link to post
scifista42 Posted June 21, 2013 flubbernugget said:Are there any legal issues in doing so? Yes. But to say it frankly, it is a commonly used practice. Get Doom 1 textures here: http://www.doomworld.com/idgames/index.php?id=11882. Just the fact they are uploaded on idgames gives evidence that using them isn't considered critical legal issue. 0 Share this post Link to post
fabian Posted June 23, 2013 This exact use case, i.e. using doom1.wad as a resource PWAD for doom2.wad, is possible in recent PrBoom+ test releases. I implemented this by making sure that doom1.wad does not override the currently used IWAD's TEXTURE1 and PNAMES lumps. 0 Share this post Link to post
Antroid Posted June 26, 2013 Strange, for a wad I'm making I'm always loading Doom.wad as a pwad and it doesn't break anything. It only overrides the sky textures and the various title screen graphics and whatnot, and I change those anyway so it doesn't really matter. Although the wad is zdoom-only and the doom.wad is being loaded through GAMEINFO so maybe zdoom just knows how to deal with the situation. However it worked as well if I recall correctly before I made the GAMEINFO, when I was just loading doom.wad together with mine as any other resource wad. I was always puzzled how the PNAMES didn't totally clash, but by some miracle it all works. 0 Share this post Link to post
Vermil Posted June 26, 2013 Antroid said:Strange, for a wad I'm making I'm always loading Doom.wad as a pwad and it doesn't break anything. It only overrides the sky textures and the various title screen graphics and whatnot, and I change those anyway so it doesn't really matter. Although the wad is zdoom-only and the doom.wad is being loaded through GAMEINFO so maybe zdoom just knows how to deal with the situation. However it worked as well if I recall correctly before I made the GAMEINFO, when I was just loading doom.wad together with mine as any other resource wad. I was always puzzled how the PNAMES didn't totally clash, but by some miracle it all works. Some ports support cumulative TEXTUREx and PNAMES lumps, as long as each pair is in a different wad. Vanilla Doom doesn't and only loads the last one in the load order. 0 Share this post Link to post