DOOM + DOOM II

DOOM + DOOM II

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All wads for Legacy of Rust
Trying to test it out with gzdoom, even testing with brutal doom, I notice that the sprites for the new enemies aren't showing up when I'm using source port. What wads am I missing/need to get those sprites to show up?
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Showing 1-15 of 31 comments
☭iNZⒶNE☭ Aug 8, 2024 @ 2:12pm 
God I don't even know what the main wad is, what is it?
Originally posted by ☭iNZⒶNE☭:
God I don't even know what the main wad is, what is it?
The main wad is id1. there are a few more id1 wads for resources and weapons as well.
☭iNZⒶNE☭ Aug 8, 2024 @ 2:19pm 
did you end up finding the enemy wad?
Originally posted by ☭iNZⒶNE☭:
did you end up finding the enemy wad?
Unfortunately no. I keep testing, but nothing seems to be working.
☭iNZⒶNE☭ Aug 8, 2024 @ 2:29pm 
ah damn. lemme know if you find it then!
snackerfork Aug 8, 2024 @ 2:56pm 
What enemies specifically aren't loading? Sprites and behaviors seem to work fine for me loading either GZdoom or Woof. Also, the internal files in the wad say that it's tested in GZDoom and might not work in "Non-MBF21-supporting ports," so make sure you're using an MBF21 compatible port.

You shouldn't run any other gameplay altering wads or mods with it either yet, for what should be obvious reasons - they haven't been updated to be compatible yet.

At any rate looking at the files in Slade...

id1.wad contains everything, and seems to be the intended wad to use with source ports. You shouldn't need to load any other files.

id1-res.wad is a resource pack for use by modders.

id1-weap.wad seems to contain weapon code in dehacked, also as a resource pack to be used in combination with id1-res.wad.

id24res.wad's text files says it contains resources "for the new ID24 standard" which seems to refer to mods designed to make use of the official port.

iddm1.wad is solely deathmatch levels.

TL;DR: Use id1.wad. That's it.

If it's still not working for you, update your source port. If you're using GZdoom, use a Dev build: https://devbuilds.drdteam.org/gzdoom/
Last edited by snackerfork; Aug 8, 2024 @ 3:16pm
CannoliTheArcticFox Aug 8, 2024 @ 3:24pm 
Originally posted by snackerfork:
What enemies specifically aren't loading? Sprites and behaviors seem to work fine for me loading either GZdoom or Woof. Also, the internal files in the wad say that it's tested in GZDoom and might not work in "Non-MBF21-supporting ports," so make sure you're using an MBF21 compatible port.

You shouldn't run any other wads or mods with it either yet, for what should be obvious reasons - they haven't been updated to be compatible yet.

At any rate looking at the files in Slade...

id1.wad contains everything, and seems to be the intended wad to use with source ports. You shouldn't need to load any other files.

id1-res.wad is a resource pack for use by modders.

id1-weap.wad seems to contain weapon code in dehacked, also as a resource pack to be used in combination with id1-res.wad.

id24res.wad'd text files says it contains resources "for the new ID24 standard" which seems to refer to mods designed to make use of the official port.

iddm1.wad is solely deathmatch levels.

TL;DR: Use id1.wad. That's it.

If it's still not working for you, update your source port. If you're using GZdoom, use a Dev build: https://devbuilds.drdteam.org/gzdoom/
Thank you so much! It's working now after I updated GZdoom. You absolutely rock!
Korell Aug 8, 2024 @ 5:57pm 
I've tried using GZDoom's latest stable version (4.12.2) and the latest dev build (4.13 pre 90 released this evening) and with both versions it works fine with Legacy of Rust for the first few levels that I've played, except for the Banshees (the red floating blobs with a screaming face). The issue with the Banshees is that they cannot hurt me, so I can just let them come up to me and explode and I take no damage, and I've wasted no ammo shooting them.
snackerfork Aug 8, 2024 @ 6:02pm 
You should definitely make a Github issue about that since it'd have to be fixed on GZdoom's end:

https://github.com/ZDoom/gzdoom/issues
Which wad contains the new music?

Originally posted by snackerfork:
What enemies specifically aren't loading? Sprites and behaviors seem to work fine for me loading either GZdoom or Woof. Also, the internal files in the wad say that it's tested in GZDoom and might not work in "Non-MBF21-supporting ports," so make sure you're using an MBF21 compatible port.

You shouldn't run any other gameplay altering wads or mods with it either yet, for what should be obvious reasons - they haven't been updated to be compatible yet.

At any rate looking at the files in Slade...

id1.wad contains everything, and seems to be the intended wad to use with source ports. You shouldn't need to load any other files.

id1-res.wad is a resource pack for use by modders.

id1-weap.wad seems to contain weapon code in dehacked, also as a resource pack to be used in combination with id1-res.wad.

id24res.wad's text files says it contains resources "for the new ID24 standard" which seems to refer to mods designed to make use of the official port.

iddm1.wad is solely deathmatch levels.

TL;DR: Use id1.wad. That's it.

If it's still not working for you, update your source port. If you're using GZdoom, use a Dev build: https://devbuilds.drdteam.org/gzdoom/

Which wad contains the new music?
Hitori Aug 8, 2024 @ 8:40pm 
how are you even getting id1 wad to launch in gzdoom, it just insta crashes for me
snackerfork Aug 8, 2024 @ 9:17pm 
Originally posted by Hitori:
how are you even getting id1 wad to launch in gzdoom, it just insta crashes for me

That absolutely shouldn't happen. All I did was paste the file onto the GZDoom executable and it loaded fine. Are you using a dev build?

Originally posted by Twitch - SophaliciouS_Systematic:
Which wad contains the new music?

extras.wad, the (relatively) gigantic 600MB wad in the folder, has all the high quality songs in .ogg format. But it seems other source ports don't understand the lump structure for the music yet, so they won't load in a source port for either original iwads or id1.wad.
Last edited by snackerfork; Aug 8, 2024 @ 9:21pm
Crashed Aug 8, 2024 @ 9:49pm 
Originally posted by snackerfork:
What enemies specifically aren't loading? Sprites and behaviors seem to work fine for me loading either GZdoom or Woof. Also, the internal files in the wad say that it's tested in GZDoom and might not work in "Non-MBF21-supporting ports," so make sure you're using an MBF21 compatible port.

You shouldn't run any other gameplay altering wads or mods with it either yet, for what should be obvious reasons - they haven't been updated to be compatible yet.

At any rate looking at the files in Slade...

id1.wad contains everything, and seems to be the intended wad to use with source ports. You shouldn't need to load any other files.

id1-res.wad is a resource pack for use by modders.

id1-weap.wad seems to contain weapon code in dehacked, also as a resource pack to be used in combination with id1-res.wad.

id24res.wad's text files says it contains resources "for the new ID24 standard" which seems to refer to mods designed to make use of the official port.

iddm1.wad is solely deathmatch levels.

TL;DR: Use id1.wad. That's it.

If it's still not working for you, update your source port. If you're using GZdoom, use a Dev build: https://devbuilds.drdteam.org/gzdoom/
We may have to wait a bit for GZDoom to add support for the new game files.
Originally posted by snackerfork:
Originally posted by Hitori:
how are you even getting id1 wad to launch in gzdoom, it just insta crashes for me

That absolutely shouldn't happen. All I did was paste the file onto the GZDoom executable and it loaded fine. Are you using a dev build?

Originally posted by Twitch - SophaliciouS_Systematic:
Which wad contains the new music?

extras.wad, the (relatively) gigantic 600MB wad in the folder, has all the high quality songs in .ogg format. But it seems other source ports don't understand the lump structure for the music yet, so they won't load in a source port for either original iwads or id1.wad.

So we have to wait for a gzdoom update?
snackerfork Aug 8, 2024 @ 11:30pm 
Originally posted by Twitch - SophaliciouS_Systematic:
So we have to wait for a gzdoom update?

Correct. That's not surprising though, since it was a left field new release and the new engine is, well, a different engine. I can't imagine it'll take long.
Last edited by snackerfork; Aug 8, 2024 @ 11:30pm
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Date Posted: Aug 8, 2024 @ 1:57pm
Posts: 31