nicolas monti Posted July 21, 2017 (edited) This short map is planned to be the first of my embryonary next episode, this with myriads and scurrilous knave are very similar to the maps on favillesco's Amalthea and Favillesco's Thebe, the next ones will be more innovative in theme regards while keeping the same textures. Test it at your will Last version: http://www.mediafire.com/file/ewt5jfswd0uyjws/hicetnunc01.wad Edited July 22, 2017 by nicolas monti 0 Share this post Link to post
baja blast rd. Posted July 22, 2017 (edited) The three maps you have released recently are unplayable in prBoom+ and lower ports because some iwad texture definitions are missing. I get a message upon bombing out that suggests the sky textures aren't defined, which will prevent the wad from running. If other iwad textures that are used in the map aren't defined, the wad will run but HOMs will show up, because these ports can't stack textures lumps (only the last lump loaded is used). To avoid all of this, in SLADE you can define doom2.wad as a base resource and select 'Import from Base Resource Archive' when you're creating TEXTURE1 and PNAMES for the first time. 0 Share this post Link to post
nicolas monti Posted July 22, 2017 (edited) 20 hours ago, rdwpa said: The three maps you have released recently are unplayable in prBoom+ and lower ports because some iwad texture definitions are missing. I get a message upon bombing out that suggests the sky textures aren't defined, which will prevent the wad from running. If other iwad textures that are used in the map aren't defined, the wad will run but HOMs will show up, because these ports can't stack textures lumps (only the last lump loaded is used). To avoid all of this, in SLADE you can define doom2.wad as a base resource and select 'Import from Base Resource Archive' when you're creating TEXTURE1 and PNAMES for the first time. Thanks man, I'm having issues since I already have my personal texture file and I cannot find that step where you apply new texture definitions: Can you tell me what to do? I dont mind original doom2 textures being crushed by new patches because I'm not using them. 0 Share this post Link to post
baja blast rd. Posted July 22, 2017 (edited) Since the textures you are using are defined in your textures lump, it's a quick fix. You can open Doom2.wad's texture definition and copy whatever sky definitions are missing over to your own texture1. hicetnunc00.wad is missing SKY2 and SKY3. After adding those, I was able to run it in prBoom+. Or even more simply, you can create placeholders for your SKY2 and SKY3 by copy/pasting your own SKY1 twice and renaming the copies. 1 Share this post Link to post
nicolas monti Posted July 22, 2017 21 minutes ago, rdwpa said: Since the textures you are using are defined in your textures lump, it's a quick fix. You can open Doom2.wad's texture definition and copy whatever sky definitions are missing over to your own texture1. hicetnunc00.wad is missing SKY2 and SKY3. After adding those, I was able to run it in prBoom+. Or even more simply, you can create placeholders for your SKY2 and SKY3 by copy/pasting your own SKY1 twice and renaming the copies. Nice, I'll update the 3 links for PrBoom+ compatibility. Later I'll see how to make it fully vanilla compatible since choco doom is troubling me with some switch R_Texture names 1 Share this post Link to post