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Devalaous

Quality of Life Patches for various WADs [Updates and Reorganisation on hold]

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1 hour ago, Firebert said:

Are you using the updated version? Devalaous provided a polished and functional version of the fix wad not too long ago. I tested it and it seemed to work on my end.

I've downloaded this one:

 

https://www.doomworld.com/forum/post/2696784

 

Downloaded again and it's loading now but still got some flags, don't know if are game-breaking or not:

 

image.png.fc90eff262b043c0cdfacab5e19337b4.png

Edited by Auron

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On 9/13/2023 at 4:25 PM, Auron said:

Downloaded again and it's loading now but still got some flags, don't know if are game-breaking or not:

The custom monsters seem fine so I would assume that it's harmless.

 

A few Cacoawards 2020 winners

 

Bellatrix Tales of Orionis

 

Capybara

(Somewhat offtopic but also here's a compatibility patch for the Doom 2 Minor Sprite Fixing Project if you're into that)

 

JUMPWAD

 

Solar Struggle

 

The 10x10 Project

 

The Magenta Spire

Edited by Firebert : Updated Solar Struggle patch.

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On 9/14/2023 at 11:25 AM, Auron said:

I've downloaded this one:

 

https://www.doomworld.com/forum/post/2696784

 

Downloaded again and it's loading now but still got some flags, don't know if are game-breaking or not:

 

image.png.fc90eff262b043c0cdfacab5e19337b4.png

 

Revilution's internal Dehacked is a bit questionable; it doesn't even load in WhackEd4. Firebert's fix has a edited version of it that I did that simply changes the level names to match my usual patches, and also unshuffles the chaotic order of the lines, I don't think I changed anything else, I just made it more presentable and in-line with other packs.

 

On 9/14/2023 at 4:21 PM, Firebert said:

 

I actually did a small one for Solar Struggle earlier in this thread, to address its incompatibility with Crispy and ZDoom, did you build on top of it?

 

I'm likely going to be taking a break from these, as almost anything worth doing has been done already, and because my hands cant take much more typing; they are currently bandaged and ive got an x-ray scheduled. Going to be sticking to controller-based games for a while, spent the last few days getting through Borderlands 2 again.

 

Heres a 'complete' patch I had done but forgot to upload; it might have one or two issues remaining, I no longer remember if I solved all the small bugs I had.

 

Claustrophobia series: Covers Congestion 1024, Claustrophobia 1024, Claustrophobia 1024 2, and Plutinya Experiment

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34 minutes ago, Devalaous said:

 

Revilution's internal Dehacked is a bit questionable; it doesn't even load in WhackEd4. Firebert's fix has a edited version of it that I did that simply changes the level names to match my usual patches, and also unshuffles the chaotic order of the lines, I don't think I changed anything else, I just made it more presentable and in-line with other packs.

 

 

I actually did a small one for Solar Struggle earlier in this thread, to address its incompatibility with Crispy and ZDoom, did you build on top of it?

 

I'm likely going to be taking a break from these, as almost anything worth doing has been done already, and because my hands cant take much more typing; they are currently bandaged and ive got an x-ray scheduled. Going to be sticking to controller-based games for a while, spent the last few days getting through Borderlands 2 again.

 

Heres a 'complete' patch I had done but forgot to upload; it might have one or two issues remaining, I no longer remember if I solved all the small bugs I had.

 

Claustrophobia series: Covers Congestion 1024, Claustrophobia 1024, Claustrophobia 1024 2, and Plutinya Experiment


Thanks again for the amazing work. I was wondering what kind of tools you use for the patches, especially for the widescreen assets. I'd like to give it a go myself at some point.

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7 hours ago, Devalaous said:

I actually did a small one for Solar Struggle earlier in this thread, to address its incompatibility with Crispy and ZDoom, did you build on top of it?

I Did not. I just made it to go along with my widescreen stuff. I'll check out yours when I can

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14 hours ago, Devalaous said:

I actually did a small one for Solar Struggle earlier in this thread, to address its incompatibility with Crispy and ZDoom, did you build on top of it?

I took a look at the patch you made and, conveniently, the MAPINFO and DeHackEd lumps were nearly identical. Albeit with yours including the fixed typo that @DreadWanderer mentioned. Probably the biggest difference was that the GAMEINFO lump used slightly different startup colors. I'll just copy over your lumps into mine to reduce discrepancies. I'll also fix the typo throughout the other lumps.

 

Edit: Updated it now.

Edited by Firebert

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5 hours ago, liPillON said:

 

KDiKDiZD already has its own EMAPINFO, UMAPINFO and ZMAPINFO lumps

what's changed in your version?

 

It has a gameinfo and a mapinfo lump as well as general formatting to match the other patches.

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3 hours ago, Pregador said:

Can someone make patches for The Twilight Zone 1 and 2? Thanks in advance.

Can you give a link to the wads? I myself have never heard of them

 

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9 hours ago, Pregador said:

Can someone make patches for The Twilight Zone 1 and 2? Thanks in advance.

 

I made some for both actually, although some ports dont need them. They are in the last few patches left in my folders to polish and upload

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heres a shitty little mdoom i edited for hell revealed to replace the very awkward looking original

M_DOOM.png.7340a662a472af15e7323816b17efed7.png

image.png.b134fc155f9230f245a1f7c5c904e2a4.png

 

do with it what you will

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On 10/11/2023 at 10:38 AM, OliveTree said:

heres a shitty little mdoom i edited for hell revealed to replace the very awkward looking original

M_DOOM.png.7340a662a472af15e7323816b17efed7.png

 

do with it what you will

 

I'll add this to a new wad in the HR pack alongside a remastered SKY1 and SKY2 by @Arsinikk. HR's graphics have always been pretty awkward in a charming dorky way, but there's no harm in giving some of them a touchup, given how much the wad has shaped our history.

 

EDIT: Updated the HR patch!

 

In other news, I finished a long break from Doom where I was hyperfocused on finishing up a few games in the Trails series, so I'll probably post a few more fixes 'soonish'

Edited by Devalaous

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As requested by @Pregador, heres Twilight Zone 1 and 2. They didn't entirely need them, but both are cleaned up a bit in the presentation. Twilight Zone has three dumb hidden maps that cant be completed, they are defined in the xINFO properly now, but are still warp-only, due to how incomplete they are. Twilight Zone 2 has an experimental alternate patch that attempts to restore the old version's behaviour; there was talk of this on One Man Doom's review of it, but the links were down, so ive attempted to restore it manually. No guarantees it will work properly.

 

Also up is the semi-related Operation: BIOWAR, which has one of the Twilight Zone 2 maps in it. I actually completed this months ago, but entirely forgot to upload it.

 

The Abyss is an old megawad from someone very important; one of the people who made this, Jan Paul van Waveren, later went on to work at id Software and his AI has been used in pretty much all their games since Quake 3, and he became a good friend of John Carmack. Sadly, he passed away in 2017.

 

Herian and Herian 2 are things ive had generally done for a long time; Herian is for all ports, while Herian 2 is a ZDoom mapset, so the patch there is very very minimal. For best results, run it with the...

 

Raven Midipack for Ultimate Doom & Doom 2. Also included is a small edit to the original to enable Episode 6 in Heretic SOTR, and a version for the original 3 episode Heretic. I mostly made the Doom 2 version for use with Herian 1, but feel free to use it anywhere else it might fit. There wasnt enough tracks in the Raven Midi Pack to fill every slot, so some tracks were taken from Hexen for a full music replacement.

 

H2H Xmas is something I had half-done for a stupid long time, it incorporates some fixes from NightFright

 

Doom 64 for Doom II was already a very wellmade wad, all I really had to do here was enable Map 33 on the menu and add the widescreen graphics. This should have been posted a long time ago, but my frustration over getting it working on the Unity port properly has killed any enthusiasm for it. This one is awkward too; according to the textfile it has Boom-format versions of Map 2, 19, 27 and 30, but UMAPINFO, the only xINFO that DSDA and Woof have, does not support 'MAP02B, MAP19B, MAP27B, and MAP30B' and will explode if it even references such a thing. So I'll have to extract those versions, and package them as a wad for the Boom ports, so that UMAPINFO can read them, heh.

 

Earth is a proto-cacoward winner, by Roger Ritenour. Just simple levelnames and ending the wad at the proper time here. Also included is a patch for Phobos and Pleiades, his other two main known works.

 

Sector 666 is the earliest work of Skillsaw, made in his teenage years. This patch causes the placeholder map to be skipped, and ends the wad at map 11.

 

Finally, theres a small patch for Fistful of Doom, im still hoping one day that someone expands on that wad's theme with more assets in the vein of stuff like Pirate Doom. My patch could easily go towards that someday, via the DEHACKED portion.

 

I also did a few patches for one or two DBPs while working through some earlier ones on my backlog, I wont bother posting those till there's a bigger set. Maybe a 'ten pack?' Heh.

 

My backlog of patches is now finally complete, every patch I randomly started (minus the mentioned DBP01 and 02 patches) has finally been taken care of.

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On 10/16/2023 at 6:22 AM, Devalaous said:

As requested by @Pregador, heres Twilight Zone 1 and 2. They didn't entirely need them, but both are cleaned up a bit in the presentation. Twilight Zone has three dumb hidden maps that cant be completed, they are defined in the xINFO properly now, but are still warp-only, due to how incomplete they are. Twilight Zone 2 has an experimental alternate patch that attempts to restore the old version's behaviour; there was talk of this on One Man Doom's review of it, but the links were down, so ive attempted to restore it manually. No guarantees it will work properly.

 

Can't load TWZONE on Nugget Doom/Woof, it gives me the error "UMAPINFO:323:4:Invalid map name e1m1." (I assume the same error appears on PrBoom, DSDA and similar ports). TWZONE2 loads fine.

 

But still I want to say thanks for making those patches, they help breathe new life into all those classics :) Hope you can make more whenever possible.

Edited by Pregador

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that's because twzone.wad contains three (bonus) maps named E1Mx even though it"s a DOOM2 pwad

in ZMAPINFO they can be added to an episode definition, because gzdoom will happily load a map regardless of its name

in UMAPINFO otoh, mappers are expected to use the vanilla naming conventions - ExMx for (u)DOOM pwads, MAPxx for DOOM2/TNT/PLUTONIA pwads

 

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31 minutes ago, liPillON said:

that's because twzone.wad contains three (bonus) maps named E1Mx even though it"s a DOOM2 pwad

in ZMAPINFO they can be added to an episode definition, because gzdoom will happily load a map regardless of its name

in UMAPINFO otoh, mappers are expected to use the vanilla naming conventions - ExMx for (u)DOOM pwads, MAPxx for DOOM2/TNT/PLUTONIA pwads

 

 

That's what I thought, it's an incompatibility on UMAPINFO regarding Doom/Doom II level naming conventions

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the only way around this would be to include the 3 levels in the qol patch (if that's ok with pcorf) and renaming them (eg: MAP81, MAP82, MAP83)

then UMAPINFO and ZMAPINFO could be edited to define two episodes: the main campaign and the bonus levels

 

UMAPINFO:

Spoiler

map MAP01
{
episode = clear
episode = "", "The Twilight Zone (2004)", ""
	LevelName = "Nazi Combat Base"
	Label = "Level 1"
	LevelPic = "CWILV00"
	Next = "MAP02"
	Music = "D_RUNNIN"
	SkyTexture = "SKY1"
}

map MAP02
{
	LevelName = "Bustin' Bones"
	Label = "Level 2"
	LevelPic = "CWILV01"
	Next = "MAP03"
	Music = "D_STALKS"
	SkyTexture = "SKY1"
}

map MAP03
{
	LevelName = "Storage House"
	Label = "Level 3"
	LevelPic = "CWILV02"
	Next = "MAP04"
	Music = "D_COUNTD"
	SkyTexture = "SKY1"
}

map MAP04
{
	LevelName = "Fortress"
	Label = "Level 4"
	LevelPic = "CWILV03"
	Next = "MAP05"
	Music = "D_BETWEE"
	SkyTexture = "SKY1"
}

map MAP05
{
	LevelName = "Underground Hell"
	Label = "Level 5"
	LevelPic = "CWILV04"
	Next = "MAP06"
	Music = "D_DOOM"
	SkyTexture = "SKY1"
}

map MAP06
{
	LevelName = "Hell Knight Station"
	Label = "Level 6"
	LevelPic = "CWILV05"
	Next = "MAP07"
	Music = "D_THE_DA"
	SkyTexture = "SKY1"
}

map MAP07
{
	LevelName = "Bad Newt Base"
	Label = "Level 7"
	LevelPic = "CWILV06"
	Next = "MAP08"
	Music = "D_SHAWN"
	SkyTexture = "SKY1"
}

map MAP08
{
	LevelName = "Seeing Red"
	Label = "Level 8"
	LevelPic = "CWILV07"
	Next = "MAP09"
	Music = "D_DDTBLU"
	SkyTexture = "SKY1"
}

map MAP09
{
	LevelName = "The Ultimate Adventure"
	Label = "Level 9"
	LevelPic = "CWILV08"
	Next = "MAP10"
	Music = "D_IN_CIT"
	SkyTexture = "SKY1"
}

map MAP10
{
	LevelName = "Flakky"
	Label = "Level 10"
	LevelPic = "CWILV09"
	Next = "MAP11"
	Music = "D_DEAD"
	SkyTexture = "SKY1"
}

map MAP11
{
	LevelName = "Containment Area"
	Label = "Level 11"
	LevelPic = "CWILV10"
	Next = "MAP12"
	Music = "D_STLKS2"
	SkyTexture = "SKY1"
}

map MAP12
{
	LevelName = "Dark Base"
	Label = "Level 12"
	LevelPic = "CWILV11"
	Next = "MAP13"
	Music = "D_THEDA2"
	SkyTexture = "SKY2"
}

map MAP13
{
	LevelName = "Spellcaster"
	Label = "Level 13"
	LevelPic = "CWILV12"
	Next = "MAP14"
	Music = "D_DOOM2"
	SkyTexture = "SKY2"
}

map MAP14
{
	LevelName = "Hell"
	Label = "Level 14"
	LevelPic = "CWILV13"
	Next = "MAP15"
	Music = "D_DDTBL2"
	SkyTexture = "SKY2"
}

map MAP15
{
	LevelName = "The Forbidden City"
	Label = "Level 15"
	LevelPic = "CWILV14"
	Next = "MAP16"
	NextSecret = "MAP31"
	Music = "D_RUNNI2"
	SkyTexture = "SKY2"
}

map MAP16
{
	LevelName = "Dungeon of D'Sparil"
	Label = "Level 16"
	LevelPic = "CWILV15"
	Next = "MAP17"
	Music = "D_DEAD2"
	SkyTexture = "SKY2"
}

map MAP17
{
	LevelName = "Mucus Production Plant"
	Label = "Level 17"
	LevelPic = "CWILV16"
	Next = "MAP18"
	Music = "D_STLKS3"
	SkyTexture = "SKY2"
}

map MAP18
{
	LevelName = "The Base of Joe"
	Label = "Level 18"
	LevelPic = "CWILV17"
	Next = "MAP19"
	Music = "D_ROMERO"
	SkyTexture = "SKY2"
}

map MAP19
{
	LevelName = "Painful Memories"
	Label = "Level 19"
	LevelPic = "CWILV18"
	Next = "MAP20"
	Music = "D_SHAWN2"
	SkyTexture = "SKY2"
}

map MAP20
{
	LevelName = "The Last Battle"
	Label = "Level 20"
	LevelPic = "CWILV19"
	Next = "MAP21"
	Music = "D_MESSAG"
	SkyTexture = "SKY2"
}

map MAP21
{
	LevelName = "The Lost Facility"
	Label = "Level 21"
	LevelPic = "CWILV20"
	Next = "MAP22"
	Music = "D_COUNT2"
	SkyTexture = "SKY3"
}

map MAP22
{
	LevelName = "Heat"
	Label = "Level 22"
	LevelPic = "CWILV21"
	Next = "MAP23"
	Music = "D_DDTBL3"
	SkyTexture = "SKY3"
}

map MAP23
{
	LevelName = "Spaceswitch"
	Label = "Level 23"
	LevelPic = "CWILV22"
	Next = "MAP24"
	Music = "D_AMPIE"
	SkyTexture = "SKY3"
}

map MAP24
{
	LevelName = "The Great Pyramid"
	Label = "Level 24"
	LevelPic = "CWILV23"
	Next = "MAP25"
	Music = "D_THEDA3"
	SkyTexture = "SKY3"
}

map MAP25
{
	LevelName = "Boxy"
	Label = "Level 25"
	LevelPic = "CWILV24"
	Next = "MAP26"
	Music = "D_ADRIAN"
	SkyTexture = "SKY3"
}

map MAP26
{
	LevelName = "Technologic"
	Label = "Level 26"
	LevelPic = "CWILV25"
	Next = "MAP27"
	Music = "D_MESSG2"
	SkyTexture = "SKY3"
}

map MAP27
{
	LevelName = "Gutted"
	Label = "Level 27"
	LevelPic = "CWILV26"
	Next = "MAP28"
	Music = "D_ROMER2"
	SkyTexture = "SKY3"
}

map MAP28
{
	LevelName = "Arachnozone"
	Label = "Level 28"
	LevelPic = "CWILV27"
	Next = "MAP29"
	Music = "D_TENSE"
	SkyTexture = "SKY3"
}

map MAP29
{
	LevelName = "Anomaly"
	Label = "Level 29"
	LevelPic = "CWILV28"
	Next = "MAP30"
	Music = "D_SHAWN3"
	SkyTexture = "SKY3"
}

map MAP30
{
	LevelName = "Pray for Hell"
	Label = "Level 30"
	LevelPic = "CWILV29"
	Endgame = true
	Music = "D_OPENIN"
	SkyTexture = "SKY3"
}

map MAP31
{
	LevelName = "Beige"
	Label = "Secret Level"
	LevelPic = "CWILV30"
	Next = "MAP16"
	NextSecret = "MAP32"
	Music = "D_EVIL"
	SkyTexture = "SKY3"
}

map MAP32
{
	LevelName = "Hellkeep - Dec 6 - 5139AD"
	Label = "Secret Level 2"
	LevelPic = "CWILV31"
	Next = "MAP16"
	Music = "D_ULTIMA"
	SkyTexture = "SKY3"
}

map MAP81
{
episode = "", "Bonus Levels", ""
	LevelName = "Clubdoom"
	Label = "Bonus Level 1"
	LevelPic = "WILV00"
	Next = "MAP82"
	Music = "D_COUNTD"
	SkyTexture = "SKY1"
}

map MAP82
{
	LevelName = "Salamander"
	Label = "Bonus Level 2"
	LevelPic = "WILV01"
	Next = "MAP83"
	Music = "D_DOOM2"
	SkyTexture = "SKY1"
}

map MAP83
{
	LevelName = "Sky"
	Label = "Bonus Level 3"
	LevelPic = "WILV02"
	Next = "MAP01"
	Music = "D_COUNTD"
	SkyTexture = "0NIGHT"
}

 

 

 

ZMAPINFO:

Spoiler

clearepisodes

episode MAP01
{
	name = "The Twilight Zone (2004)"
}

episode E1M1
{
	name = "Bonus Levels"
}


map MAP01 "Nazi Combat Base"
{
	titlepatch = "CWILV00"
	next = "MAP02"
	sky1 = "SKY1"
	music = "D_RUNNIN"
	cluster = 5
}

map MAP02 "Bustin' Bones"
{
	titlepatch = "CWILV01"
	next = "MAP03"
	sky1 = "0SKY9"
	music = "D_STALKS"
	cluster = 5
}

map MAP03 "Storage House"
{
	titlepatch = "CWILV02"
	next = "MAP04"
	sky1 = "0SKY1"
	music = "D_COUNTD"
	cluster = 5
}

map MAP04 "Fortress"
{
	titlepatch = "CWILV03"
	next = "MAP05"
	sky1 = "0SKY8"
	music = "D_BETWEE"
	cluster = 5
}

map MAP05 "Underground Hell"
{
	titlepatch = "CWILV04"
	next = "MAP06"
	sky1 = "SKINFACE"
	music = "D_DOOM"
	cluster = 5
}

map MAP06 "Hell Knight Station"
{
	titlepatch = "CWILV05"
	next = "MAP07"
	sky1 = "0SKY5"
	music = "D_THE_DA"
	cluster = 5
}

map MAP07 "Bad Newt Base"
{
	titlepatch = "CWILV06"
	next = "MAP08"
	sky1 = "0SKY3"
	music = "D_SHAWN"
	cluster = 6
	Map07Special
}

map MAP08 "Seeing Red"
{
	titlepatch = "CWILV07"
	next = "MAP09"
	sky1 = "SKY1"
	music = "D_DDTBLU"
	cluster = 6
}

map MAP09 "The Ultimate Adventure"
{
	titlepatch = "CWILV08"
	next = "MAP10"
	sky1 = "SKY1"
	music = "D_IN_CIT"
	cluster = 6
}

map MAP10 "Flakky"
{
	titlepatch = "CWILV09"
	next = "MAP11"
	sky1 = "SKY1"
	music = "D_DEAD"
	cluster = 6
}

map MAP11 "Containment Area"
{
	titlepatch = "CWILV10"
	next = "MAP12"
	sky1 = "SKY1"
	music = "D_STLKS2"
	cluster = 6
}


map MAP12 "Dark Base"
{
	titlepatch = "CWILV11"
	next = "MAP13"
	sky1 = "SKY2"
	music = "D_THEDA2"
	cluster = 7
}

map MAP13 "Spellcaster"
{
	titlepatch = "CWILV12"
	next = "MAP14"
	sky1 = "SKY2"
	music = "D_DOOM2"
	cluster = 7
}

map MAP14 "Hell"
{
	titlepatch = "CWILV13"
	next = "MAP15"
	sky1 = "SKY2"
	music = "D_DDTBL2"
	cluster = 7
}

map MAP15 "The Forbidden City"
{
	titlepatch = "CWILV14"
	next = "MAP16"
	secretnext = "MAP31"
	sky1 = "SKY2"
	music = "D_RUNNI2"
	cluster = 7
}

map MAP16 "Dungeon of D'Sparil"
{
	titlepatch = "CWILV15"
	next = "MAP17"
	sky1 = "SKY2"
	music = "D_DEAD2"
	cluster = 7
}

map MAP17 "Mucus Production Plant"
{
	titlepatch = "CWILV16"
	next = "MAP18"
	sky1 = "SKY2"
	music = "D_STLKS3"
	cluster = 7
}

map MAP18 "The Base of Joe"
{
	titlepatch = "CWILV17"
	next = "MAP19"
	sky1 = "SKY2"
	music = "D_ROMERO"
	cluster = 7
}

map MAP19 "Painful Memories"
{
	titlepatch = "CWILV18"
	next = "MAP20"
	sky1 = "SKY2"
	music = "D_SHAWN2"
	cluster = 7
}

map MAP20 "The Last Battle"
{
	titlepatch = "CWILV19"
	next = "MAP21"
	sky1 = "SKY2"
	music = "D_MESSAG"
	cluster = 7
}

map MAP21 "The Lost Facility"
{
	titlepatch = "CWILV20"
	next = "MAP22"
	sky1 = "SKY3"
	music = "D_COUNT2"
	cluster = 8
}

map MAP22 "Heat"
{
	titlepatch = "CWILV21"
	next = "MAP23"
	sky1 = "SKY3"
	music = "D_DDTBL3"
	cluster = 8
}

map MAP23 "Spaceswitch"
{
	titlepatch = "CWILV22"
	next = "MAP24"
	sky1 = "SKY3"
	music = "D_AMPIE"
	cluster = 8
}

map MAP24 "The Great Pyramid"
{
	titlepatch = "CWILV23"
	next = "MAP25"
	sky1 = "SKY3"
	music = "D_THEDA3"
	cluster = 8
}

map MAP25 "Boxy"
{
	titlepatch = "CWILV24"
	next = "MAP26"
	sky1 = "SKY3"
	music = "D_ADRIAN"
	cluster = 8
}

map MAP26 "Technologic"
{
	titlepatch = "CWILV25"
	next = "MAP27"
	sky1 = "SKY3"
	music = "D_MESSG2"
	cluster = 8
}

map MAP27 "Gutted"
{
	titlepatch = "CWILV26"
	next = "MAP28"
	sky1 = "SKY3"
	music = "D_ROMER2"
	cluster = 8
}

map MAP28 "Arachnozone"
{
	titlepatch = "CWILV27"
	next = "MAP29"
	sky1 = "SKY3"
	music = "D_TENSE"
	cluster = 8
}

map MAP29 "Anomaly"
{
	titlepatch = "CWILV28"
	next = "MAP30"
	sky1 = "SKY3"
	music = "D_SHAWN3"
	cluster = 8
}

map MAP30 "Pray for Hell"
{
	titlepatch = "CWILV29"
	next = "EndGameC"
	sky1 = "SKY3"
	music = "D_OPENIN"
	cluster = 8
	allowmonstertelefrags
}

map MAP31 "Beige"
{
	titlepatch = "CWILV30"
	next = "MAP16"
	secretnext = "MAP32"
	sky1 = "SKY3"
	music = "D_EVIL"
	cluster = 9
}

map MAP32 "Hellkeep - Dec 6 - 5139AD"
{
	titlepatch = "CWILV31"
	next = "MAP16"
	sky1 = "SKY3"
	music = "D_ULTIMA"
	cluster = 10
}

map E1M1 "Clubdoom"
{
	titlepatch = "WILV00"
	sky1 = "SKY1"
	next = "E1M2"
	music = "D_COUNTD"
	cluster = 5
}

map E1M2 "Salamander"
{
	titlepatch = "WILV01"
	sky1 = "SKY1"
	next = "E1M3"
	music = "D_DOOM2"
	cluster = 5
}

map E1M3 "Sky"
{
	titlepatch = "WILV02"
	sky1 = "0NIGHT 4"
	next = "MAP01"
	music = "D_COUNTD"
	cluster = 5
}

cluster 5
{
	flat = "$BGFLAT06"
	music = "D_READ_M"
	exittext = "$C1TEXT"
}

cluster 6
{
	flat = "$BGFLAT11"
	music = "$MUSIC_READ_M"
	exittext = "$C2TEXT"
}

cluster 7
{
	flat = "$BGFLAT20"
	music = "$MUSIC_READ_M"
	exittext = "$C3TEXT"
}

cluster 8
{
	flat = "$BGFLAT20"
	music = "$MUSIC_READ_M"
	exittext = "$C4TEXT"
}

cluster 9
{
	flat = "$BGFLAT15"
	music = "$MUSIC_READ_M"
	entertext = "$C5TEXT"
}

cluster 10
{
	flat = "$BGFLAT31"
	music = "$MUSIC_READ_M"
	entertext = "$C6TEXT"
}

 

 

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Took a little digging around but I found patches for the Serenity series! Thank you for releasing these! I'm just finishing up Serenity and about to start Eternity so these patches will come in handy. 

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10 hours ago, Pregador said:

 

Can't load TWZONE on Nugget Doom/Woof, it gives me the error "UMAPINFO:323:4:Invalid map name e1m1." (I assume the same error appears on PrBoom, DSDA and similar ports). TWZONE2 loads fine.

 

But still I want to say thanks for making those patches, they help breathe new life into all those classics :) Hope you can make more whenever possible.

 

Given how many patches I released in that last batch, it was 10:22 pm when I was finally done and I was in bed 8 minutes later, so I forgot to test that one in UMAPINFO ports, sorry about that. Just strip the E1Mx entries in the UMAPINFO entirely for now to get the rest of the patch working, those maps aren't even proper playable maps, which is why I didn't make them selectable on the menu. I just wanted to define them properly for anyone warping to them to sate curiosity.

 

EDIT: Seems I forgot to add CWILV graphics to Twilight Zone, thought it already had them. Guess I'll be fixing it up today. I'll change the UMAPINFO to reference MAP33/34/35 and copy those maps to the fix and rename them.

 

EDIT2: Already updated, redownload and give it a try.

Edited by Devalaous

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7 hours ago, Devalaous said:

 

Given how many patches I released in that last batch, it was 10:22 pm when I was finally done and I was in bed 8 minutes later, so I forgot to test that one in UMAPINFO ports, sorry about that. Just strip the E1Mx entries in the UMAPINFO entirely for now to get the rest of the patch working, those maps aren't even proper playable maps, which is why I didn't make them selectable on the menu. I just wanted to define them properly for anyone warping to them to sate curiosity.

 

EDIT: Seems I forgot to add CWILV graphics to Twilight Zone, thought it already had them. Guess I'll be fixing it up today. I'll change the UMAPINFO to reference MAP33/34/35 and copy those maps to the fix and rename them.

 

EDIT2: Already updated, redownload and give it a try. 

 

Works as intended, thank you.

 

But I want to ask you a question, not to be nitpicky or anything: isn't it possible on UMAPINFO to have each level with a different sky texture like in the original wad's MAPINFO? I have experience with the format, tried doing it myself but had no success.

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It certainly is, and it should have been that way already. Can you tell I had Twilight Zone sitting there half-complete for months? I likely forgot exactly what I had or had not done. All my focus was on the other ones, heh. Its easier to make mistakes when your not working from scratch.

 

I'm usually not this forgetful with patches, but this one was initially started something like 6 months ago or even longer. Thanks for pointing this stuff out though!

 

Currently, Twilight Zone is entirely missing partimes and proper skies for almost all levels and ports, holdoff on downloading it till you see this post has been edited with an update confirmation

 

EDIT: Updated. Hopefully its bugfree now. Fun fact: I HAD finished this, I just saved it somewhere weird. So I spent a bunch of time fretting over how it ended up so buggy and incomplete, only to find a finished version AFTER I'd redone the one on my Dropbox, ffs

Edited by Devalaous

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On 6/1/2023 at 10:41 PM, Devalaous said:

The Rebirth

This patch is a bit simpler, no xINFO lumps outside of GAMEINFO, and integrates the Midi Pack, adds obituaries and correct Cast Call names for the new monster replacements, and adds widescreen graphics.

Did you fix the unreachable secret at the end of MAP14: The Undertown?

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No, I generally dont fix secrets unless they are the 'improperly deleted secret' type where its absolutely impossible to get in any way, or stuff like Serenity, where secrets were in sectors so narrow that not even noclipping can trigger them. While I could fix things more thoroughly, each level fixed adds to the patch size and sometimes Ive somehow broken things further by moving a line or vertice. I try to be the least invasive of other people's work as I can be, too.

 

The Unity Ports ive made are invasive by necessity though, as the hard limit of one pwad means I have to invasively change the original to add the DMAPINFO, widescreen graphics, etc, so some of those DO have level fixes

 

In other news, ive got a couple more random patches for things started, as I cant help myself. This time its Kurt Kesler's KMega partial megawad, Bedlam, Dimensions of Time and a small patch for Concerned that only really hides Episode 4 due to Cannonball's statement that it was never intended to have a fourth episode, and Draft Excluder isnt meant to fill that gap

Edited by Devalaous

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