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- WadWarp ver 2.1
- ---------------
- Just Type WADWARP for command line syntax.
- WadWarp will create a new Wad file for Doom1, Doom2 or Heretic which
- additionally contains all the textures, patches and floors from another Wad.
-
- To merge all the textures/patches from Heretic to Doom1 use something like:
- WADWARP -BUILD DOOM.WAD \HERETIC\HERETIC.WAD DOOMNT.WAD HERDM1.DMX
-
- To extract a level from Heretic to a patch wad, use something like:
- WADWARP E1M1 \HERETIC\HERETIC.WAD E1M1 E1M1.WAD HERDM1.DMX
- (DMX files are explained below.)
-
- To play it, type:
- DOOM -FILE DOOMNT.WAD E1M1.WAD
-
- Also, you will be able to create new levels, using a good editor such as
- DoomEd, which use a mixture of graphics from the two Wads.
- These levels are portable across Wad platforms via the WadWarp converter.
- To achieve this, use the -DEVBUILD command instead of -BUILD when you merge
- wads. Use the output wad as a replacement for the main Wad instead of as a
- patch wad.
-
- It is possible to merge the textures from more than two Wads and it will
- work with Doom1, Doom2 and Heretic all together. Just do it in two stages.
-
-
- DMX Files.
- ----------
- DMX Stands for Doom Map Xtractor.
- These are the text files that allow substitutions to be made when converting
- between WAD Platforms.
- Mine have an unspeakably obvious naming convention, if you modify and
- distribute them please name yours in a similarly descriptive way.
-
- DMX files included in this release are:
-
- DM1HER.DMX - Convert From Doom1 to Heretic
- DM1DM2.DMX - Convert From Doom1 to Doom2
- DM2HER.DMX - Convert From Doom2 to Heretic
- DM2DM1.DMX - Convert From Doom2 to Doom1
- HERDM1.DMX - Convert From Heretic to Doom1
- HERDM2.DMX - Convert From Heretic to Doom2
- UNIVERSL.DMX - (This one works with anything - No monsters, though.)
-
-
- DMX Format...
- -------------
- ...is easy. It's also explained in the comments of each DMX file.
- Basically, you can substitute any THING, LINEDEF type, or special SECTOR type.
- You can also use EXCLUDE=n, which substitutes n for any THING/LINEDEF/SECTOR
- which isn't included in the DMX file.
-
- Lastly you can use the keyword SIDEDEF, to perform Texture substitutions.
- The SIDEDEF section does not support Excludes, but does support the wildcard
- '*'. If you prefix the From substitution with a '#', it gets performed
- during a wad-build as well as in map extractions. This is how switches
- work better in this release.
-
-
- Limitations
- -----------
- Most limitations can be corrected by changing the DMX files.
- Why not customize them to suit your requirements?
-
- The following 'features' can't be fixed by changing the DMX files:
-
- 1) (Slightly) Wonky Sky textures in Doom => Heretic conversions.
- 2) Some Heretic Levels require you to fly in order to complete them.
- This is tricky in Doom1 and 2. Try IDVIRGINATLANTIC or maybe IDCLIP.
- 3) Map extraction to a patchwad will overwrite the previous wad contents.
- i.e. Only one map per patchwad.
- 4) To comply with ID's request not to create Wads which work with s/w Doom,
- you can only add textures to a Commercial IWAD. Go and buy them all.
- (You can add textures FROM any Wad, including home-grown ones.)
-
-
- Troubleshooting
- ---------------
- Q: Why do my conversions to Doom1 crash when I try to play them?
- A: Doom1 ver 1.2 is no longer supported. Pick up an upgrade patch.
- WadWarp 2.1 was tested using Ultimate Doom 1.9.
-
- Q: Why can't I finish some of the levels I've extracted?
- A: You might need to fly in Doom. Some 'special levels' don't convert well.
- Maybe you're just bad at Doom.
-
- Q: Why do I get a 'Spawn Thing' or 'Invalid Sprite Frame' error when I try
- to play a map I extracted?
- A: You probably didn't specify a valid DMX file when you extracted the map.
- If you did, you'll have to edit the DMX file and add the thing number
- that gave you the error, then try re-extracting the map.
- Later versions of Doom give you the sprite frame and not the thing number.
-
- Q: I get an error in my DMX file and I can't see the reason for it.
- A: DMX file handling is sensitive. Use spaces instead of tabs, and check
- you don't have excess spaces at the end of lines. (Particularly Keywords.)
-
- Q: Why don't switches make a reassuring thunk when I push them?
- A: WadWarp 2.1 allows Sidedef Substitutions. To make switches sound OK,
- you have to specify a DMX file when you do the wad-build as well as when
- you perform map-extractions.
-
-
- Credits
- -------
- WadWarp would not be as funky without:
-
- ID, Raven and their respective playthings.
- Matt Fell and his improved 'Unofficial Doom Specs'.
- Geoff 'DoomEd' Allen and Matt 'DoomCad' Tagliaferri
- James Monroe - Look out for 'Strife' from Rogue Software
- Me. (art@dmr.co.uk for the moment)
-
-