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Devalaous

Ports of classic Megawads to the Unity Port - NOW OBSOLETE

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9 minutes ago, maxmanium said:

Why isn't Scythe 2 compatible?

 

Every single level instantly crashes the port. Same thing happens with Scythe X and the other incompatible wads I mentioned in the opening post, with the exception of Perdition's Gate, where only the first few levels are playable.

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12 hours ago, Bubbabyte said:

We already have the Nightdive port, so we don't really need Doom 64 for Doom II. Besides, I was specifically talking about official levels that were originally built with the original Doom engine in mind, not levels from a different Doom game's engine that were ported to it.

Technically it's still the same Doom engine, at least as much as PSX Doom or GBA Doom is still the same Doom engine. And definitely much more than SNES Doom or GBA Doom II, since those use genuinely different engines.

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10 hours ago, Gez said:

Technically it's still the same Doom engine, at least as much as PSX Doom or GBA Doom is still the same Doom engine. And definitely much more than SNES Doom or GBA Doom II, since those use genuinely different engines.

Yeah, that's true. If I remember correctly, the SNES version actually uses something called the "Reality Engine" and was coded by Randy Linden, the same guy behind the "Bleem!" PlayStation emulator.

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Community Chest partially works; I was hoping to subject the Steam forums users to Citadel at the Edge of Eternity, but alas, both of Magikal's maps explode the exe.

 

Cleimos 2 works, so theres another classic megawad I can bring, I can even use DMAPINFO to seperate the 28 campaign maps and the four deathmatch maps. I'll just have to see if the Nazi replacement is functioning.

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This is amazing work, well done! I'd love if these (Especially Alien Vendetta and Scythe) got added officially to the Unity Port. My laptop is kaput and I can't currently afford a new one so my only option for Dooming is currently on PlayStation 

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@NightFright I used your offsets in the widescreen asset thread for DTWiD, and the episode 2 ones crash the exe, and the E3 ones jump all over the screen. Im guessing those offsets were for ultrawide only?

 

Heres my build of the wad , if this offset issue can be fixed, I can release all three TWIDs today. Gotta also do PhobosDeimos Anomaly so that every TWID project map is on the port

 

 

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Can't look at it now and I dunno which thread you are referring to, but actually you don't have to apply offsets for widescreen assets any more for most ports. Unity assets are optimized for 426x200, so you would have to apply an offset of 53. But that's only if your assets have a width of 426px.

 

*EDIT*

If you are referring to this post - no idea, actually. That was a long time ago. Maybe I was using a port that had problems with these patches and it works fine with other ports? Offsets were meant for widescreen users, even though coordinates should remain the same in any case.

Edited by NightFright

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On 3/9/2022 at 10:20 PM, NightFright said:

Regarding DtWiD:
The following four widescreen assets need offset adjustments:

WIA10500/WIA10600: is 0,0 --> change to 248,136
WIA20001/WIA20002: is 0,0 --> change to 224,136

 

This does not solve one problem, however:
If you discover the secret level in ep.2, there will be an issue with WIA10700/WIA10701/WIA10702 (secret level spot on the map) later on when the background image is supposed to get darker since it keeps the original brightness level from WIMAP1. I think this was already a problem in the original and I don't know how to fix that.

 

I was referring to this post. I made an error in that pack and it was never caught till that post. (Apologies for that btw, offsets and math-related things are my weak point)

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I can just tell you that those offsets worked for me when using the widescreen versions of the level ending screens. With 4:3 assets it should work without any modification, otherwise many people would have complained when DTWiD came out.

 

I have no idea about the Unity port and how it handles widescreen in general. Try using no offsets then, maybe it's fine.

Edited by NightFright

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On 10/11/2022 at 4:06 PM, Devalaous said:

Scythe

 

  Reveal hidden contents

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Scythe is something I'd expect to see on the port officially if Erik was reachable; two authors, almost entirely stock resources, and I can see it getting a custom midipack someday. This version has a widescreen INTERPIC from Terraformer9x as the rest of the assets look perfectly fine, changes the level select screen to be three distinct episodes like in the text file, and also changes the sky of Map 11 to match the rest of the episode.

 

I have a widescreen version of the TITLEPIC for Scythe:
TITLEPIC.png

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I actually kinda like the way the original titlepic works in widescreen, in 16:9. as the red and black merges with the black bars in a way that it looks like nothing is actually missing. The widescreen version likely looks better for Ultrawide though, but this port only supports 16:9 (which is why there are no 'widescreen' statusbars in these conversions; they were all made with ultrawide in mind and I cant do math to offset them)

 

D2TWiD and PhobosDeimos Anomaly are ready for placing on Dropbox, 100% working correctly and all assets are widescreened.

 

Anyway, paging @pcorf and @Kristian Nebula for a successful conversion:

 

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I was expecting some problems since this pack is meant to be played in ZDoom for the optimal experience, but every level works! I did have to cut E2M10 and E4M10 though, as the port will crash upon exiting any map outside of the original 36 map slots, or upon a secret exit trying to access a level 'out of bounds'

 

If I port Incineration, I may see if I can add the cut levels from this and 2002 ADO to make up for not appearing in the conversions. I can also say that 2022 ADO will have to be split in two to run on the Unity port, with the Sigil-inspired episode having to be split off.

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On 10/14/2022 at 6:31 AM, Devalaous said:

Community Chest partially works; I was hoping to subject the Steam forums users to Citadel at the Edge of Eternity, but alas, both of Magikal's maps explode the exe.

 

Words of a sadist :P

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8 hours ago, ReaperAA said:

Also I would love to see the 3 1000 Lines CPs added (especially 1000 Lines 3)

 

I'll add it to the list of things to look into.

 

Next update, once im done tweaking, will add Alien Vendetta First Release and Alien Vendetta with the original music to the AV download; I'll also make the Black Label graphics the default for the 20th anniversary release (can still be swapped out easily, I just think with three AVs in one download, one of them should have the graphics featured). D2TWiD will have two versions, one with a custom version of MIDTWiD and the unused graphics Kracov(?) made for it, the other as-released with no custom music or graphics aside from a widescreened interpic. Similarly, UDTWiD will have the Ultimate Midi Pack with it in one version, the as-released version, and im thinking one with Mr Freeze's soundtrack, but this all hinges on whether that graphic offset problem can be fixed, I cant do it myself.

 

 

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16 hours ago, Ballistyx55 said:

Im having trouble finding the wad folder can I have some help please?

 

 

I'm using Windows 10 here, but its located in the Saved Games folder, then the 'id software' folder. Doom 2 wads ive converted go in the Doom 2 then Wads folder, Ultimate Doom wads go in Doom Classic's Wads folder.

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7 hours ago, Devalaous said:

 

I'm using Windows 10 here, but its located in the Saved Games folder, then the 'id software' folder. Doom 2 wads ive converted go in the Doom 2 then Wads folder, Ultimate Doom wads go in Doom Classic's Wads folder.

Sorry for all the questions and I appreciate the help but when i move the zip file or whatever into the wads folder nothing happens did I do something wrong?

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You need to extract the wad into that location. It can't still be in the zip, it doesn't expect to be reading those.

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Cleimos 2, a megawad so old that its built-in demos are incompatible and result in the titlescreen music being played on a loop.

 

The original had a campaign that ended on Map 26, with the last maps all being deathmatch maps. Now they are properly seperated with DMAPINFO. Will be coming in the next update. Still tinkering with a few others.

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Weird question:

What would be required to convert a Unity port addon into one that works with other ports, e.g. GZDoom or Woof? (Yeah, I know that's the opposite of what this thread is about, but anyway.) It's just a matter of converting DMAPINFO? (Is there a tool for that, btw?)

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It would be helpful if other ports would simply add support for reading DMAPINFO, as its an official standard. Even SLADE doesn't recognise DMAPINFO as a proper lump, it just thinks its text. By adding DMAPINFO support, people could download the official add-ons then load them into a wad with all the levels already defined.

 

Fun fact: These ports all began from me writing largescale universal port support patches with every kind of mapinfo included, to modernise old classics. I found out that I had to merge the DMAPINFO lump with the wad itself during testing, and that led me to finetune the resulting wads, while also learning a lot about the port's flaws and quirks. So, all of them initially DID have GZDoom, Woof etc in mind, but had that stripped out to ensure the relative frailty of the port didn't cause complications. I do plan on releasing my patches later, but I have only one pair of eyes and am the writer, so I constantly run into new typos I overlooked. Its an endless process..

 

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Doom 2 the way id Did is now done and working perfectly, with the built-in CREDIT lump widescreened, and Kracov's art made for it also integrated. Hexsoil, as pictured, is present and working, but as a bonus map. Including it as-released does not work, the game crashes upon finishing the level, UNLESS the level goes back to the main menu. Thus the dumb 'secret exit' in Map 2, if pressed, will take you to Map 3.

 

@Xaser I noticed there is two midis for Vorticon, a D_EVIL and a D_EVILF. Whats the difference with them (outside one being a MUS) and which one should I set to be played?

 

As for Ultimate DTWiD, im still having severe issues with the offsets for WIA10500, WIA10600, WIA20001 and WIA20002. If I cant fix these I will be forced to cut the widescreen intermission maps entirely. The default offsets ("128, 136" for the WIA1 set and "104, 168" for the WIA2 set), do not work in 16:9, nor do Nightfright's Ultrawide offsets ("248, 136" and "224, 136").

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10 hours ago, Devalaous said:

It would be helpful if other ports would simply add support for reading DMAPINFO, as its an official standard. Even SLADE doesn't recognise DMAPINFO as a proper lump, it just thinks its text. By adding DMAPINFO support, people could download the official add-ons then load them into a wad with all the levels already defined.

I'm wondering if there's a tool out there that can convert MAPINFO lumps between the standards, as in a UMAPINFO to DMAPINFO or vice-versa. If not, something like that could be really useful.

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Update 2 is complete: Cleimos 2, D2TWID, DTWIDLE and PhobosDeimos Anomaly are released into the wild, with updates to Alien Vendetta and Official DM. Check the first post and redownload AV and the DM wad if needed

 

2002 ADO and Death Tormention needs a few more tweaks.

 

EDIT:

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FIXED. Brother stepped up and used his mathbrain to figure out the offsets for me, with some trial and error.

 

Correct offsets are 181, 136 for the E2 background and 157, 168 for the E3 stuff.

 

DTWID has been added to the list as the '2.1' update

Edited by Devalaous

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For Alien Vendetta I would personally prefer to have the final 2002 release as the default/main version, had it not been for their somewhat relaxed attitude to asset copyrights. Due to that, replacing the music with the midi pack is a step in the right direction. It should be noted that the original authors had little to no involvement with this midi pack, and the music isn't necessarily in line with the author's original vision. For some it might change the tone and atmosphere of the maps.

Including the older version maps, when they differ in a significant manner, is mostly interesting from a historic point of view. Since the updated AV fixed several bugs, the original release is less player friendly. Having maps that only differ in having more bugs isn't all that interesting. The replaced map is interesting, but there was a reason for it getting replaced. People have pestered Anders about beta versions or other cut things from AV that may exist, but few have succeeded...

As for AV:Black Label, that is an on-going project with more maps and art planned/coming. I would recommend to have AV:BL as a separate release, which can be updated when the main AV:BL project is updated. Black Label is good enough to stand on its own feet. Brad has worked hard on this, and what is released is only really a taster on what might be released, one day.

I would wait until AV:BL is updated, if it ever happens, and only then separate 'AV' into two releases, Alien Vendetta and Alien Vendetta: Black Label. If this is done, you should remove all Black Label assets from the Alien Vendetta release. They're not part of the author's original vision.

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I originally did have Black Label on its own, but it was not playing nice with the port at all, with garbled skies and crashing issues. The 20th Anniversary version was also intended to just be 33 maps, with Valley of Echoes as a bonus map with the midi Cammy made for it, but for some bizarre reason, the map would not show up without the Black Label maps added before it, which also fixed all the issues the BL maps had. Thus my hand ended up forced.

 

I did later manage to get Valley of Echoes working on its own, as seen in the current updated download (I have NO idea how, I didn't do anything differently?), but Black Label is still a hotbed of explosions, likely due to the fact it has to be fused with av.wad due to the Unity port's one wad at a time limit. I do hope that an updated release of it is stand-alone (I also had no idea it was still being worked on)

 

I can probably hammer away at AVBL and fix its issues in time, but I'd rather spend that energy on the wads people are requesting, especially now that I know there may be an updated version down the line.

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2 hours ago, Devalaous said:

I did later manage to get Valley of Echoes working on its own, as seen in the current updated download (I have NO idea how, I didn't do anything differently?), but Black Label is still a hotbed of explosions, likely due to the fact it has to be fused with av.wad due to the Unity port's one wad at a time limit. I do hope that an updated release of it is stand-alone (I also had no idea it was still being worked on) 

 

I can probably hammer away at AVBL and fix its issues in time, but I'd rather spend that energy on the wads people are requesting, especially now that I know there may be an updated version down the line.

Yeah, I totally agree on with you on not spending time fixing a separate AV:BL until there is more content, an that's why I suggested it. Brad is currently not available, but I think he would be ok with this.

Brad Spencer did the layout for the zokumbsp web site and has also written some good guides for it. We've been helping each other with various stuff throughout the years. To to make a long story short, I have some inside info ;) One of them being that I made an ENDOOM screen for use in the next version. So I personally want a new version released!

How about this: If there is a new AV:BL release, I will try to get a copy sent to you ahead of the release so that we can release the normal and unity version at the same time? The Unity port isn't something I dabble much in, but it has its place and players.

I could even do the porting myself if I figure out how to do this correctly. I could then send you a 'finished' unity version for QA and we could release it in a proper fashion. Just a suggestion, but to me it doesn't sound like too much work.

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The porting process is relatively simple most of the time. Load the wad in the port and warp to each level and see if any of them insta-bombs the port (Due to the lack of research on how the port truly works, there is a lot of trial and error and no vanilla or limit-removing wad running perfectly should be assumed; I see no reason why Hell to Pay or The Innocent Crew's works constantly bomb the program), then write a DMAPINFO lump and insert widescreen graphics for presentation if they exist (However they MUST be 16:9!)

 

I learned the DMAPINFO format via the Doom Wiki and studying the official add-ons. Here is the Black Label portion of my DMAPINFO lump, edited back to a solo release. In the Unity port, I had to trick the exe into thinking they were Master Levels, hence the 'ML1, ML2' map names, I was also able to include the original sky and music alongside the original AV's by changing the music lumps to D_VILLAG and D_INCANT, as well as adding the Black Label sky to the textures as SKY4 and using DMAPINFO to use those for the BL maps, I aimed to keep everything as accurate as I could.

episode "MAP01"
{
	name = "Alien Vendetta: Black Label"
}

map "MAP01" "Levenbrech"
{
	next = "MAP01"
	episodenumber = 1
	mapnumber = 1
}

map "MAP02" "Valley of Echoes"
{
	episodenumber = 1
	mapnumber = 2
}

This small DMAPINFO will make the game only allow access to the two BL levels then quit to the main menu after VOE. It can support par times as well, which is likely the only thing missing from my AV port (I'll be blunt; I am too math impaired to convert the times on the wiki into the values for the Par times)

 

I got one of those 'Steam awards' the other day, so people are definitely appreciating these Unity ports over on the Steam forums.

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