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NiTROACTiVE

Having A Skulltag-Made WAD Compatible With Other Source Ports?

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So my new Doom WAD was recently released to /idgames, but I would like to have it work with other source ports such as ZDoom, GZDoom and Zandronum.

I've used Skulltag to make the WAD, but that source port has been no longer in development for a long time now. I used Skulltag to make my WAD because of how the file skulltag_data.pk3 had all these cool textures and monsters, but I would like there to be some way to have all the textures and monsters from that WAD be copied to the WAD I made easily.

Some may suggest to load the file skulltag_data.pk3 with the WAD in different source ports, but that may cause some problems in the gameplay. So is there a way to transfer the date from skulltag_data.pk3 into the WAD without the hassle?

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NiTROACTiVE said:

Some may suggest to load the file skulltag_data.pk3 with the WAD in different source ports, but that may cause some problems in the gameplay.

What problems did you encounter? There shouldn't be any. Loading the file is practically the same as copying its entire content into your wad. Also, don't forget about loading skulltag_actors.pk3 too.

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scifista42 said:

Also, don't forget about loading skulltag_actors.pk3 too.

This, however, will cause problems in ZDoom and GZDoom, as skulltag_actors.pk3 contains invasion spawn spots, of which they lack the base class for.

So basically you're going to have to copy all of skulltag_data.pk3 ( except the maps ) and all of skulltag_actors.pk3 except the invasion spawn spots and put it into your mod, which would preferably be a .pk3 itself or you're going to have a lot more work to do.

Though also this would cause quite a lot of missing credits, so uh, yeah.

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I'm now aware of skulltag_actors.pk3, but I have two questions about it.

1. Is skulltag_actors.pk3 avalible on the Skulltag website? I couldn't find it in my Skulltag data folder so I had to download it from an WAD archive.
2. How can I open skulltag_actors.pk3? I can't open it with Slade3 at all for some reason.

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NiTROACTiVE said:

2. How can I open skulltag_actors.pk3? I can't open it with Slade3 at all for some reason.

Unzip it with 7-zip or similar.
Then rezip the unzipped components as a zip file with 7-zip and rename the resulting file to skulltag_actors.pk3, if different.
Open with Slade 3.

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Thanks for the help guys, but now I have another question.

How can I get a list of textures and flats needed in a MAP? I used Map Analysis Mode in Doom Builder 2, but it's a very long list of textures that also have multiples since one texture is on different linedefs, and an example of the list is seen in this image.

So can you help me out with this new problem?

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MTrop made a number of small, useful programs.
TexSpy v1.0.1 is probably what you need.
Not only does it tell you which textures you used, but also from which sourcepack they came, if you used them.

[edit]
My apologies, I posted the wrong image attributed to TEXSPY.
Only texture names are listed. This is the correct one:

Other then that, the only editor I know which will extract used textures and flats into a list is Deepsea.
While the map editing part is shareware, the lump editing utilities are free to use.
For example:

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OK, thank you. But what would I download to make TexSpy v1.0.1 work? Also, how dod I get a list like that?

If I can't get that to work, then where would I go to get that one feature in Deepsea to work?

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For TEXSPY you unzip the downloaded file.
Then you create a batch file, somename.bat

texspy.exe %1 >> %1.txt
Copy the wad file to where texspy is and drag it onto the batch file.
This will generate a text file pwadname.txt.
As I mentioned above, only textures are listed, no flats.


For Deepsea this will be a bit more involved.
Before installation run the IWAD through zwadconv.exe to make it compatible with the Doom in Hexen format.
Rename the new file to ZDDOOM2.WAD or some name different from DOOM2.WAD.

After installation, provide the path to the new IWAD.
In F5 click Set Project Name and choose SKULLTAG.PRJ.
In F5 you can set the path to an external text editor
In F7 click on PWAD Lump Arranging and More.
In the next dialog menu open your map bsetbte.wad.
In the next dialog menu select MAP01 from the lumps, then click the box Textures used in 1 Level,
which will give you a list of the textures and flats used.
Click External Viewer, save file.

Meanwhile here is the output
Spoiler

H:\PWADs\PWADs_ST\bsetbte\bsetbte.wad

Level MAP01


== Textures ==

1. 1GRATE3
2. 2GRATE3
3. BIGBRIK2
4. BIGDOOR2
5. BIGDOOR3
6. BIGDOOR4
7. BIGDOOR5
8. BIGDOOR6
9. BLSTONE1
10. BROWNHUG
11. BSTGARG
12. CACRBL1
13. CEIL5_1
14. CEIL5_2
15. COMP2
16. COMPBLUE
17. COMPCHIP
18. COMPOHSO
19. COMPSPAN
20. COMPSTA1
21. COMPSTA2
22. COMPTALL
23. COMPUTE1
24. COMPWERD
25. CRATE1
26. CRATE2
27. CRATE3
28. CRATELIT
29. CRATINY
30. CRATWIDE
31. CSCRN_1
32. CSCRN_10
33. CSCRN_11
34. CSCRN_12
35. CSCRN_13
36. CSCRN_14
37. CSCRN_15
38. CSCRN_16
39. CSCRN_17
40. CSCRN_18
41. CSCRN_19
42. CSCRN_2
43. CSCRN_20
44. CSCRN_21
45. CSCRN_22
46. CSCRN_23
47. CSCRN_24
48. CSCRN_25
49. CSCRN_26
50. CSCRN_27
51. CSCRN_28
52. CSCRN_3
53. CSCRN_4
54. CSCRN_5
55. CSCRN_6
56. CSCRN_7
57. CSCRN_8
58. CSCRN_9
59. DEM2_6
60. DEM3_6
61. DOOR3
62. DOORBLU
63. DOORRED
64. DOORSTOP
65. DOORTRAK
66. DOORYEL
67. FAN1
68. FBRICK2
69. FBRICK4
70. FBRICK5
71. FLAT20
72. FLOOR4_8
73. FLOOR5_3
74. FLR1_3_
75. FNEW1
76. GRATE
77. GRAY1
78. GSTONE1
79. GSTONE2
80. LITE3
81. LITE5
82. LITEBLU4
83. MARBBLU2
84. MARBLE2
85. MARBRED2
86. MB1RED
87. MBDEAD2
88. METAL
89. ML
90. N_BGBK20
91. N_BNGN01
92. N_BNGR01
93. N_BNGR05
94. N_BNTN01
95. N_BNTN05
96. N_BREX02
97. N_BRGR01
98. N_BRIK02
99. N_BRNZ12
100. N_BRWN05
101. N_CGRN01
102. N_CGRN02
103. N_CGRY01
104. N_CGRY02
105. N_CM02RD
106. N_CMSR01
107. N_CMSR02
108. N_CMSR03
109. N_CMTK01
110. N_CMTK02
111. N_CMTK03
112. N_CMTK04
113. N_CMTK07
114. N_CMTK09
115. N_CMTK10
116. N_COGN01
117. N_COGR01
118. N_COOR01
119. N_CORA01
120. N_CORA02
121. N_CORD01
122. N_COYL01
123. N_CRATE4
124. N_CRATE5
125. N_CRATE6
126. N_CRATE7
127. N_CRATE8
128. N_CRED01
129. N_CSPN11
130. N_CSPN13
131. N_CYEL01
132. N_CYEL02
133. N_GRAY03
134. N_GRAY06
135. N_GRAY08
136. N_GRAY26
137. N_GRAY43
138. N_GRAY50
139. N_GRAY65
140. N_GRAY67
141. N_GRAY72
142. N_GRAY73
143. N_LTBL04
144. N_LTBL05
145. N_LTGN01
146. N_LTGN03
147. N_LTGN05
148. N_LTOR03
149. N_LTOR05
150. N_LTRD03
151. N_LTRD04
152. N_LTRD05
153. N_LTWT04
154. N_LTYL02
155. N_LTYL03
156. N_LTYL04
157. N_LTYL05
158. N_MT5E11
159. N_MT5E20
160. N_MT5E21
161. N_MT5E24
162. N_MTGT10
163. N_MTST07
164. N_MTST08
165. N_MTST09
166. N_MTST10
167. N_MTTK11
168. N_MTTK62
169. N_SHBL01
170. N_SHBL02
171. N_SHGN01
172. N_SPDR07
173. N_STBN01
174. N_STBN02
175. N_STBN03
176. N_STBN04
177. N_STBN11
178. N_STGN01
179. N_STGN02
180. N_STGN03
181. N_STGN04
182. N_STGN11
183. N_STGY01
184. N_STNE15
185. N_STNE22
186. N_SUPP2B
187. N_TKBR37
188. N_TKBR38
189. N_TKGN22
190. N_TKGN37
191. N_TKGR16
192. N_TKGR31
193. N_TKGR35
194. N_TKGR37
195. N_TKGR42
196. N_TKRD25
197. N_TKRD37
198. N_TKRD38
199. N_TKRD43
200. N_TWGN04
201. N_WARN14
202. NFBRKA02
203. NGRYMTL2
204. NGRYMTL4
205. NGRYMTL5
206. NGRYMTL6
207. NOFUTGP3
208. NTKGRYBR
209. PIPEWAL2
210. PWBRICK5
211. PWGRAY2
212. RSTSATYR
213. SFALL1
214. SHAWN2
215. SHWNCTF1
216. SHWNCTF2
217. SILVER1
218. SP_HOT1
219. SPCDOOR2
220. STARTAN1
221. STEP1
222. STEP10
223. STEP11
224. STEP4
225. STEP5
226. STEPTOP
227. STONE
228. STONE2
229. SUPPORT2
230. SUPPORT3
231. SW1BRCOM
232. SW1BRIK
233. SW1BRNGN
234. SW1BROWN
235. SW1COMM
236. SW1COMP
237. SW1EXIT
238. TEKBRON1
239. TEKWALL2
240. TEKWALL4
241. TEKWALL5
242. WFALL1

242 unique Textures used

== Flats ==

1. BIGBRIK1
2. BIGBRIK2
3. BLOOD1
4. BLUEWALL
5. BROWNHUG
6. CEIL3_5
7. CEIL5_1
8. CEIL5_2
9. COMPBLUE
10. CONS1_1
11. CONS1_9
12. CRATOP1
13. CRATOP2
14. CRATOP4
15. DEM1_1
16. DEM1_2
17. DEM1_3
18. DEM1_4
19. DEM1_5
20. DEM1_6
21. DEM2_6
22. DEM3_5
23. DEM3_6
24. DEM4_5
25. DEM4_6
26. F_SKY1
27. FLAT1
28. FLAT14
29. FLAT14-B
30. FLAT14-G
31. FLAT14-Y
32. FLAT15
33. FLAT17
34. FLAT19
35. FLAT2
36. FLAT20
37. FLAT24
38. FLAT4
39. FLAT5
40. FLAT5_4
41. FLOOR0_1
42. FLOOR0_2
43. FLOOR0_3
44. FLOOR1R1
45. FLOOR1Y1
46. FLOOR4_6
47. FLOOR4_8
48. FLOOR5_1
49. FLOOR5_3
50. FLOOR5_4
51. FLOOR7_2
52. FLR1_3_
53. FMETAL5
54. FNEW1
55. FWATER1
56. GATEB3
57. GATEBL3
58. GATEBLB2
59. LITE5
60. N_BRIK02
61. N_BRIK03
62. N_BRIK04
63. N_CGRN01
64. N_CGRY01
65. N_CMTK02
66. N_COGN01
67. N_CORA01
68. N_COYL01
69. N_CRED01
70. N_GRAY23
71. N_GRAY67
72. N_LTGN03
73. N_LTGN04
74. N_LTOR04
75. N_LTRD03
76. N_LTRD04
77. N_LTWT04
78. N_LTYL03
79. N_LTYL04
80. N_MTTK11
81. N_SHGN01
82. N_STNE15
83. N_STNE19
84. N_STNE20
85. N_STNE21
86. N_STNE22
87. N_TKGN31
88. N_TKGR25
89. N_TKGR31
90. N_TKGR35
91. N_TKRD25
92. N_TKRD31
93. N_TWGN04
94. N_WARN15
95. N_WARN16
96. N_WARN17
97. N_WARN18
98. NFBRKA01
99. NFFL46GN
100. NFFL46GR
101. NFFL54GN
102. NFFL54GR
103. NFFL54TN
104. NFFT19BR
105. NFFT19GN
106. NFFT1BR
107. NFFT1GN
108. NFFT20BR
109. NFFT20GN
110. NFMTSQ02
111. NFSTBN12
112. NFSTGN12
113. NGRYMTL1
114. NGRYMTL2
115. NUKAGE1
116. PWGRAY1
117. SHAWN2
118. SLIME01
119. STEP1
120. STEP2
121. STONE3
122. TEKWALL4
123. TEKWALL5
124. TLITE6_6
125. TLITE6_7

125 unique Flats used


1 Levels Found



Mind you, though, Slade 3.1.04 or Slade 3.1.02-647 provides these checks:
to be left with only what you need.

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What Enemies Are You Using?
Dark Imp? Belphegor? Blood Demon?

You Can Easily Find The Patches/Flats You Used And Transfer Them Into Your WAD Though.

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Thanks for the help again, Kappes Buur. I however have one last question.

Where can I find the maximum health and armor bonuses from Skulltag to put in my WAD? I could get them from skulltag_data.pk3, but from what I heard, it causes scripting errors in ZDoom and GZDoom, thus it wouldn't work in those source ports if those two items are present in the WAD.

So where can I find a version of the maximum health and armor bonuses from Skulltag that could work in all source ports like ZDoom and GZDoom?

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NiTROACTiVE said:

from what I heard

Did you actually try it? If yes, and if the wad refused to launch, what was the error message?

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scifista42 said:

Did you actually try it? If yes, and if the wad refused to launch, what was the error message?

It was from me via Twitter and yes, it did refuse to launch.

Error:

Script error, "STStuff.wad:DECORATE" line 7:
Unexpected '1' in definition of 'MaxHealthBonus'

ACTOR MaxHealthBonus : MaxHealth 5090
{
Game Doom
SpawnID 166
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.Amount 1
Inventory.MaxAmount 50
Health 200
Inventory.PickupMessage "$PICKUP_MAXHEALTHBONUS"
States
{
Spawn:
BON3 ABCDCB 6
Loop
}
}

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What is STStuff.wad and where to find it? What and where is the definition of MaxHealth? The error occurs because MaxHealth is either undefined, or doesn't inherit from Inventory.

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scifista42 said:

What is STStuff.wad and where to find it? What and where is the definition of MaxHealth? The error occurs because MaxHealth is either undefined, or doesn't inherit from Inventory.


It's a wad I made that has most of the Skulltag sprites from Skulltag.PK3 via 7zip.

I ripped out the DECORATE scripts along with the graphics out of there. I had to cut some stuff out of there for his wad.

As for MaxHealth, I may need to dig deep unless it's a Native class.

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Give that a try:

    ACTOR MaxHealthBonus : HealthBonus 5090
    {
    	Game Doom
    	SpawnID 166
    	+COUNTITEM
    	+INVENTORY.ALWAYSPICKUP
    	Inventory.Amount 10
    	Inventory.MaxAmount 500
    	Health 200
    	Inventory.PickupMessage "$PICKUP_MAXHEALTHBONUS"
    	
    	States
    	  {
    		Spawn:
    			BON3 ABCDCB 6
    			Loop
    	  }
    }

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I recommend You use the .pk3 files with Zandronum, that's how I use It mostly. I, however don't really see It possible to work the files with ZDOOM or GZDOOM. But I maybe wrong.

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