Armadosia

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Jive
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Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
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Armadosia

Post by Jive »

The megawad "Armadosia", one of the most extraordinary pwad that I have ever played, is not fully compatible with the new set of highres textures "jdtp-20081108.pk3"
Arma Kero did use a trick to let us have a texture for falling water, using a patch for fire: "firemag"
The new set of textures is replacing this entry with the highres version of... "firemag".

Problem : "jdtp-20081108.pk3" is replacing textures (even the ones for the skies) of a pwad, instead of the main Iwad !!! It means that Gzdoom is launching it AFTER the pwads.
It should be launched BEFORE, so that it can't replace any texture eventually present in a pwad.

Solution for now: for Armadosia, I made a file named "ArmadosiaTex.wad". In fact, it's a ".pk3" file, renamed ".wad"
It's containing
- new highres pictures for the skies (I used the pictures made by Arma Kero, and I made a new version)
- new texture for falling water, using the highres one for water on the ground.
- the first 2 maps, edited by me: all textures aligned (none was aligned, none had the use of "unpegg upper or lower texture"), with a bit of new details for a best visual effect (David Rivette, aka Arma Kero, is a friend)

Result: Armadosia is now compatible with "jdtp-20081108.pk3"

http://gzdoom.doomwadstation.com/wads/d ... siaTex.wad

Resume:
- rename "jdtp-20081108.pk3" ==> "jdtp-20081108.wad". Put it in the "skins" folder
- download "ArmadosiaTex.wad" in the same folder than the one used for Armadosia.

Enjoy!

P.S. : if you are curious, you can open and edit "ArmadosiaTex.wad" with WinZip.
It's not yet on my site Gzdoom Wads, because I'm currently testing it.
I was only in a hurry to share with you my discoveries, and the fruit of my work.
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Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
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Post by Jive »

I had to update "ArmadosiaTex.wad" with other textures, being bugged or having wrong parts (like colors wrongly converted when the Doom's palette was applied by the author, or a patch being wrongly centered on a texture).
The new file didn't really grow in size: 947,65 Kb
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Jive
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Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
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Post by Jive »

I forgot to tell here (I told it elsewhere on this forum) that you'll have to rename the pack of HighRes textures from ".pk3" to ".wad", so that the pack will be launched before the main pwad Armadosia.
Graf Zahl is opposed to this trick, but, for now, there is no other solution to solve the replacement of textures of a pwad by the ones of a file pk3
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Rachael
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Post by Rachael »

In the interest of keeping unrest to a minimum, I am locking this topic before it gets out of hand. Jive, I am sorry, but I don't want to spark another argument about why renaming things from PK3 to WAD is a bad idea. If Graf Zahl is opposed to the trick, there's a reason he is.

There's a reason why he's telling you to use the autoload section of the ini file, and how to do it is detailed here. Please, in the future, do us a favor and learn to use the ini loading feature, and start using it.
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