Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

inferno999

13
Posts
1
Following
A member registered Dec 26, 2023

Recent community posts

(1 edit)

1) After smooshing  a doom_complete.wad with every piece of supported content,  my title card is indeed the classic black and grey swirling faces. Not sure why you're seeing the Sigil art. 

2) Sigil_shreds.wad and sigil_ii_mp3_v1_0 are supported by Wadsmoosh. Just put them your source directory when building and you won't need to carry them around separately anymore. Not sure if that will change anything, just a couple less things to worry about. 

I also use IDKFA and pk_doom_sfx and haven't noticed any problems. If something is changing the NRftL music order, I guess I missed it lol. To be fair, NRftL doesn't have custom music but I can appreciate wanting to keep the originally chosen tunes. 

There is a community Midi pack with replacements for all the levels that recycle songs, including NRftL. JP merged them into a PK3 and it works great with  your smooshed wad. If you load it before your MP3 packs it should do the trick. It's here: https://itch.io/post/4236126 

(1 edit)

sudo ln -s /usr/bin/python3 /usr/bin/python

It’s in the link above under Symbolic Links. 

Basically, you need to link “python” to python3. Or just cheat and rename it every time lol. Doesn’t really matter now I guess. 

Install (or fix the path to) python. 
https://phoenixnap.com/kb/python-command-not-found

There's a trillion wads out there. They don't have to be integrated into Wasmoosh to be played. 🤷‍♂️

(4 edits)

Answered 20 days ago by jdbrowndev

GZDoom -> Options -> Miscellaneous Options -> Disable Menu Clean Scaling -> Off

Edit: You may need to enable "Full Options Menu" under Options if you haven't already.

(2 edits)

There's really no point. They're not even close to official - just a massive dump of shovelware from the user community at the time. They were added to the Master Levels disc as "bonus content," mostly to pad the advertisable  value. Including these with WadSmoosh would massively bloat what is already a perfectly complete collection.

If you want to play the levels in an "all in one" format, there's already a wad called "Maximum doom in one v3 final" which does just that, and it's easy to load.

Having tried a lot of the levels though, I have to agree with RoniPunk - most of the levels are unvetted, unfinished, nearly unplayable garbage. 

(4 edits)
I didn't mention the Unity widescreen WADs because those assets are now included as part of GZDoom.

Understood. However it looks like GZDoom's "game_widescreen_gfx.pk3" doesn't include art for NRFTL, so perhaps there is still some benefit in adding nerveu.wad to one's source wads folder? 

These aren't supported and aren't part of WadSmoosh, I made those purely as addon WADs.

Fair enough! That said, (and I know you hate it when people ask but) is there ANY chance that any of the 8 exclusive levels from the commercially released original Playstation port of Doom will ever be integrated? I mean, if the two secret levels from the original Xbox port count, surely these do too ;)

Anyway, thanks for your work on this! Wadsmoosh is now the only way I'll play Doom. 

(6 edits)

From looking at the script, I believe this is a comprehensive list:

doom.wad
doomu.wad (for widescreen assets from unity port)
doom2.wad
doom2u.wad (for widescreen assets from unity port)
nerve.wad
nerveu.wad (for widescreen assets from unity port)
tnt.wad*
tntu.wad (for widescreen assets from unity port)
plutonia.wad
plutoniau.wad (for widescreen assets from unity port)
sewers.wad
betray.wad
extras.wad (for "found secret" sound from unity port)
sigil_v1_21.wad or sigil_v1_0 or sigil_v1_1 or sigil_v1_2)
sigil_shreds.wad
sigil_ii_v1_0.wad or sigil_ii_mp3_v1_0 (one or the other!)

Plus the 20 wads from Master Levels:
attack.wad
blacktwr.wad
bloodsea.wad
canyon.wad
catwalk.wad
combine.wad
fistula.wad
garrison.wad
geryon.wad
manor.wad
mephisto.wad
minos.wad
nessus.wad
paradox.wad
subspace.wad
subterra.wad
teeth.wad
ttrap.wad
vesperas.wad
virgil.wad

Edit: Also, there are 2 supplemental wadsmoosh specific wads which add community midi packs for episodes without  unique music, and Romeo's alternate episode 1 levels (e1m4b and e1m8b) such that they load sequentially after their original counterparts.  These wads are located here: https://itch.io/post/4237949 . I'm not say enough to bake these into doom_complete.wad, so I just load them with [Global.Autoload] in gzdoom.ini. If anyone knows how to add at least the Romer levels to doom_complete, please let me know! 

*EDIT2: I originally though you needed a patched TNT.wad to fix the map31 yellow key glitch, but after some testing, it appears neither a patched wad or the  "TNT31.WAD" supplemental patch wad are necessary. Wadsmoosh seems to be patching the yellow key in on its own.  .... Maybe JP can confirm this is a feature of Wadsmoosh?

Edit 3: Adding the unity versions of each IWAD on top of to the normal IWADs updates a total of 18 images with their widescreen equivalents from the Bethesda ports. These are all things like intermission, end game, and credits screens, and their file size increases by about 50%. The affected files are: BOSSBACK.Imp, CREDIT.Imp, ENDPIC.Imp, HELP.Imp, INTERPIC.Imp, INTER_E4.Imp, NVINTER.Imp, PFUB1.Imp, PFUB2.Imp, PLUBOSS.Imp, PLUINTER.Imp, STBAR.Imp, TNTBOSS.Imp, TNTINTER.Imp, VICTORY2.Imp, WIMAPO.Imp, WIMAP1.Imp, WIMAP2.Imp

Thank you for this! I've been trying to figure it out to no avail (I didn't realize the menu items were pre-generated images).  Finally went with a kerning size of 1 for both sigil 1 and 2 and kept the nightmare font. Thanks! 

"Thor's OST isn't working for me either (it's got the naming right and all)."

You probably have BOTH of the Sigil_II wads in the Source_Wads directory. Pick one or the other. Sigil 1's music wad is a supplement to the base wad. Sigil 2's music wad is NOT a supplement - it is a stand alone wad with the base maps and the music. 

(2 edits)

Hum. Well, I'm sure with some troubleshooting you could probably get the graphical stuff squared away, but if you just want to revert back to GZDOOM 4.7, you can just manually remove the "ForceList" line from the doom_complete.pk3 (rename pk3 to zip, edit the menudef.txt file inside, delete the ForcList line, save and zip it all back up and rename back to pk3)

As for troubleshooting, are you saying the hud is glitching green, or is it just the normal unwanted uglygreen hud? Have you tried typing "screenblocks 11" into the console to get rid of the bottom bar? Or "hud_althud 1" to try the alternative hud? If it's more of a graphic glitch, have you tried changing the render mode or API under Options > set video mode? You could also try deleting your old gzdoom.ini in case there's some old settings in there that are messing up the new app. You'd have to recreate any custom bindings though.

(1 edit)

Update GZDOOM. 

Wadsmoosh now uses the ForceList instruction to prevent the episode menu from compressing down to text only. The ForceList instruction was added to GZDOOM in version 4.10.0 (Dec 4, 2022). You're on 4.7. Just get a fresh copy of GZDOOM and you're good to go.  

(3 edits)

"sigil_ii.wad" was never the official name of the WAD. It recognizes the two official filenames ("SIGIL_II_V1_0.WAD" for the free version and "SIGIL_II_MP3_V1_0.WAD" for the paid version with MP3 music) as they come directly from Romero. This can be observed on line 209 of "wadsmoosh_data.py" : SIGIL2_ALT_FILENAMES = ['sigil_ii_v1_0', 'sigil_ii_mp3_v1_0']

Once it finds your version it makes a temporary copy of it named "sigil2.wad" - I'm assuming this makes it easier for wadsmoosh to merge the data as It doesn't need to track which filename to inject into the smooshed pk3 down the line.  So, as you've found, you can just bypass the temp copy and directly rename your Sigil II wad to "sigil2.wad" since that's what it ultimately smooshes ;)