Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That said, the order you select files sometimes matters and not all files are always compatible to run simultaneously.
Just accepts single file wads, Back To Saturn X for example doesn't work here as it's split in two wads plus DeHackEd patch which works fine in Chocolate Doom or GZDoom.
Anyway, mainly got this for Legacy of Rust and the brilliant new soundtrack. SIGIL II works too in here (only SIGIL I is included), as well as Romero's E1M4B/E1M8B.
first, put your wads to the local mod directory, you can open it from menu Mods/Play
then switch back to game, press ~ to open developer console and type: d_pwads wad1.wad,wad2.wad.wad3.wad etc. (separated by commas)
then type: refreshgame
if your mod is for doom 1, type d_iwad doom.wad
alternatively, make shortcuts to doom application and add parameters to target line: -file yourfile1.wad yourfile2.wad -deh yourfile.deh -iwad doom2.wad
Started Doom II, opened console, entered "d_pwads btsx_e1a.wad,btsx_e1b.wad,btsx_e1.deh" and "refreshgame". Works like a charm :)
Shortcut to SteamLibrary\steamapps\common\Ultimate Doom\rerelease\doom.exe -file btsx_e1a.wad btsx_e1b.wad -deh btsx_e1.deh" also working.
I like this port as staying close to vanilla but being MBF21 and ID24 compatible, playing almost anything that's not exclusively GZDoom.
What I don't like is the MIDI soundfont used, MAP01 of BTSX Ep1 for example sounds weird, the arpeggio is muffled, better in Choco or Crispy.
There's also a sound issue in TNT Wormhole, in the underground section there's supposed to be a humming "generator" type sound that comes from a hidden room using a crusher, but you're not supposed to hear the "clank" sounds at the end of the sample in the original. I think these hi freq loops were truncated in vanilla.
Care needs to be taken that, if present, data stays between SS_START and SS_END markers as in the source wad.
QoL improvement not needing shortcuts or console commands. Simple click now.
Its loading command in Chocolate Doom is
chocolate-doom -deh atcud19.deh -merge alitcsf.wad -file alitcsnd.wad alitcwad.wad
Apparently "merge" is not needed in KexDoom, as modern ports know what to do with the data (Chocolate emulating Vanilla behaviour which would need DEUSF.exe to alter the IWAD for merging), anyway I've successfully Kex'ed it to single .wad.
The drawback is KexDoom (aka DOOM + DOOM II) doesn't allow changing the menu graphics, so Alien's replacement graphics for the Episopde menu "M_EPI2" and "M_EPI3" which would display "ALIENS" instead of "The Shores Of Hell" and "BONUS LEVEL" instead of "Inferno" don't show up - as it is a graphics not a dehacked patch which Kex doesn't allow because its menu system is different than vanilla's.
Otherwise, it works fine as a single wad. :) Opened SLADE and the three wad files, copy pasted all into one wad, then imported the deh file (lump must be renamed to DEHACKED in SLADE to work).
https://steamcommunity.com/sharedfiles/filedetails/?id=3435878585
https://steamcommunity.com/sharedfiles/filedetails/?id=3435878629
https://steamcommunity.com/sharedfiles/filedetails/?id=3435878660
Example: The level name replacements in the format TEXT <#origsize> <#newsize> <ORIGTEXT> <NEWTEXT> do not work. (which looks like a simple search and replace code). KexDoom seems to need string identifiers.
Instead, HUSTR_1 = L01: Sunset etc. must be used in the case of Alien Vendetta.
So it seems we need to rearrange some wads' DEHACKED lumps to be compatible. They must be in DEHEXTRA format.
Still, this is interesting. The intermission screen INTERPIC doesn't work still.
Well, I mean there has been a team (Pixel Scuba, Elf Alchemist among others), that have been “Bethesda Editioning” a chunk of the mods, Alien Vendetta being one of them
On the other hand, I'm doing this for myself to learn stuff. I see that Bethesda Edition has got a different soundtrack than the original (and shows MAP01 instead of L01)
Yeah, the Bethesda Editions are more or less made to work with the KEX port generally speaking, like right now, I’m playing Elf Alchemist’s Bethesda Edition for Erik Alm’s Scythe 2. Also giving proper internal credits for maps and what have you. The mod you may be looking for is Alien Vendetta: Deluxe Carnage, as that includes the MIDI pack, main game and Black Label rolled into one. (How well it works, I have no clue).
Obviuously a bug. Snice engine writes all needed IWAD and PWAD filenames into the save file as a comma-separated list. But during save loading whole list's content is used as a single filename. Thus game attempts to find "alitcsf.wad alitcsnd.wad alitcwad.wad" instead of three separate files. And fails to, OFC.
I've done that with my own favourite wads, adapted dehacked patches and so on. I mean SLADE is really simple to use, and the whole Doom data structure ain't rocket science :)
Still, there's pros and cons with this new engine. I mainly play Vanilla and Limit-Removing WADs, so Crispy is still my main engine. And I'm not happy with KexDoom using GUS as MIDI Synth, especially BTSX sounds better using the Microsoft MIDI Mapper on Windows (default settings in Choco/Crispy), albeit mono. But that is almost exactly like the SC55 Original Soundtrack. Haven't checked how to customize that yet.
And there's just something about playing the "original" full artwork package, including changed menus, fonts, F1 screens and ENDOOMs.
But, we have the choice. The amount of available ports is amazing. Gotta check out SoDoom, which currently is Vanilla Choco codebase but with a high resolution backbuffer software renderer that is highly efficient and well performing.