DOOM + DOOM II

DOOM + DOOM II

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CannoliTheArcticFox 8 AGO 2024 a las 1:57 p. m.
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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Mostrando 16-30 de 31 comentarios
Tpyn 9 AGO 2024 a las 6:10 a. m. 
Publicado originalmente por Korell:
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.
Check that you are using GZDoom 4.12.2 stable. The latest 4.13 dev builds do have this issue.
Electric Cupcake 9 AGO 2024 a las 6:50 a. m. 
Thank you, kindly.

Someone pin this.
Alucart 9 AGO 2024 a las 8:39 a. m. 
Publicado originalmente por snackerfork:
Publicado originalmente por 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?

Publicado originalmente por 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.
I have working wads for the new Doom 2 music and a combo wad with Andrew's music for 1 and 2 here. Just extracted via slade and renamed the tracks appropriately.
https://www.reddit.com/r/Doom/comments/1enyv5f/for_anyone_that_wants_to_use_the_new_doom_2_music/
Korell 9 AGO 2024 a las 10:00 a. m. 
Publicado originalmente por Tpyn:
Publicado originalmente por Korell:
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.
Check that you are using GZDoom 4.12.2 stable. The latest 4.13 dev builds do have this issue.
I already tried both, as I stated in my post.
PawgaliciouS QueeN 9 AGO 2024 a las 12:42 p. m. 
Publicado originalmente por Alucart:
Publicado originalmente por snackerfork:

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?



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.
I have working wads for the new Doom 2 music and a combo wad with Andrew's music for 1 and 2 here. Just extracted via slade and renamed the tracks appropriately.
https://www.reddit.com/r/Doom/comments/1enyv5f/for_anyone_that_wants_to_use_the_new_doom_2_music/

For real?!
EuloGP 9 AGO 2024 a las 12:50 p. m. 
The wad doesn't work with GZDoom, enemies and other sprites are not loaded properly, they show as exclamation marks there.
Snow 9 AGO 2024 a las 1:07 p. m. 
i mean i just booted it with project brutality and it ran fine,sprites and all 😬
snackerfork 9 AGO 2024 a las 2:01 p. m. 
Publicado originalmente por EuloGP:
The wad doesn't work with GZDoom, enemies and other sprites are not loaded properly, they show as exclamation marks there.
I'm sorry but it absolutely does, I was able to load it in GZDoom with zero issues loading sprites or the new enemies/weapons, and without even updating my dev build. All l did was copy id1.wad and paste it on top of the GZDoom executable, a method you can use to load any other wad.

I was also able to do the same thing with Woof, another MBF21 supported source port.

I'm assuming you're using an out of date or non dev build version of GZdoom that doesn't support MBF21. Update your GZDoom exec and try to load it again - there's no reason it shouldn't work.
Última edición por snackerfork; 9 AGO 2024 a las 2:02 p. m.
Korell 9 AGO 2024 a las 2:55 p. m. 
Publicado originalmente por snackerfork:
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

Someone already did, and it's been fixed already. Just waiting for the next dev build to get pushed to the site for download.

https://www.doomworld.com/forum/topic/146914-are-the-new-screaming-fireball-enemies-in-legacy-of-rust-not-supposed-to-deal-any-damage/?page=2
snackerfork 9 AGO 2024 a las 2:58 p. m. 
Publicado originalmente por Korell:
Publicado originalmente por snackerfork:
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

Someone already did, and it's been fixed already. Just waiting for the next dev build to get pushed to the site for download.

https://www.doomworld.com/forum/topic/146914-are-the-new-screaming-fireball-enemies-in-legacy-of-rust-not-supposed-to-deal-any-damage/?page=2
Thanks, glad to know that's getting fixed.
Tpyn 10 AGO 2024 a las 6:36 a. m. 
Publicado originalmente por snackerfork:
Publicado originalmente por Korell:

Someone already did, and it's been fixed already. Just waiting for the next dev build to get pushed to the site for download.

https://www.doomworld.com/forum/topic/146914-are-the-new-screaming-fireball-enemies-in-legacy-of-rust-not-supposed-to-deal-any-damage/?page=2
Thanks, glad to know that's getting fixed.
It's fixed in gzdoom-x64-g4.13pre-95
PawgaliciouS QueeN 10 AGO 2024 a las 2:56 p. m. 
Publicado originalmente por Tpyn:
Publicado originalmente por snackerfork:
Thanks, glad to know that's getting fixed.
It's fixed in gzdoom-x64-g4.13pre-95

Weird, the sprites showed up for me on the stable version.
Alucart 11 AGO 2024 a las 4:59 a. m. 
Publicado originalmente por Twitch - SophaliciouS_Systematic:
Publicado originalmente por Alucart:
I have working wads for the new Doom 2 music and a combo wad with Andrew's music for 1 and 2 here. Just extracted via slade and renamed the tracks appropriately.
https://www.reddit.com/r/Doom/comments/1enyv5f/for_anyone_that_wants_to_use_the_new_doom_2_music/

For real?!
You may have to re-download the updated wad, wasn't working properly for every level before but it's fixed now thanks to input from another redditor.
PawgaliciouS QueeN 11 AGO 2024 a las 5:11 p. m. 
Publicado originalmente por Alucart:
Publicado originalmente por Twitch - SophaliciouS_Systematic:

For real?!
You may have to re-download the updated wad, wasn't working properly for every level before but it's fixed now thanks to input from another redditor.

Wow, tysm.
Última edición por PawgaliciouS QueeN; 11 AGO 2024 a las 5:11 p. m.
SourDonut 27 AGO 2024 a las 2:45 p. m. 
Publicado originalmente por 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/

thx :steamthis:
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Publicado el: 8 AGO 2024 a las 1:57 p. m.
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