Redneckerz Posted August 20 (edited) BETHESDA MOD PAGE After a lot of wonderful replies in this thread, @Scuba Steve and myself set out to do this better. As great as it is to have a curated list, how curated is it when you only mention yourself in this thread? We can do better! We should do better. So here we are. This time, you can add yourself to the list! We will then move your public open list to a master list when all is verified and said and done. Credits to @Eevee's Doom Text Generator, which just released! Note: @Devalaous already made a ton of QoL patches for various wads, here: Quality of Life patches for various WADS Curated Mod Uploads List In order to make your wad best suited for KexDoom/ID24, a few requirements are needed. Some of these are mandatory: You won't be on the list if these aren't met because frankly not having these results in a suboptimal experience at best, and a downright hard crash at worst. Others are as needed: And there are also cosmetic requirements: Not required, but they do make your wad pop out. Ideally: Below is how an upload preferably should look like, courtesy of Scuba. Note the way the title is made and the text. Consider using this as a template for your own upload. Insert a UMAPINFO lump in your wad so all your level info gets sorted nicely. Example UMAPINFO: Spoiler map MAP01 { //if your map isn't a megawad, create a new episode so all 32 maps don't display //episode = clear //episode = "episode" lump gfx (can be empty), "episode name", "1" (shortcut key) levelpic = "CWILV00" levelname = "Level Name" next = "MAP02" skytexture = "SKY1" music = "D_RUNNIN" //don't forget to end your new episode on the last map //exitpic = "lumpname" (each new map will need an exit/enter pic) //endpic = "lumpname" (image displayed after end of maps) //interbackdrop = "flat lump or patch name" (displays behind text) //intertext = //"text", //"text", //"text" } map MAP02 { levelpic = "CWILV01" levelname = "" next = "MAP03" skytexture = "SKY1" music = "D_STALKS" } map MAP03 { levelpic = "CWILV02" levelname = "" next = "MAP04" skytexture = "SKY1" music = "D_COUNTD" } map MAP04 { levelpic = "CWILV03" levelname = "" next = "MAP05" skytexture = "SKY1" music = "D_BETWEE" } map MAP05 { levelpic = "CWILV04" levelname = "" next = "MAP06" skytexture = "SKY1" music = "D_DOOM" } map MAP06 { levelpic = "CWILV05" levelname = "" next = "MAP07" skytexture = "SKY1" music = "D_THE_DA" } map MAP07 { levelpic = "CWILV06" levelname = "" next = "MAP08" skytexture = "SKY1" music = "D_SHAWN" } map MAP08 { levelpic = "CWILV07" levelname = "" next = "MAP09" skytexture = "SKY1" music = "D_DDTBLU" } map MAP09 { levelpic = "CWILV08" levelname = "" next = "MAP10" skytexture = "SKY1" music = "D_IN_CIT" } map MAP10 { levelpic = "CWILV09" levelname = "" next = "MAP11" skytexture = "SKY1" music = "D_DEAD" } map MAP11 { levelpic = "CWILV10" levelname = "" next = "MAP12" skytexture = "SKY1" music = "D_STLKS2" } map MAP12 { levelpic = "CWILV11" levelname = "" next = "MAP13" skytexture = "SKY2" music = "D_THEDA2" } map MAP13 { levelpic = "CWILV12" levelname = "" next = "MAP14" skytexture = "SKY2" music = "D_DOOM2" } map MAP14 { levelpic = "CWILV13" levelname = "" next = "MAP15" skytexture = "SKY2" music = "D_DDTBL2" } map MAP15 { levelpic = "CWILV14" levelname = "" next = "MAP16" nextsecret = "MAP31" skytexture = "SKY2" music = "D_RUNNI2" } map MAP16 { levelpic = "CWILV15" levelname = "" next = "MAP17" skytexture = "SKY2" music = "D_DEAD2" } map MAP17 { levelpic = "CWILV16" levelname = "" next = "MAP18" skytexture = "SKY2" music = "D_STLKS3" } map MAP18 { levelpic = "CWILV17" levelname = "" next = "MAP19" skytexture = "SKY2" music = "D_ROMERO" } map MAP19 { levelpic = "CWILV18" levelname = "" next = "MAP20" skytexture = "SKY2" music = "D_SHAWN2" } map MAP20 { levelpic = "CWILV19" levelname = "" next = "MAP21" skytexture = "SKY2" music = "D_MESSAG" } map MAP21 { levelpic = "CWILV20" levelname = "" next = "MAP22" skytexture = "SKY3" music = "D_COUNT2" } map MAP22 { levelpic = "CWILV21" levelname = "" next = "MAP23" skytexture = "SKY3" music = "D_DDTBL3" } map MAP23 { levelpic = "CWILV22" levelname = "" next = "MAP24" skytexture = "SKY3" music = "D_AMPIE" } map MAP24 { levelpic = "CWILV23" levelname = "" next = "MAP25" skytexture = "SKY3" music = "D_THEDA3" } map MAP25 { levelpic = "CWILV24" levelname = "" next = "MAP26" skytexture = "SKY3" music = "D_ADRIAN" } map MAP26 { levelpic = "CWILV25" levelname = "" next = "MAP27" skytexture = "SKY3" music = "D_MESSG2" } map MAP27 { levelpic = "CWILV26" levelname = "" next = "MAP28" skytexture = "SKY3" music = "D_ROMER2" } map MAP28 { levelpic = "CWILV27" levelname = "" next = "MAP29" skytexture = "SKY3" music = "D_TENSE" } map MAP29 { levelpic = "CWILV28" levelname = "" next = "MAP30" skytexture = "SKY3" music = "D_SHAWN3" } map MAP30 { levelpic = "CWILV29" levelname = "" skytexture = "SKY3" endcast = true music = "D_OPENIN" } map MAP31 { levelpic = "CWILV30" levelname = "" next = "MAP16" nextsecret = "MAP32" skytexture = "SKY2" music = "D_EVIL" } map MAP32 { levelpic = "CWILV31" levelname = "" next = "MAP16" skytexture = "SKY2" music = "D_ULTIMA" } Insert a GAMECONF lump in your wad. The primary new thing in KexDoom, JSON based and the source of amany issues when launching a mod. With this you can actually set your WAD to which features it uses. Example GAMECONF: Spoiler { "type": "gameconf", "version": "1.0.0", "metadata": { }, "data": { "title": "Spelunker", "author": "Clifftron1986 aka Lizardcommando", "description": "There's a cave to explore that has demons and stuff", "version": "3.0", "iwad": "doom2.wad", "pwads": ["id1-res.wad","id1-weap.wad"], "executable": "id24", "mode": "commercial", "options": null } } Include a WADINFO lump. What's a WADINFO lump? Its just a lump that contains the original textfile that came with the WAD. That way, proper credits are made and done in the same manner as a textfile on /idgames. S/F/P_Markers: Make sure your these markers (_START/_END) are done properly. This isn't normally a problem, but some older wads were not set up properly or wads that were only tested with GZDoom which doesn't give a shit where entries are found. Just do a quick check that all flats are between F_START and F_END, all Sprites are between S_START and S_END, and all patches are between P_START and P_END. Include a DeHackEd lump: KEX can handle Dehacked, but it's a bit more strict. It can only load a single DEH file, not multiple. So embed your DeHacked in your WAD as a lump Merged wads: The Bethesda Launcher can't load ZIP files or multiple wads, so everything must be added to a single .wad file. Widescreen artwork: KEX has widescreen support, so take advantage of this by considering widescreen assets to replace the 4:3 images. Many community members have been extending title/credit/interpics for a while now as well as widescreen statusbars (576px wide is 21:9), To get you inspired, here is the Widescreen Assets Pack and Appreciation thread, and here are Nightfright's Widescreen statusbars. Weapon wheel art: If a wad has modified weapons, you can replace the weapon wheel artwork to show the new weapons being cycled. (alignment: must be centered like a projectile) For examples see this Google Link. Midi Pack: If you're helping upload and archive older projects, consider including the great community music packs with them so normie players have the best experience. Edited September 15 by Redneckerz : Changed GAMECONF code to Xaser's correction 16 Share this post Link to post
Trov Posted August 20 (edited) Quote MANDATORY: Insert a GAMECONF lump in your wad. It is worth pointing out that currently any WAD with a GAMECONF creates corrupted savegames when loaded via the Mods->Play menu. For now the GAMECONF requirement should be waived until this is fixed by the Nightdive port. EDIT: This has now been fixed in the nightdive port. GAMECONF is now safe to use. For UMAPINFO: I recommend that an episode always be specified even if your WAD is a full 32 map replacement. This renames the WAD in the savegames list. If you don't do this saves for the WAD will be listed as "Hell On Earth". Having an empty graphic lump name "" for the episode line will cause the next line in the UMAPINFO file to be parsed incorrectly. For the template: MAP31 and MAP32 should have SKY3, not SKY2. Edited October 20 by Trov 5 Share this post Link to post
Scuba Steve Posted August 20 This will assuredly get fixed because having a GAMECONF lump will be mandatory for uploading files as I understood it from my last conversation with developers. 4 Share this post Link to post
Trov Posted August 20 I agree at that time it should be made a requirement again. But the developers have been firm to mention that there is no ETA on any upcoming patch, so it's probably a good while out. 0 Share this post Link to post
Scuba Steve Posted August 20 I dunno, just know that when the next update drops, your maps will break and you'll have to add the GAMECONF lump and reupload everything again. That or upload everything now and just deal with saves being broken. 0 Share this post Link to post
Gez Posted August 20 20 minutes ago, Redneckerz said: S/F/P_Markers: Make sure your these markers (_START/_END) are done properly. The S/F/P markers are just a byproduct of some older stuff not properly setup or newer stuff that 's only tested in GZ that doesn't give a shit where entries can be found. The P_ markers are a new requirement; it's not a GZDoom issue, vanilla never cared about those either. For F_ markers, it's important to remember that for vanilla compatibility, many wads used a "fake" FF_START marker (which the engine ignores, so it looked instead at the F_START from the IWAD) with a real F_END marker. Again, if that trick is now breaking something, then it's a new development; used to work in all ports. 8 Share this post Link to post
JustAthel Posted August 20 Welp, guess I should add those mandatory lumps to my updated versions of Emblem and Power Struggle, huh :p 0 Share this post Link to post
Horus Posted August 20 1 hour ago, Scuba Steve said: I dunno, just know that when the next update drops, your maps will break and you'll have to add the GAMECONF lump and reupload everything again. That or upload everything now and just deal with saves being broken. Will it actually break existing uploads, or just become a requirement for new ones and reuploads? In any case, I don’t think the solution is to introduce the loading bug in our own uploads by adding the lump in now. Not everyone’s maps can be done saveless :P Wouldn’t it be better to stick with the old file until the patch is actually issued, and only then replace it with this one? 0 Share this post Link to post
Scuba Steve Posted August 20 (edited) Yeah. Part of the reason Redneckerz and I wanted to get an early jump on this is so that Doom community members have the chance to upload their projects first before WeedGoku69 uploads a copy and you don't know who they are. *A lot* of projects on the mod browser are going to break soon and the moderately technical knowledge needed to make them work might gatekeep low-effort uploads, so we need to report as many as possible and get them removed so official releases can climb the charts. A lot fewer people will be uploading once there are enough custom maps available and they don't have to do it. 2 minutes ago, Horus said: Will it actually break existing uploads, or just become a requirement for new ones and reuploads? In any case, I don’t think the solution is to introduce the loading bug in our own uploads by adding the lump in now. Not everyone’s maps can be done saveless :P Wouldn’t it be better to stick with the old file until the patch is actually issued, and only then replace it with this one? From what I understand, yes? The engine itself will check and if they're missing, send you back to the title screen. Part of the problem right now is that there's a glitch in the uploader that lets you bypass the check to see if your map will work properly. You're not introducing a bug to your maps, saves just don't currently work, but when it's fixed, you won't have to do anything because the engine will stop corrupting save files. 7 Share this post Link to post
Sneezy McGlassFace Posted August 20 (edited) The one good thing about WeedGoku69 is that he's really lazy. Unless the wad already has all the required lumps, the chances he'd upload it is pretty slim, I'd say. Having these strict requirements should help a lot with preventing the minimal effort uploads Goku is known for. 4 Share this post Link to post
DBH Posted August 20 This is great potential news. Il not bother starting any new user add ons as I thought there was an update due soon to level everything back to basics. Can't wait for some proper uploads with no issues. For now back to tetanus. Great wad BTW. Some cracking firefights on uv. 0 Share this post Link to post
Zoltán of Synthwave Posted August 20 (edited) Updated Forest Fever to comply with these requirements. I'm short on time right now, but later on, I'm going to update the rest, as well as upload some other stuff I've made in the past. Two notes for Forest Fever: 1) it has no official /idgames release so far, because when I made it, there were plans for additional maps. Since I abandoned that idea, but wanted to upload these maps nonetheless, so the WADINFO in this release consist of a free-form text and my personal credits listing. I hope that's not an issue. 2) a seemingly perfect UMAPINFO fails to parse the name of the first map, and that only; it appears empty in the KEX port. Spoiler map MAP01 { episode = "", "Forest Fever", "1" levelname = "Skeleton Key" next = "MAP02" skytexture = "SKY1" music = "D_RUNNIN" } map MAP02 { levelname = "Beneath the Trees" skytexture = "SKY1" endcast = true music = "D_STALKS" } Is it possibly a known bug, or I misunderstood something about the syntax? 1 Share this post Link to post
elf-alchemist Posted August 20 4 minutes ago, Zoltán of Synthwave said: Is it possibly a known bug, or I misunderstood something about the syntax? KEX Doom has a bug in it's parser right now, that means you have to put the episode definition on the bottom of the block, like the following: map MAP01 { levelname = "Skeleton Key" next = "MAP02" skytexture = "SKY1" music = "D_RUNNIN" episode = "M_EPI1", "Forest Fever", "1" } 1 Share this post Link to post
Trov Posted August 20 (edited) Episode definition works fine at the start of the block. You need to have an "episode = clear" before it (only for the first episode in your UMAPINFO though) This clears the default Doom/Doom 2 episodes. @Zoltán of Synthwave The reason yours has a parsing problem is that the first parameter of your episode line is a "". This usually causes Kex Doom to not parse the next line properly. To avoid this, use "-" if you don't have an actual graphic lump to use with it. Second, endcast = true (or any other game finale) won't work properly unless there is also an "intertext" story text defined for that map. Edited August 20 by Trov 3 Share this post Link to post
Nixx Posted August 20 GAMECONF was originally present when I posted "my" (I mean: the team) wad. But it causes crashes with saves, I had to remove it for now. And crashes are still present only on secret maps (for unknown reasons, plus IDCLEV31/IDCLEV32 does not work). I will update when I find the origin of these problems 0 Share this post Link to post
eev Posted August 20 Thinking it'd be better to hold off on the mandatory GAMECONF requirement until the save problem is patched out. People that play now will have issues with the WADs. 3 Share this post Link to post
skillsaw Posted August 20 I finished my testing/bugfixing pass on my releases. All four projects are fully playable/completable in the kex port now. I also made some improvements while editing the wads -- I put the specifics into a status update here on DW. Not sure I can link to the update directly, but maybe this will work. 10 Share this post Link to post
Zoltán of Synthwave Posted August 21 Thanks for the makeshift help for everyone involved! Update on my behalf: I updated all my existing projects to be compliant with the requests stated in the first post and also tested them locally. My user URL is the same, the only notable change is that I also added another release that used to fail working on KEX Doom due to the order of lumps being a huge mess. Regardless, as I mentioned in the previous thread, these are all my own personal reuploads, I'm the author of all these. 0 Share this post Link to post
Scuba Steve Posted August 21 @Zoltán of Synthwave don't forget, if you upload a new official copy of your work, add it to the public tab of the spreadsheet (Katamori 1024). 1 Share this post Link to post
Moustachio Posted August 21 (edited) Went ahead and updated Interception to include a UMAPINFO and GAMECONF lumps. Interception II went through another bugfixing/test playthrough, and I’ve fixed some unreliable enemy spawns, softlocks, and broken geometry, I’ve added the GAMECONF lump, and I’ve updated the UMAPINFO. I pushed the gameplay updates to idgames earlier this week as well. Will get to the rest of my Bethesda.net uploads later. I’ve tried to upload Atonement, but the uploader breaks upon loading MAP33. 1 Share this post Link to post
DBH Posted August 21 11 hours ago, skillsaw said: I finished my testing/bugfixing pass on my releases. All four projects are fully playable/completable in the kex port now. I also made some improvements while editing the wads -- I put the specifics into a status update here on DW. Not sure I can link to the update directly, but maybe this will work. Hi mate. What are the releases you have done? I will add them tonight when I get home from work. Thanks 0 Share this post Link to post
skillsaw Posted August 21 4 hours ago, DBH said: Hi mate. What are the releases you have done? I will add them tonight when I get home from work. Thanks These four: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=pgdebruyne I believe they're already on the spreadsheet though. 0 Share this post Link to post
DBH Posted August 21 48 minutes ago, skillsaw said: These four: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=pgdebruyne I believe they're already on the spreadsheet though. Ah I wasn't aware that was you. I've seen that upload name before. Unfortunately I'm not sure what the issue is but only ancient aliens and lunatic work on ps5. I can't play valiant or vanguard. I really enjoyed lunatic. That last final countdown map is pure chaos. Loved it. 0 Share this post Link to post
skillsaw Posted August 21 Bummer. They all work on PC/Steam Deck. Hopefully NDS can fix whatever is going on in the console versions. 0 Share this post Link to post
DBH Posted August 21 1 minute ago, skillsaw said: Bummer. They all work on PC/Steam Deck. Hopefully NDS can fix whatever is going on in the console versions. Yeah there are many issues I'm. Experiencing on ps5. It's a total pain. All the mods I downloaded when the game was released are OK but any I download past few days all I get is black screen when try to play. 🤷. Think there's a fair few demons that need ironing out in this release. Il say it again though, loved lunatic. Thought it was well good. Cheers for the reply. 1 Share this post Link to post
Trov Posted August 21 (edited) Both your valiant and vanguard uploads work on Xbox Series X for me. DBH, if you delete the reserved game storage for DOOM + DOOM II from your PS5 settings storage management and then let the mods download again does it work? Edited August 21 by Trov 1 Share this post Link to post
DBH Posted August 21 5 minutes ago, Trov said: Both your valiant and vanguard uploads work on Xbox Series X for me. Unsure of the problem to be honest on ps5. Just seems lately every mod I try to download just will not work. I've got a list of around 30 which I've downloaded since the kex port came out which all appear to work, they at least load to the menu.ive played 5 of them to completion. But who knows what's up. 0 Share this post Link to post
DBH Posted August 21 10 minutes ago, Trov said: Both your valiant and vanguard uploads work on Xbox Series X for me. DBH, if you delete the reserved game storage for DOOM + DOOM II from your PS5 settings storage management and then let the mods download again does it work? Not sure. I shall try that later and report back. 0 Share this post Link to post
Scuba Steve Posted August 21 1 minute ago, DBH said: Just seems lately every mod I try to download just will not work. A LOT of things are going to break soon when the port gets updated and checks for UMAPINFO and GAMECONF lumps (and there isn't a glitch allowing uploaders to bypass the check). There isn't an official category, but make sure you're reporting all of these uploads as "Broken, doesn't work with Kex Doom" so we can get as many duplicates and lazy uploads deleted as possible. 3 Share this post Link to post
DBH Posted August 21 2 minutes ago, Scuba Steve said: A LOT of things are going to break soon when the port gets updated and checks for UMAPINFO and GAMECONF lumps (and there isn't a glitch allowing uploaders to bypass the check). There isn't an official category, but make sure you're reporting all of these uploads as "Broken, doesn't work with Kex Doom" so we can get as many duplicates and lazy uploads deleted as possible. As mentioned above by the other guy, I don't think they are broken. At least not on pc/xbox. I appreciate that an update is coming though and can't wait tbh 😂. 0 Share this post Link to post