ZDoom questions
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@edmaul69 how do I get mods working? I followed the github tutorial and couldn't get it working, it goes back to ES everytime.
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It really needs to be rewritten. The information is both slightly inaccurate and outdated. If no one objects, I'd like to take a stab at correcting it, while also making the instructions a bit more agnostic by eliminating references to any particular wads.
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@mediamogul you have my support!
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@mediamogul you have my support too. I Wouldnt mind using darkest hour but it needs to referance more about it being a doom 2 mod and more info about doom 2 wad mods as apposed to how it makes it sound like darkest hour is the only game that needs/uses zdoom. If you want to make a list of "some of the games that are doom 2 mods" i can give you the list of all the ones i have to help compile the list. I think that together we can make a good list making it easier for people to find some games. I had to go through tons of videos to find any games. It should include legit games that need to use the doom2.wad. Also i can write up a section for you on setting up doom 2 master levels in zdoom since that has a different setup if you want. Then you can edit to fit your layout.
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At some point I'm sure we will simplify the whole doom thing but it's been on the back burner pending other more pressing (legal) matters
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I'd be very happy to collaborate on this. Your input here alone has me considering a few more angles. After putting together the xboxdrv mapping guide that was so complicated by nature, I would like to simplify these instructions as much as possible, but I think you're right that it needs to have context added to the overall process and the pieces involved as well.
it's been on the back burner pending other more pressing (legal) matters
We all support you guys in that goal. It really is a shame that resources that would otherwise go into improving RetroPie's functionality must be diverted to dealing with jackholes who don't know how to act like decent human beings.
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@mediamogul putting all the info in the .sh file as apposed to another config file would simplify it quite a bit. Only downside is if you have a custom command line text file to hide text it wont hide the games boot text. My dosbox games are done this way with .sh files. Doesnt bother me seeing the dosbox boot text though. I probably would have set up my doom games that way to save a lot of time, but i had followed the doom guide so i use config folders on those. But thats just me.
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putting all the info in the .sh file as apposed to another config file would simplify it quite a bit.
I think the whole process can be kept in line with the established runcommand structure found in the other ports that are installed by the RetroArch setup. Adhering to that if possible would bring a greater compatibility with other runcommad features that anyone may want to employ in the future.
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@mediamogul oh i definitely agree. You actually need to to be able to have zdoom and prboom as an option. The easy method is only one or the other.
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Oh and is it possible to combine more custom mods? fr example one mod for new levels plus another mod for sxf's and graphics? just got this Doom4 weapons mod.
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@mahcneto yes. After you put in the doom/doom 2 wad in the config, you put in any other games wad, then you add any maps, then add mods like weapons. Its best to do them in that order. Skip anything i listed if it doesnt pertain to you. All mods including different games use the same setting in the config file. I only know how to get them working in zdoom though.
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@edmaul69 that's enough for me, i'll use zdoom from now on, but have 0 knowledge about hot to make mods work with it
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I reworked the guide a bit. There's still a lot of room for improvement and I haven't made the information agnostic yet, but I corrected some things, shortened the whole process by several steps and removed the superfluous information about the
retroarch.cfg
from the ZDoom section altogether. It could really use a second pair of eyes on it for corrections whenever you happen to get a chance. -
@mediamogul it looks good to me. You made it so much better and actually the correct way to do mods with lr-prboom. I like how much it goes into detail.
One thing, you dont actually have to chmod +x .sh files. Just 0775 permissions. It saves a lot of time if you use something like winscp if you know how to right click on the file and choose properties to set permissions. But if people who know how to do that think they have to make the file executable then they will waste more time doing so. Once i found out it saved me a lot of time not making them executable.
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Good to know. I'll change that up.
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tried the new method and still kicks me back to ES. Does this version supports .pk3 files ? I'm trying with a.wad though, dunno what might be happening, followed the tutorial step by step
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It's funny, I decided to give 'Brutal Doom' another try and I'm facing the same problem at this very minute. All I can think is that there's some other way that pk3 files must be launched from the command line. I'm scouring the internet, but most every bit of advice is just to drag the pk3 file onto the ZDoom window, but of course that doesn't apply here. I can't find a reference for the command line usage anywhere.
Edit: The only difference is that I don't get kicked back to Emulation Station. Instead, it always loads the base IWAD and completely ignores the pk3.
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@mediamogul I'm trying with an .iwad file though, and i'm having this problem. I replaced the iwad name to the one I have, and also i even changed my iwad to The Darkest hor to just copy and paste stuff but still get back to ES, any clues?
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Not at this time. The commands are relatively straight forward. Perhaps the whole ability to run PWADS is broken.
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@edmaul69 what about you, man? you seem to know how to play custom wads with zdoom, can you guide me please?
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