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Havok

No Rest For The Living Question

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The Doom Wiki says this: 

Quote

The expansion pack lacks the metadata it had in the Xbox 360 port. This means that the sound track, par times, and level progression are unchanged from Doom II. 

Is that a good thing or a bad thing and why?

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It means that you can still play the maps but you need a source port that supports the wad as much as possible. That means, a limit-removing port is the proper option.

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It means that you will not get the proper background music for each level and the exit to the secret level in the episode (if you happen to find it) doesn't work properly, and the game might not end after level 8 as it should. So mostly a bad thing but you can still play the maps.

 

Any recent enough version of PrBoom+, GZDoom or Eternity should detect the Nerve WAD and run it properly though. Chocolate Doom needs to be patched or you can use Crispy Doom instead. For vanilla I've got an EXE hack if you need it.

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Back then, before various porst supported NRFTL i made a copy of the WAD, and created a MAPINFO lump.

 

Spoiler

map MAP01 "the earth base"
{
	levelnum = 1
	next = "MAP02"
	sky1 = "SKY1"
	cluster = 1
	par = 75
	music = "D_MESSAG"
	nojump
}

map MAP02 "the pain labs"
{
	levelnum = 2
	next = "MAP03"
	sky1 = "SKY1"
	cluster = 1
	par = 105
	music = "D_DDTBLU"
	nojump
}

map MAP03 "canyon of the dead"
{
	levelnum = 3
	next = "MAP04"
	sky1 = "SKY1"
	cluster = 1
	par = 120
	music = "D_DOOM"
	nojump
}

map MAP04 "hell mountain"
{
	levelnum = 4
	next = "MAP05"
	secretnext = "MAP09"
	sky1 = "SKY1"
	cluster = 1
	par = 105
	music = "D_SHAWN"
	nojump
}

map MAP05 "vivisection"
{
	levelnum = 5
	next = "MAP06"
	sky1 = "SKY1"
	cluster = 1
	par = 210
	music = "D_IN_CIT"
	nojump
}

map MAP06 "inferno of blood"
{
	levelnum = 6
	next = "MAP07"
	sky1 = "SKY1"
	cluster = 1
	par = 105
	music = "D_THE_DA"
	nojump
}

map MAP07 "baron's banquet"
{
	levelnum = 7
	next = "MAP08"
	sky1 = "SKY1"
	cluster = 1
	par = 165
	music = "D_IN_CIT"
	nojump
}

map MAP08 "tomb of malevolence"
{
	levelnum = 8
	next = "EndGameC"
	sky1 = "SKY1"
	cluster = 1
	par = 105
	music = "D_SHAWN"
	nojump
}

map MAP09 "march of the demons"
{
	levelnum = 9
	next = "MAP05"
	sky1 = "SKY1"
	cluster = 1
	par = 135
	music = "D_DDTBLU"
	nojump
}

clusterdef 1
{
exittext = "TROUBLE WAS BREWING AGAIN IN YOUR FAVORITE",
"VACATION SPOT... HELL. SOME CYBERDEMON",
"PUNK THOUGHT HE COULD TURN HELL INTO A",
"PERSONAL AMUSEMENT PARK, AND MAKE EARTH",
"THE TICKET BOOTH.",
"",
"WELL THAT HALF-ROBOT FREAK SHOW DIDN'T",
"KNOW WHO WAS COMING TO THE FAIR. THERE'S",
"NOTHING LIKE A SHOOTING GALLERY FULL OF",
"HELLSPAWN TO GET THE BLOOD PUMPING...",
"",
"NOW THE WALLS OF THE DEMON'S LABYRINTH",
"ECHO WITH THE SOUND OF HIS METALLIC LIMBS",
"HITTING THE FLOOR. HIS DEATH MOAN GURGLES",
"OUT THROUGH THE MESS YOU LEFT OF HIS FACE.",
"",
"THIS RIDE IS CLOSED."
music = "D_READ_M"
}

 

 

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1 hour ago, xttl said:

It means that you will not get the proper background music for each level and the exit to the secret level in the episode (if you happen to find it) doesn't work properly, and the game might not end after level 8 as it should. So mostly a bad thing but you can still play the maps.

 

Any recent enough version of PrBoom+, GZDoom or Eternity should detect the Nerve WAD and run it properly though. Chocolate Doom needs to be patched or you can use Crispy Doom instead. For vanilla I've got an EXE hack if you need it.

Thanks. So if I use GZDoom does that mean that No Rest for the living will play 100% correctly so the sound track, par times, and level progression will be correct?

 

This is off topic, but I was wondering why email notifications on the forum are disabled? How do I get a notification of a new post?

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2 hours ago, Havok said:

Thanks. So if I use GZDoom does that mean that No Rest for the living will play 100% correctly so the sound track, par times, and level progression will be correct?

Yes, it should work, if you haven't modified nerve.wad.

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What do you mean if I haven't modified it?

 

Do you know if No Rest for the Living has the removal of the red cross symbol on medpacks and berserker packs when I play it in GZDoom? 

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4 minutes ago, Havok said:

Do you know if No Rest for the Living has the removal of the red cross symbol on medpacks and berserker packs when I play it in GZDoom? 

Only if your Doom 2 IWAD does.

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11 hours ago, Havok said:

What do you mean if I haven't modified it?

 

Do you know if No Rest for the Living has the removal of the red cross symbol on medpacks and berserker packs when I play it in GZDoom? 

 

That only applies to the GOG and Steam releases of Doom, Doom 2, and Final Doom, if I'm not mistaken.

 

If you own the physical CD releases of those games from the 1990s, the red crosses will still be there.

 

Edit: The above is incorrect.  The lack of red crosses only appears on the Doom 3 BFG: Edition of those games.

Edited by Master O

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5 hours ago, Havok said:

What do you mean if I haven't modified it?

Some people modify the game data files for whatever reasons.

 

The point is that GZDoom identifies nerve.wad as being nerve.wad by its MD5 hash. Then it does some magic stuff to let the levels be played while still keeping the regular Doom II maps available. If you modify nerve.wad and its hash changes and it's no longer recognized, then it'll just be a normal patch wad that changes MAP01 to MAP09 and use the basic Doom II map metadata for name, par time, soundtrack, progression, and so on.

 

5 hours ago, Master O said:

 

That only applies to the GOG and Steam releases of Doom, Doom 2, and Final Doom, if I'm not mistaken.

 

If you own the physical CD releases of those games from the 1990s, the red crosses will still be there.

 

The GOG and Steam releases are unchanged from the original. It's only the version bundled with Doom 3 BFG Edition that was changed. If you load nerve.wad with the original doom2.wad, you'll get crosses; if you load the BFG iwad you'll get pills (and completely messed up Wolf 3D easter eggs).

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5 hours ago, Gez said:

Some people modify the game data files for whatever reasons.

 

The point is that GZDoom identifies nerve.wad as being nerve.wad by its MD5 hash. Then it does some magic stuff to let the levels be played while still keeping the regular Doom II maps available. If you modify nerve.wad and its hash changes and it's no longer recognized, then it'll just be a normal patch wad that changes MAP01 to MAP09 and use the basic Doom II map metadata for name, par time, soundtrack, progression, and so on.

 

 

The GOG and Steam releases are unchanged from the original. It's only the version bundled with Doom 3 BFG Edition that was changed. If you load nerve.wad with the original doom2.wad, you'll get crosses; if you load the BFG iwad you'll get pills (and completely messed up Wolf 3D easter eggs).

 

Thanks for clarifying.  

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