|
|
Post by Moonsweeper on 2 hours ago
Using DeHacked gives a mapset portability and by extension, accessibility. The issue is on the gameplay mod being based on DeHacked and redefining monster entities, if not for that there would have been no issues.
Something new limit removing WADs could implement is moving custom enemies to the DEHEXTRA range, then including a DEH patch specifically for engines that don't support it, but everything including Crispy and beyond does.
|
|
|
|
Post by joe-ilya on 6 hours ago
I've slept on this band for too long.
|
|
|
|
Post by joe-ilya on 6 hours ago
The timing when Doom community is sad to see doom-famous composer Bobby Prince pass away a few weeks ago but doesn't waste breath to tell other doom-famous composer Mark Klem to fuck off while they're still alive. The obituaries that the doom community will write after his inevitable passing will be loving, nostalgic, and grateful for his contributions as if the way he is being treated just now never actually happened. Some people you like, deserve to be put in their place sometimes, it happens. When people pass, unless they're Hitler or the CEO of UnitedHealthcare, people don't want to remember the bad times, but the good ones. It doesn't make sense to bring up negative aspects when mourning.
|
|
|
|
Post by thehockster on 6 hours ago
Thanks SilverMiner ! I just made those changes now. Zandronum was still throwing errors about SpawnID's. I think I just got it figured out though.
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 6 hours ago
it's completable, the bugs i seen are a seam on the sky and skybox hall of mirroring in some places in software renderer
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 6 hours ago
Zandronum 3.1 - Crashes at start zdoom 2.8.1 starts if you do this: on line 859 replace a_fireprojectile with A_FireCustomMissile (find+replace is enough) comment out lines 2090 and 2091zandronum might start after doing that as well
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 7 hours ago
the mod is huge and makes me feel like it'd be easier to run some brutal doom for the most part of what the mod does, with the same spider mastermind quirk, but to patch it would be easier task i guess. if at all. i wouldn't bother, it's too tedious and ungainly.
like popular mappacks may only use dehacked. cuz why? cuz being pseudoconservative to doom looks like mainstream. you rightly think that okay you make a mod that's gonna run on their engines, aaand it conflicts cuz dehacked is like that by design. 20 years ago decorate made the problems of running mappacks and gameplay mods much less severe, down to nothing. like a mappack has a custom zombie with shovel, and you run it with brutal doom, and nothing actually breaks. the what zdoom is lacking is nonbsp mode that was present in early gzdooms; and doom's original prng, which was added as compat option in skulltag. nonbsp mode would make the game as fast as eduke32, and nobody would be able to blame zdoom's performance. i think by this point it's better to wait until conservative community collapses. it's on peak of saturation with mbf21 wads now. just do something else, and someday it happens. But this isn't the only option, so you don't have to wait for it, just aggressively push a slightly corrected zdoom. I have no real interest in this, shit has became boring. Utakata plays and looks interesting though, i stopped like at map08 or something
|
|
|
|
Post by thehockster on 7 hours ago
In memory of Bobby Prince, I wanted to make a personal tribute of some sort. What started as a simple map with some ROTT retexturing and music, quickly turned into a little something more... The Triad is DOOMed is a single-player map made for UZDoom(GZDoom tested - also works fine). I was originally aiming for a simple limit-removing map haha, but the project quickly evolved: - New enemies/behaviors
- New weapons
- New items
- Custom scripting (Lightning effects, necessary music changes, etc...)
- And more...

The map was made in GZDoom format.Tested with: UZDoom 4.14.3, GZDoom 4.11, Zandronum 3.1Jumping, Crouching, and Freelook OptionalGameplay mods not recommended, may conflict with new actors/code. Download Links:TTIDV1.1.wad (google drive) TTIDV1.txt (google drive) The Triad is DOOMed on ModDBThe Triad is DOOMed on ItchIOEnjoy  Thank you for creating the sounds of my lifetime Bobby Prince! " You've got to eat your vegetables!"
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 10 hours ago
i'm always like kek when someone gets a positive wide mention only cuz one died
|
|
40oz
diRTbAg
Posts: 7,046
|
Post by 40oz on 12 hours ago
Sometimes level designers include modded assets to complement the levels they have made already. I think joeilya has the right idea that your gameplay mod could have toggleable assets so you can disable features in your mod that the level pack has already patched.
I do think it's ideal and the best for both worlds that levels exist as levels, music, pallete/colormap, and textures only. Gameplay mods can manipulate everything else, but in a community with this many people around, it's impossible to get everyone to agree on that. Not exactly sure how to meet in the middle here.
Gameplay mods can go through all sorts of edits and release versions but it's not very good practice for level designers to make revisions to old levels, either to preserve history and/or keep speed demos from desyncing.
|
|
40oz
diRTbAg
Posts: 7,046
|
Post by 40oz on 12 hours ago
The timing when Doom community is sad to see doom-famous composer Bobby Prince pass away a few weeks ago but doesn't waste breath to tell other doom-famous composer Mark Klem to fuck off while they're still alive.
The obituaries that the doom community will write after his inevitable passing will be loving, nostalgic, and grateful for his contributions as if the way he is being treated just now never actually happened.
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 15 hours ago
you're igenst mark klem using modurn twools?
|
|
|
|
Post by switchblade on 15 hours ago
Sometimes it's better to let go when health and talents are waning, or before.
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 17 hours ago
There's multiple solutions.
1. Edit both dbp and mod and get a unified bundle which you can spread this way. However have in mind that dbps are banned to be posted on doomworld. There's moddb if you go this way.
2. Convert gameplay mod to zdoom decorate (my github has deh3dec python script) and rename conflicting assets like sprites and sounds. If need for accurate replacement regulation be, make a mapinfo with doomednums mapping
3. If dbp only uses dehacked for ambient sounds, its dehacked may be replaced with a proper sndinfo which dsda and woof can work with. They only use it for ambients in form herian 2 uses it. This way the dbp would be good for any gameplay mod. An example of this can be made by comparing dbp72 and modded dbp72 which is on moddb
Also i expect if you go the way 1 but with both dehackeds converted to decorate and mixed, this would be suitable for mobile players more than a dehextra mod. Just morally.
Converting both dehackeds to decorate and looking into i guess is good just to understand what's going on
|
|
|
|
Post by joe-ilya on 17 hours ago
AI bros are such babies, I swear it's become a pattern.
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on 17 hours ago
Gonna read somewhen
|
|
|
|
Post by joe-ilya on 17 hours ago
How about editing the mod instead? (Since it's your mod) Provide options to toggle on or off new monsters, or decorations, or weapons. Same way Beautiful Doom has.
|
|
walterc
Doomer
Are you never heard of our lord and savior Telly?
Posts: 559
|
Post by walterc on 17 hours ago
|
|
|
|
Post by Moonsweeper on yesterday at 9:51am
Use a ZDoom mod, DeHackeds always have conflicts no matter what is being used. The only way this could work would be if this was a weapons only mod.
|
|
lossvoise
I'm too young to die
music-composer, sound-engineer, media-generalist. making QOL addons for great mods
Posts: 2
|
Post by lossvoise on yesterday at 7:15am
Henlo!One of the great things about the DBPs is that they already provide a complete experience, from the maps and music to custom ambient sounds, weapons, and monsters. Many of us play with gameplay mods that replace those same aspects. This creates a problem.
Let's say you've finished a WAD and now want to replay it with your own mod setup. If you're using custom monsters, their sprites and sounds can often conflict, custom weapons may not spawn at all, and the ambient sound actors can end up playing completely unrelated sounds from your mods. So my question is:
For personal mod setups, is manually editing the WAD really the only way to fix this, or is there a more convenient way to keep only the maps for a playthrough? For context, I'm playing on Nugget Doom with my custom version of Crispy and Brutal

|
|
40oz
diRTbAg
Posts: 7,046
|
Post by 40oz on Jun 29, 2026 at 10:51pm
lossvoise thanks I'm glad you had a good time playing it 
|
|
|
|
Post by joe-ilya on Jun 29, 2026 at 9:33pm
My map had thousands of overlapping linedefs, and vertices in the dummy sky transfer, which kind of compound into an infinite loop of overlaps. Causing Zports to overflow, as they check for mapping errors, and send messages to the console. It would actually overflow Ultimate Doom Builder too, when using map analysis mode (unless aborting the analysis midway). So I remade it, but made sure to only use straight linedefs, unlike the previous iteration. To avoid miscalculations.
|
|
SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,480
|
Post by SilverMiner on Jun 29, 2026 at 9:07pm
What was causing it?
|
|
|
|
Post by joe-ilya on Jun 29, 2026 at 7:52pm
Gzdoom crash on map03, i tried other source ports (like lzdoom) and had the same problem! Fixed it. OP now updated with RC3.
|
|
|
|
Post by sirmolina on Jun 29, 2026 at 4:30pm
Gzdoom crash on map03, i tried other source ports (like lzdoom) and had the same problem!
|
|