Winterkid
Active Member
Perusing my Doom cd's with all the wads I've managed to get over the years, I've seen a lot of good ones and a lot of very bad or incomplete ones.
Now that I have it running on the GP32, some I've thought were %100 working turned out to either be not quite working or too overwhelming for the Doom port we have. STARWAR5 for example crashes on the second level, due to a couple incomplete sectors and duplicate vertices. But STARWAR2.WAD works perfectly aside from a little bit of the "slime trail" effect in parts.
Doomtown.wad works outstandingly on the GP32, where on the Doom 1.666 and previous engines, it crashed out with an overflow: too many visplanes error.
So I've decided to check all the Doom wads I've got, including the ones I've made and post a list of all the ones that run fine on the GP32, and have no anomalies, errors, missing resources, etc. Since most of these only have SLIGHT glitches, I can patch them up, but the zip MUST include a textfile that says it was fixed.
To be considered complete, a Doom wad must be all inclusive (No external wads for gfx, sounds, etc), have no map errors, play from beginning to end without overwhelming the game engine and have the FULL unmodified .TXT author information document.
I'll be making sure all the ones I've made myself are available for perusal also. *Nod*
To submit a wad to me for viewing, fixing, or just to add to the working list (to be posted soon, PM me here or send me an email at winterkid'AT'shaw.ca (subtitute the appropriate AT symbol)
Thanks for the help - PS: I can also offer PC game frontends, help with scripts, etc.
Now that I have it running on the GP32, some I've thought were %100 working turned out to either be not quite working or too overwhelming for the Doom port we have. STARWAR5 for example crashes on the second level, due to a couple incomplete sectors and duplicate vertices. But STARWAR2.WAD works perfectly aside from a little bit of the "slime trail" effect in parts.
Doomtown.wad works outstandingly on the GP32, where on the Doom 1.666 and previous engines, it crashed out with an overflow: too many visplanes error.
So I've decided to check all the Doom wads I've got, including the ones I've made and post a list of all the ones that run fine on the GP32, and have no anomalies, errors, missing resources, etc. Since most of these only have SLIGHT glitches, I can patch them up, but the zip MUST include a textfile that says it was fixed.
To be considered complete, a Doom wad must be all inclusive (No external wads for gfx, sounds, etc), have no map errors, play from beginning to end without overwhelming the game engine and have the FULL unmodified .TXT author information document.
I'll be making sure all the ones I've made myself are available for perusal also. *Nod*
To submit a wad to me for viewing, fixing, or just to add to the working list (to be posted soon, PM me here or send me an email at winterkid'AT'shaw.ca (subtitute the appropriate AT symbol)
Thanks for the help - PS: I can also offer PC game frontends, help with scripts, etc.