saturian1
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Sorry, I meant E1M0 (map zero, not ten). Curiously, you can actually change MAP33's name in DSDA-Doom with a simple HUSTR_33 = ... but it won't go further to MAP34 and 35 :(
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How do I set a level name for a map slot E1M0? The following doesn't work: [STRINGS] HUSTR_E1M0 = mapname
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REKKR: Sunken Land not working with Woof/Prboom+
saturian1 replied to Sylvester's topic in Source Ports
You're right! I searched 'wad' in Windows and it didn't find the IWAD file. Now it works fine. Only one thing remains - is the sixth difficulty level called 'Unholy Matrimony' possible in dsda-doom? -
REKKR: Sunken Land not working with Woof/Prboom+
saturian1 replied to Sylvester's topic in Source Ports
Nope, I get IWAD tag not found error. Both with WAD and IWAD extension. Woof v12.0.2 -
REKKR: Sunken Land not working with Woof/Prboom+
saturian1 replied to Sylvester's topic in Source Ports
It already was a .wad. I just tried also with Crispy Doom v6.0 and with prboom+ v2.6.66 but same thing, it always crashes. Is it possible there is a different version of the game on GOG and only Steam's one works? The GOG one contains VREKKR.wad REKKRSL.deh files. Their MD5SUMs are: 993b277dc5127957c63a244e686430bd 662a793fa5772511a5c6d45d6063c13a in my case. -
REKKR: Sunken Land not working with Woof/Prboom+
saturian1 replied to Sylvester's topic in Source Ports
Sorry for necro, but I have just the question about this. I'm trying to run REKKR sunken land (bought from GOG) but it crashes Dsda-doom no matter how I load it. - as iwad, without .deh - as iwad, with .deh - with doom.wad as IWAD, without .deh - with doom.wad as IWAD, with .deh - with doom2.wad as IWAD, without .deh - with doom2.wad as IWAD, with .deh How did you guys manage to run it in prboom+? The original REKKR that has 3 episodes + one bonus, works perfectly. But I can't run the Sunken Land verison no matter what. It load main menu, but as soon as I start a game, it crashes. When I try to load rekkrsl itself as IWAD, I get `W_GetNumForName: STCFN065 not found` -
What is the purpose of blsmptxt.wad? Should I load it alongside blasphem.wad? It doesn't seem to make a difference.
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What is the purpose of blsmptxt.wad? Should I load it alongside blasphem.wad? It doesn't seem to make a difference.
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Looking for a EP5 vanilla Doom console levels WAD
saturian1 replied to saturian1's topic in Console Doom
Thank you ,that looks good! -
I remember downloading it from moddb named "viadomus.wad" that uses Episode 5. These were console-exclusive levels ported as a vanilla .wad for use in any source port. I can't seem to find it now anywhere. Can someone help?
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I remember playing Hell 2 Pay, there were 2 maps with intentional ghost monster bug, there was an army of imps walking through walls I think, and there was also a revenant. This wouldn't also work?
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GZDoom is said to be far from vanilla, but does it ever matter in practice? I'm curious, are there any specific known WADs that work well in prboom/dsda-doom but break in GZDoom?
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I use Linux, so no Whacked4 for me. Also, what if a custom PWAD uses its own dehacked patches that may be either inside .wad or separate as a .deh file, would it also pick this up?
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I use DSDA-Doom. I'm trying to enhance some WADs by making proper colored blood for monsters that need it. This includes monsters not bleeding at all, like lost soul. I know I can make a .bex file like this: # Lost Soul Thing 19 Blood color = 1 Bits = SOLID+SHOOTABLE+NOGRAVITY+FLOAT+NOBLOOD the NOBLOOD bit disables blood. However there is a problem with this approach: I need to know all other bits that a given monster has, and also write them in Bits section, or else I will break the behaviour and physics of that monster. So, my question is: is it possible to just add NOBLOOD bit this way without having to list all other bits if not, how do I learn what other bits a given monster has, so that I list all of them properly, and not break a custom monster by omitting some?