Devalaous Posted October 26, 2022 Thanks, I'll see about adding them then. Looks like Cleimos launched broken, the SS replacement reverts to an SS when firing. Seems that any mod that replaces monster sprites is going to be a pain. This one is on me, I was under pressure to get DTWID working and didn't test this one 100% Bonus maps form D64D2 and 1000 Lines are working. Spoiler 1 Share this post Link to post
Rexen² Posted October 26, 2022 (edited) On 10/11/2022 at 10:41 PM, Devalaous said: Update: Hell Revealed 2 works with the exception of Map 6. This one hangs the game without fail. Doom Builder shows no errors or warnings, the nodes did look bizarre though: Clicking rebuild nodes made that weird bit vanish, but the map still crashes. Anyone more knowledgable than me know what could be going on here and how to fix it? I used ZBSP Normal (zero reject) and got it to work at least on my end, tested ITYTD and UV. If this has already been found out let me know as I did check the other pages but didnt noticed it been fix and I might of just missed the post, also I only tested using the map select as it was getting late for me and didnt feel like playing 5 maps to test 2 Share this post Link to post
Devalaous Posted October 26, 2022 (edited) 14 minutes ago, Rexen² said: I used ZBSP Normal (zero reject) and got it to work at least on my end, tested ITYTD and UV. If this has already been found out let me know as I did check the other pages but didnt noticed it been fix and I might of just missed the post I have not had any luck on it myself, no. Could you send that wad please? I can release HR2 with it, literally everything else is complete. The fact it even loaded at all speaks volumes Also I just fixed the Cleimos 2 robot, the wad was missing SSWVE0, SSWVF0 and SSWVG0, instead having E/F/G1 to E/F/G8. I duplicated the 1 frame and filled the 0 slot and it fixed the issue. I also duplicated the BOSSBACK to a CREDIT lump. Thanks to Tarvis it also has a widescreen statusbar. All the wad needs to be similar to an official add-on now is some new demos and a widescreen TITLEPIC. Intermission text replacements would also be nice, but the wad never had any, unlike Cleimos 1. 0 Share this post Link to post
Devalaous Posted October 26, 2022 Update 4 is out! This is pretty much the Deathmatch update; some offsite Doomers requested these ones. I had Akeldama 99% ready, but theres one small thing holding it back. Alien Vendetta, Hell Revealed, Icarus, Memento Mori 2, Requiem and Cleimos 2 are now updated with widescreen status bars, thanks to Tarvis and NightFright's repository. Alien Vendetta is also updated with PAR times thanks to @brick, and has been further edited to respect Ander's feedback. Valley of Echoes now works without Black Label, but Black Label is still weirdly dependant on the main wad, so its still present in the Midi Pack version. It has been moved in the levle select in preparation for when I can fully seperate it. All screenshots for the updated wads are now replaced to show off the statusbar as well as other things I left out, like pretty much anything ingame for Memento Mori, oops :p @Doomkid I'd like your input on a few things if you don't mind; first off, is there anywhere more permanent that my Dropbox to host these? idgames is likely out of the question, since its largely other people's hardwork thats already on the archive with some internal lumps added and changed around. Secondly, is there anyone/anyplace I could ask to record demos for some of these wads that either have no demos, or old pre 1.9 demos? It's pretty fun seeing the proper demos for the wads that have them, but for wads that dont have any, it can get really messy real fast Third; if hell freezes over and I can get Hell to Pay and Perditions Gate working, and I also port Chris Klie's Lost Episodes of Doom, are those three still taboo to post on the forums due to originally being Disk/CD-only wads? To close out this post, here is a small tease of Akeldama which will be available tomorrow, just got the widescreen statusbar trimmed down, have to add the text screens as one last thing to implement, and a screen of Hell Revealed 2, also with a widescreen statusbar. All HR2 needs is a working Map 6, and it'll be released. 2 Share this post Link to post
Faceman2000 Posted October 26, 2022 I am not a moderator, so I defer to them, but Tom Mustaine has publicly stated that all the rights to PG and H2P reverted back to the creators some time ago and as such are fair to distribute. As for The Lost Episodes of Doom, only one map, E3M7, isn’t already publicly available. I’ve heard there’s evidence it was at one point and it’s just been lost since, but can’t say that with certainty. If you want to be careful you can skip that map (it’s a Bob Carter map, so leaving it out improves the overall quality of the wad). 1 Share this post Link to post
Rexen² Posted October 26, 2022 10 hours ago, Devalaous said: I have not had any luck on it myself, no. Could you send that wad please? I can release HR2 with it, literally everything else is complete. The fact it even loaded at all speaks volumes Also I just fixed the Cleimos 2 robot, the wad was missing SSWVE0, SSWVF0 and SSWVG0, instead having E/F/G1 to E/F/G8. I duplicated the 1 frame and filled the 0 slot and it fixed the issue. I also duplicated the BOSSBACK to a CREDIT lump. Thanks to Tarvis it also has a widescreen statusbar. All the wad needs to be similar to an official add-on now is some new demos and a widescreen TITLEPIC. Intermission text replacements would also be nice, but the wad never had any, unlike Cleimos 1. Try this hr2final.7z 1 Share this post Link to post
Bubbabyte Posted October 26, 2022 19 hours ago, Devalaous said: Unlike GZDoom and other ports, the ultrawide graphics people make don't actually automatically cut off on the sides in this port, they need to be manually cropped with very specific offsets, otherwise they warp and wrap around the screen horribly. I don't know the offsets for the 16:9 versions, so I cant crop them yet. I had enough of a nightmare with DTWID's intermission maps that the thought of any more offsets makes me groan I considered Chex Quest myself, since it seems like all I'd need to do is trim the excess IWAD fat off. Then theoretically I could do Chex Quest 2 by overriding the CQ1 stuff by dropping the CQ2 stuff in the wad. This also might enable me to do TNT and Plutonia wads, if I simply modify the one the port comes with. Seems like all those Chex Quest ports really need are a widescreen status bar and title screen (as well as new icons for the zorchers in the weapon scrolling, but I don't know how that'd be done, so it'd probably be for the best just to leave them be unless you know how to do that). You might want to ask Kalcos if you could implement those things, cuz it'd be awesome to see those two given the full treatment! 0 Share this post Link to post
Devalaous Posted October 27, 2022 9 hours ago, Rexen² said: Try this hr2final.7z That works, but ive found that the crash may in fact have been because of the music track for Map 6. Did it work for you at all? For me with this level replaced it would load from the level select menu and there would be no music, and if I IDCLEV06ed, the port would hang infinitely just like before I replaced the map. 0 Share this post Link to post
Devalaous Posted October 27, 2022 (edited) Update 5 already!? New additions are Hell Revealed 2 (finally!), Akeldama by @valkiriforce and co, 1000 Lines by @Liberation and co, and finally a complete version of my long-gestating Master Levels project (which does NOT ship with the 21 Master Levels, you MUST complete the wad yourself! I have left markers in to make the construction easier for people who dont use SLADE much. All previous wads have had MUS files changed to MIDI via Slade, due to repeated errors with MUS in the Unity port, that culminated in Hell Revealed 2 crashing on Map 6. Furthermore, all wads for Doom 1 that are exclusively on Episode 2, 3 or 4 are now cancelled due to massive shortcomings with the Unity port's DMAPINFO; unless the earlier episodes are defined as well, the intermission, music, skies, WILV graphics etc are all completely wrong, and unlike MAPINFO, there are no commands to manually set these. Sponge likely never assumed people like me would ever even use DMAPINFO, so I cant entirely fault him for a lot of fields not being present. In the future I will be looking into the rest of Valkiriforce's works (Doom Core Delta, Reverie, Eternally Yours, Vispire and Pulse and the three missing maps from Doom Core that did not make it to Doom Core Delta), Chris Klie's works (Lost Episodes, BF Thud), H2H Xmas since its close to December and it is a proto-cacoward winner, and some of the rest of the requested wads. I will also see about making my own version of 'Works of the Masters' with Jim Flynn, Sverre Kvernmo and Dr Sleep's solo maps, to follow-up the Master Levels campaign wad. Other than that, I am now on an extended break from working on this, outside of fixing errors and finishing up Doom 64 for Doom 2, which only needs the Mother Demon fixed, and looking at that gives me a massive headache. 4 Share this post Link to post
Bubbabyte Posted October 27, 2022 1 hour ago, Devalaous said: Update 5 already!? New additions are Hell Revealed 2 (finally!), Akeldama by @valkiriforce and co, 1000 Lines by @Liberation and co, and finally a complete version of my long-gestating Master Levels project (which does NOT ship with the 21 Master Levels, you MUST complete the wad yourself! I have left markers in to make the construction easier for people who dont use SLADE much. All previous wads have had MUS files changed to MIDI via Slade, due to repeated errors with MUS in the Unity port, that culminated in Hell Revealed 2 crashing on Map 6. Furthermore, all wads for Doom 1 that are exclusively on Episode 2, 3 or 4 are now cancelled due to massive shortcomings with the Unity port's DMAPINFO; unless the earlier episodes are defined as well, the intermission, music, skies, WILV graphics etc are all completely wrong, and unlike MAPINFO, there are no commands to manually set these. Sponge likely never assumed people like me would ever even use DMAPINFO, so I cant entirely fault him for a lot of fields not being present. In the future I will be looking into the rest of Valkiriforce's works (Doom Core Delta, Reverie, Eternally Yours, Vispire and Pulse and the three missing maps from Doom Core that did not make it to Doom Core Delta), Chris Klie's works (Lost Episodes, BF Thud), H2H Xmas since its close to December and it is a proto-cacoward winner, and some of the rest of the requested wads. I will also see about making my own version of 'Works of the Masters' with Jim Flynn, Sverre Kvernmo and Dr Sleep's solo maps, to follow-up the Master Levels campaign wad. Other than that, I am now on an extended break from working on this, outside of fixing errors and finishing up Doom 64 for Doom 2, which only needs the Mother Demon fixed, and looking at that gives me a massive headache. I'd like to thank you again for your continued efforts of porting all of these! I don't remember where you said this, but I noticed that you were wondering how well these play on mobile, and as someone who doesn't have the PC Unity ports but does have the mobile ports, I can confirm that they play wonderfully from what I can tell (if you pair a Bluetooth controller, that is). The Deathmatch levels are obviously kinda useless in it, but that's not a big deal considering a majority of the WADs you've ported so far aren't DM-only. Anyways, I'm excited for what lies ahead, and can't wait for Doom 64 in Doom II to be finished in what I'd assume is any day now! Hope you enjoy your break after you're done that one; you've earned it! 1 Share this post Link to post
Devalaous Posted October 27, 2022 8 minutes ago, Bubbabyte said: I'd like to thank you again for your continued efforts of porting all of these! I don't remember where you said this, but I noticed that you were wondering how well these play on mobile, and as someone who doesn't have the PC Unity ports but does have the mobile ports, I can confirm that they play wonderfully from what I can tell (if you pair a Bluetooth controller, that is). The Deathmatch levels are obviously kinda useless in it, but that's not a big deal considering a majority of the WADs you've ported so far aren't DM-only. Anyways, I'm excited for what lies ahead, and can't wait for Doom 64 in Doom II to be finished in what I'd assume is any day now! Hope you enjoy your break after you're done that one; you've earned it! Thank for the input on the mobile ports. I had honestly completely forgotten that the Unity port was even on mobile devices with custom add-on support, until I spotted those posts on the Unity port thread, so my ports now have more of an audience than I initially thought. I wasn't even going to add Deathmatch-only wads outside of the proof-of-concept official ones, but they were requested enough, so people out there really do Splitscreen DM each other, so thats neat. Working on these has been a huge pain but also kind of rewarding. There are so many wads I wanted to port that had disastrous results, exposing more and more of the Unity port's limitations, and how stunted DMAPINFO truly is compared to the community standards we have today. 'Limitations breeds creativity' though, and its definitely true, with how ive managed to get several classic wads with 'ZDoom features' to actually work, as well as squeeze in extra levels past the hard limits in Doom 2. 0 Share this post Link to post
SiFi270 Posted October 27, 2022 The Classic Episode might still have a chance if you bundle it with the sequel, which replaces E1. I don't know if DMAPINFO would let you present them in the right order though. If not, that could also be an issue for the Serenity trilogy. 0 Share this post Link to post
Devalaous Posted October 27, 2022 (edited) if you run Death Tormention 1, which is a bonus with the trilogy, you'll see what I came across; The intermission is E1's and without the DMAPINFO's sky and music entries, it was playing E1's music and loaded the E1 sky. I expected the port to see 'oh, the map is E4M1? That means its episode 4!' but nope. The definitions override everything. Whats worse is that if you only define Episode 4, the port panics. Sponge and co were apparently aware of all this; im looking at Sigil for Unity right now, which is a single episode definition, and despite saying 'E3M1' ingame and showing its the sigil_compat version, its actually running on Episode 1; the WILV graphics are WILV00 to WILV08 (Well okay, WILV05 is apparantly typoed as WILV205, oops!) and the E1 intermission screen is hidden by replacing the WIMAP0 graphic with the Baphomet artwork and blanking out all the locations on the map. I can MAYBE get around things by taking that approach, but oh wow that is a lot of effort and pain. So yeah, any single episode wad will actually end up replacing Episode 1. I don't know if the boss triggers will still work correctly for maps on E2M8, E3M8, E4M6 and E4M8. 0 Share this post Link to post
Bubbabyte Posted October 27, 2022 On 10/11/2022 at 2:06 PM, Devalaous said: The broken secret exit is also patched by a conversion of Kick Attack, stripped of all custom assets and cheekily renamed Boot Assault. Did you come up with the idea to convert Kick Attack to a normal map yourself, or was it planned to be included in a rerelease of The Master Levels at some point? Cuz whoever did come up with that concept is a goddamn GENIUS. 0 Share this post Link to post
Rexen² Posted October 27, 2022 21 hours ago, Devalaous said: That works, but ive found that the crash may in fact have been because of the music track for Map 6. Did it work for you at all? For me with this level replaced it would load from the level select menu and there would be no music, and if I IDCLEV06ed, the port would hang infinitely just like before I replaced the map. Finally got around to testing again, it hard froze for me when I used the idclev cheat, it might be the music, maybe Unity is somehow getting hung up on the track or something like that 0 Share this post Link to post
Devalaous Posted October 28, 2022 (edited) 1 hour ago, Bubbabyte said: Did you come up with the idea to convert Kick Attack to a normal map yourself, or was it planned to be included in a rerelease of The Master Levels at some point? Cuz whoever did come up with that concept is a goddamn GENIUS. It was my idea, its an injoke at Tim Willits. In the PS3 release, Bad Dream was made into a regular ending level, breaking the secret exit. The proper fix was to return Bad Dream to a secret exit only, but when you look at how rushed that campaign was, with no starry skies and little thought to the progression, it just feels right that id would have slapped another level in there to plug the hole as a quick and dirty fix, and what better than a cleaned up Kick Attack? Hes known for his ego, and Kick Attack looks and feels like a Master Level without its custom graphics. 1 hour ago, Rexen² said: Finally got around to testing again, it hard froze for me when I used the idclev cheat, it might be the music, maybe Unity is somehow getting hung up on the track or something like that So it was both the map and the midi causing issues then. Thanks for fixing the map side for me, with the MUS turned into MIDI and the map's nodes rebuilt, it stopped crashing altogether. I wonder if the same node rebuilding will fix Perdition's Gate/Hell to Pay/Eternal Doom or if something else is at fault there? 1 Share this post Link to post
Rexen² Posted October 28, 2022 Well there's only one way to find out and that's to try and see what happens. I would help out more but I got my own plate full with my own projects and life but I wish you luck on getting the other wads to work 0 Share this post Link to post
Bubbabyte Posted October 28, 2022 @Devalaous How's Doom 64 in Doom II coming along? Have you figured out a fix for the Mother Demon yet? 0 Share this post Link to post
Devalaous Posted October 28, 2022 (edited) I have had a look and there's clear differences to be addressed. There are so MANY entries for the SM/Mother Demon to compare though and my eyes blur. @Obsidian was the original Spider Mastermind behind this wad's monster replacements though, iirc, and im probably better off uploading the current version and letting someone else tackle it. Like I said, im supposed to be taking a break from this stuff now (Of course, now I have Scythe to fix and other things popping up, my work is never done) EDIT: Scythe is now fixed. The bugs entirely came about from me splitting it into three episodes, due to the aforementioned post about ultimate Doom's episode woes. They all apply to Doom 2 as well. Now the only bugs in Scythe are the CWILV graphics not matching up, and thats because DMAPINFO has no field to assign them. Spoiler Edited October 28, 2022 by Devalaous 0 Share this post Link to post
Bubbabyte Posted October 29, 2022 On 10/27/2022 at 8:54 PM, Devalaous said: im probably better off uploading the current version and letting someone else tackle it. Reveal hidden contents Are you gonna do this, or are you still trying to figure it out on your own? 0 Share this post Link to post
Devalaous Posted November 5, 2022 No luck on Doom 64 so far. H2H Xmas is sadly incompatible; another 'really old wad' that was apparantly built funny in ways the Unity port doesnt like. Some maps autocrash the port, others crash it randomly during play, like Perdition's Gate does, and node rebuilds did absolutely nothing to help. I really wanted to add that for the christmas season coming shortly, ah well. I feel like these ancient wads will need to totally rebuilt from the ground up with modern tools, but I doubt even that will work. What DOES work: Zone 300 (Done) Zone 400 (Done) BF Thud! (Done) Lost Episodes of Doom (Done) Suspended in Dusk (WIP) Doom Core & Doom Core Delta (Done) Reverie (WIP) Eternally Yours (WIP) Pulse (Done) Vispire (Done) TV 1998 (Done) Dr Sleep's Maps Titan Series Cabal Series Oracle & Interdiction Zone Enigma works with the exception of Rings (Map 2). I'm looking at packaging Enigma, Titan, Cabal, Oracle, Interdiction Zone, Crossing Acheron and Dante's Gate as a 24 map campaign, aka my own 'Works of the Masters', but there's a LOT of work to do in the texture table. I've also added three Tom Mustaine DM maps for good measure. 1 Share this post Link to post
Bubbabyte Posted November 6, 2022 18 hours ago, Devalaous said: No luck on Doom 64 so far. H2H Xmas is sadly incompatible; another 'really old wad' that was apparantly built funny in ways the Unity port doesnt like. Some maps autocrash the port, others crash it randomly during play, like Perdition's Gate does, and node rebuilds did absolutely nothing to help. I really wanted to add that for the christmas season coming shortly, ah well. I feel like these ancient wads will need to totally rebuilt from the ground up with modern tools, but I doubt even that will work. What DOES work: Zone 300 (Done) Zone 400 (Done) BF Thud! (Done) Lost Episodes of Doom (Done) Suspended in Dusk (WIP) Doom Core & Doom Core Delta (Done) Reverie (WIP) Eternally Yours (WIP) Pulse (Done) Vispire (Done) TV 1998 (Done) Dr Sleep's Maps Titan Series Cabal Series Oracle & Interdiction Zone Enigma works with the exception of Rings (Map 2). I'm looking at packaging Enigma, Titan, Cabal, Oracle, Interdiction Zone, Crossing Acheron and Dante's Gate as a 24 map campaign, aka my own 'Works of the Masters', but there's a LOT of work to do in the texture table. I've also added three Tom Mustaine DM maps for good measure. Man, Doom 64 for Doom 2 sounds like a pain in the ass... hopefully you get it fixed eventually. Also, it REALLY sucks that H2H Xmas isn't working; was looking forward to that one. Maybe there's another Christmas-themed WAD out there that you could possibly substitute it for... Anyways, are you planning on releasing the new ones you listed as "done" soon at the very least? If so, then I can't wait to get my hands on them! Also, one last thing: I think I DMed you about this once, but I was wondering if you could do Cyberdreams at some point. I know your plate is already quite full, but if you could look into it when you don't have as many WADs to port as you do now, then that'd be great! 0 Share this post Link to post
NightFright Posted November 6, 2022 As praiseworthy as these efforts are to make as many pwads Unity compatible as possible, it is frustrating to see how many vanilla projects remain incompatible for no apparent reason. Normally it should simply be a matter of slapping a dmapinfo and optionally some widescreen assets into the files and that's it. Ultimately, these port-sided limitations mean that Unity isn't really a good solution for my personal needs. Together with its limited music playback capabilites and lack of command line parameter support, it's just too many bitter pills to swallow. Anyway, don't let this discourage you from continuing your efforts. Maybe a miracle will still happen and some update will make Unity more compatible with these (needlessly) incompatible wads, but if not, at least some part of the legendary community creations will become accessible. Otherwise, there are other options (and I doubt there are many out there who are just using one single port for everything). 1 Share this post Link to post
Devalaous Posted November 6, 2022 4 minutes ago, NightFright said: As praiseworthy as these efforts are to make as many pwads Unity compatible as possible, it is frustrating to see how many vanilla projects remain incompatible for no apparent reason. Normally it should simply be a matter of slapping a dmapinfo and optionally some widescreen assets into the files and that's it. Ultimately, these port-sided limitations mean that Unity isn't really a good solution for my personal needs. Together with its limited music playback capabilites and lack of command line parameter support, it's just too many bitter pills to swallow. Anyway, don't let this discourage you from continuing your efforts. Maybe a miracle will still happen and some update will make Unity more compatible with these (needlessly) incompatible wads, but if not, at least some part of the legendary community creations will become accessible. Otherwise, there are other options (and I doubt there are many out there who are just using one single port for everything). I even included your H2H fixes and widescreen status bar and everything, sigh. I get the feeling that older editors had a ton of strange quirks with how they built wads that the Unity port is very sensitive to, I generally don't have these issues with anything Doom Builder era. Might be a reason why sponge is exclusively doing modernish stuff. The Innocent Crew in particular liked to use something called NWT that really screwed the community over in later years, for example, and that's likely why their wads don't work. Unfortunately interest in the Unity port here on Doomworld is naturally pretty low, so we probably wont find out these mysteries of why things don't work. 4 hours ago, Bubbabyte said: Man, Doom 64 for Doom 2 sounds like a pain in the ass... hopefully you get it fixed eventually. Also, it REALLY sucks that H2H Xmas isn't working; was looking forward to that one. Maybe there's another Christmas-themed WAD out there that you could possibly substitute it for... Anyways, are you planning on releasing the new ones you listed as "done" soon at the very least? If so, then I can't wait to get my hands on them! Also, one last thing: I think I DMed you about this once, but I was wondering if you could do Cyberdreams at some point. I know your plate is already quite full, but if you could look into it when you don't have as many WADs to port as you do now, then that'd be great! Might be able to do one of the christmas DBPs, those are great fun. They tend to do limit-removing stuff though. (Plus, someone will probably ask me to do the *rest* of them x.x) I still need to sort out the credits files for the completed ones and take screenshots and stuff, plus get them onto Dropbox. And I'll need moderator permission to post Lost Episodes here. 1 Share this post Link to post
irukanjji Posted November 6, 2022 So for a merge topics, here are to other wads for Unity: Bourgeois Project:Unity 1 Share this post Link to post
Arsinikk Posted November 7, 2022 (edited) I have just added a fully Unity compatible version of this megawad: It's one of the few WADs that takes full advantage of UV Plus monster placement. Edited November 7, 2022 by Arsinikk 3 Share this post Link to post
NightFright Posted November 7, 2022 (edited) Here is an adjusted DMAPINFO for "Icarus: Alien Vanguard" with the customized story panels from my MAPINFO thread. I had to do some slight adjustments since you can only define texts for finishing the map, not entering it, so the secret maps needed some tweaks. Otherwise, it's the same thing and you should now get some proper background info while playing the wad. (Haven't tested it ingame yet by myself, but I am sure I got the file format right.) DMAPINFO_Icarus.zip Edited November 7, 2022 by NightFright 0 Share this post Link to post
Devalaous Posted November 7, 2022 (edited) Looks good to me, but only proper testing will answer that; my first experiments with the ENDSEQUENCE field resulted in the number 4 randomly showing up at the end, and in some wads, I don't think they even triggered. The first secret exit text will likely only show up if taking the regular exit. If it works out alright, I'dd add that DMAPINFO to the download. Ive also made a 'version' of Icarus that strips out the original 32 levels and adds in three 'add-on' wads in their place; Icar 2015 and the two single map tribute to Ty from Memfis and Valkiriforce. I was originally going to have these as ML1 to ML13, but it didn't feel right as they weren't official TNT content. Since two wads is impossible, I had to surgically fuse all three wads into the main Icarus wad, same as how I got Alien Vendetta Black Label working initially. 13 maps is a much better deal than 2 though, so I feel its worth the conversion. EDIT: Also forgot to mention, Ty Halderman's first Doom project, Sacrifice, is coming as well as Fava Beans in future updates. Both were very easy to convert, for once. 2 Share this post Link to post
NightFright Posted November 7, 2022 (edited) I don't even know which text would be shown when entering MAP31 or MAP32 since there doesn't seem to be a way to edit that. I changed it so that there is an exittext for these two maps now, what happens otherwise I don't really know. Guess it'll show Doom II's standard texts, then. In general, DMAPINFO capabilities are rather limited and make straight MAPINFO impossible in many cases. I don't even know how Doom Unity is showing the cluster texts for Plutonia or TNT since they are not even in the embedded DMAPINFO lumps. Probably hardcoded, which isn't good. Edited November 7, 2022 by NightFright 0 Share this post Link to post
Devalaous Posted December 8, 2022 I have been doing a lot of non-keyboard and mouse things for a while, due to a mix of Doom interest waning, frustration with the many many arbitrary limits of this port, modding fatigue, and carpal tunnel flare-ups So after a long hiatus, here is a tentative Update 6 that might need testing. Much of this was already done, just needed some final touches and to be organised on my Dropbox. Ultimate Doom: Fava Beans by Sean Birkel and Ben Gates Incineration by pcorf Sacrifice by Ty Halderman and Robert Taylor Doom 2: Suspended in Dusk by Espi BF Thud! by Chris Klie Icarus Tributes by Eternal, Memfis and Valkiriforce (Icar 2015, Icarumem and Starcove in one wad) TV 1998 by Thomas van der Velden (Includes midipack) Zone 300 by pcorf Zone 400 by pcorf Valkiriforce's remaining Megawads: Doom Core & Doom Core Delta Reverie Eternally Yours Vispire Pulse Doom 64 in Doom 2, and 'Works of the Masters' (Combined works of Jim Flynn, John Anderson, Sverre Kvernmo and Tom Mustaine) are still giving me grief, but I havent given up on them yet. I am also still waiting for approval from a moderator over linking Lost Episodes of Doom; the conversion is already done and it is live on my Dropbox, but I'd rather make sure its okay to link before posting it on Doomworld. 4 Share this post Link to post