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Post by Moonsweeper on 8 hours ago
Use a ZDoom mod, DeHackeds always have conflicts no matter what is being used. The only way this could work would be if this was a weapons only mod.
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lossvoise
I'm too young to die
music-composer, sound-engineer, media-generalist. making QOL addons for great mods
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Post by lossvoise on 11 hours ago
Henlo!One of the great things about the DBPs is that they already provide a complete experience, from the maps and music to custom ambient sounds, weapons, and monsters. Many of us play with gameplay mods that replace those same aspects. This creates a problem.
Let's say you've finished a WAD and now want to replay it with your own mod setup. If you're using custom monsters, their sprites and sounds can often conflict, custom weapons may not spawn at all, and the ambient sound actors can end up playing completely unrelated sounds from your mods. So my question is:
For personal mod setups, is manually editing the WAD really the only way to fix this, or is there a more convenient way to keep only the maps for a playthrough? For context, I'm playing on Nugget Doom with my custom version of Crispy and Brutal

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40oz
diRTbAg
Posts: 7,044
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Post by 40oz on 19 hours ago
lossvoise thanks I'm glad you had a good time playing it 
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joe-ilya
Never shuts up
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Post by joe-ilya on 20 hours ago
My map had thousands of overlapping linedefs, and vertices in the dummy sky transfer, which kind of compound into an infinite loop of overlaps. Causing Zports to overflow, as they check for mapping errors, and send messages to the console. It would actually overflow Ultimate Doom Builder too, when using map analysis mode (unless aborting the analysis midway). So I remade it, but made sure to only use straight linedefs, unlike the previous iteration. To avoid miscalculations.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,473
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Post by SilverMiner on 21 hours ago
What was causing it?
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joe-ilya
Never shuts up
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Post by joe-ilya on 22 hours ago
Gzdoom crash on map03, i tried other source ports (like lzdoom) and had the same problem! Fixed it. OP now updated with RC3.
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Post by sirmolina on yesterday at 4:30pm
Gzdoom crash on map03, i tried other source ports (like lzdoom) and had the same problem!
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Post by dr_st on yesterday at 3:56pm
TEKGREN looks better upside down than it does upright.  Looks like a lovely door texture for a bathroom/toilet room.
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joe-ilya
Never shuts up
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Post by joe-ilya on yesterday at 7:02am
TEKGREN looks better upside down than it does upright.  Just wait 'till you see it sideways
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lossvoise
I'm too young to die
music-composer, sound-engineer, media-generalist. making QOL addons for great mods
Posts: 2
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Post by lossvoise on yesterday at 6:30am
Just finished this wad with my own version of Crispy and Brutal ( link here) on Nugget Doom! Runs great on Doom Retro too. The design hooked me from the first few seconds — it looks really fresh and creative! The music fits the visuals perfectly, I actually replayed some maps just to hear it through different synths. The progression turned out unexpected, but the balance was genuinely satisfying. No real slogs anywhere — the maps aren't overloaded and run really well optimization-wise. Yeah, I played with my own palette, but I still appreciated the idea behind the alternate one. By default I play at 70% player speed, so a few of the platforming sections forced me to restart at 100% — but that's a minor nitpick, nothing serious. I'd love to see more foggy-atmospheric wads like this — this was made with real talent and it's genuinely inspiring, I'm definitely stealing some design ideas from here for my own maps. Thanks for a quality experience, folks! found a common bug (Nugget Doom): problem on map07 in the room with the teleporters: the teleporter didn't work behind the blue bars.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,473
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Post by SilverMiner on Jun 28, 2026 at 7:31pm
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,473
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Post by SilverMiner on Jun 27, 2026 at 5:48pm
I noticed greying on my cap either this spring or 2025 summer. Pubic hair was mostly grey in 2019 i guess, since 2024 it's like the darkest head color. I have not less than 3 hair colors. Stray hairs on my head are black, moustache is a clusterfuck. Like desaturated orange of many variants of lightness. On the cap it's like desaturated golden with greys
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joe-ilya
Never shuts up
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Post by joe-ilya on Jun 27, 2026 at 9:44am
My hair started greying out when I was in high school, and now I grew a small ginger beard. I have like 3 different natural hair colors now.
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Post by gavgav on Jun 27, 2026 at 1:46am
BTW, it worked ok with woof/dsda.
There are also some errors when starting the first map with prboomx ALSA lib pcm.c:8787:(snd_pcm_recover) [error.pcm] underrun occurred P_GetNodesVersion: using normal BSP nodes P_SpawnMapThing: solid hanging body in tall sector at 1024,1056 (type=5008) P_SpawnMapThing: solid hanging body in tall sector at -2544,2012 (type=5008) P_SpawnMapThing: solid hanging body in tall sector at -2534,2060 (type=5008) P_SpawnMapThing: solid hanging body in tall sector at -2512,2020 (type=5008) P_SpawnMapThing: solid hanging body in tall sector at 2224,112 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2192,80 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2144,48 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2256,160 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2192,432 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2224,400 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2256,352 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 2144,464 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1872,112 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1904,80 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1952,48 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1840,160 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1904,432 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1872,400 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1840,352 (type=5041) P_SpawnMapThing: solid hanging body in tall sector at 1952,464 (type=5041) P_SpawnMapThing: Unknown Thing type 5050 at (1984, 3520) P_SpawnMapThing: Unknown Thing type 5051 at (3488, 6728) P_SpawnMapThing: Unknown Thing type 5050 at (3744, 6248)
With dsda the errors are different:
Sound lump "dsfre007" does not exist P_InitSwitchList: unknown texture SW1GOTH2 P_InitSwitchList: unknown texture SW2GOTH2 P_InitSwitchList: unknown texture SW1GOTH1 P_InitSwitchList: unknown texture SW2GOTH1 portmidiplayer: No output devices available P_SpawnMapThing: Unknown Thing type 5050 at (130023424, 230686720) P_SpawnMapThing: Unknown Thing type 5051 at (228589568, 440926208) P_SpawnMapThing: Unknown Thing type 5050 at (245366784, 409468928)
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Post by JadingTsunami on Jun 27, 2026 at 1:34am
Those do not work:
./prboomX: error while loading shared libraries: libdumb.so.1: cannot open shared object file: No such file or directory Edit:
Added libdumb but it did not like something else, some lib incompatibility
./prboomX: symbol lookup error: ./prboomX: undefined symbol: pcreposix_regexec
Ugh, OK. Thanks for trying. I don't have so much access to computers anymore (besides my own). But I will try to find out something.
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Post by gavgav on Jun 26, 2026 at 11:24pm
Those do not work:
./prboomX: error while loading shared libraries: libdumb.so.1: cannot open shared object file: No such file or directory Edit:
Added libdumb but it did not like something else, some lib incompatibility
./prboomX: symbol lookup error: ./prboomX: undefined symbol: pcreposix_regexec
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Post by dr_st on Jun 26, 2026 at 8:06pm
Batman: The Animated Series will probably always be the best ever example of this, with "Robin's Reckoning Pt. 1" being the most obvious example besides the Sewer King episode that Timm & Dini weren't pleased with. It's iconic all right. I used this as my avatar on at least one message board where I had served as a moderator.
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noisyvelvet
You're trying to say you like DOS better than me, right?
Posts: 1,225
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Post by noisyvelvet on Jun 26, 2026 at 12:26pm
bleh
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Post by idrinklava on Jun 26, 2026 at 8:55am
Batman: The Animated Series will probably always be the best ever example of this, with "Robin's Reckoning Pt. 1" being the most obvious example besides the Sewer King episode that Timm & Dini weren't pleased with.  I watched SWAT Kats a couple months ago. The first season looks like a standard 90s Saturday morning cartoon with the occasional animation bump from a Japanese studio (Mook Ltd.), but for the second season, they went all-in on the animesque look. It looks insanely good for a Western show of its era. 
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Post by JadingTsunami on Jun 26, 2026 at 7:11am
If it helps clang version 21.1.6 and built with export CFLAGS="-march=x86-64-v3 -Wno-incompatible-function-pointer-types" export CXXFLAGS=$CFLAGS cmake -DCMAKE_INSTALL_PREFIX=/opt/prboomx -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/bin/clang -DCMAKE_CXX_COMPILER=/usr/bin/clang++ -G Ninja ..
Hmm, thanks...any chance you could try/reproduce with the clang/gcc builds? github.com/JadingTsunami/prboomX/actions/runs/27991029445
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joe-ilya
Never shuts up
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Post by joe-ilya on Jun 26, 2026 at 5:31am
A tiny set of 5 Boom format maps (-complevel 9). Lavender foliage floating on clouds, in the peach sky. Populated by medieval architecture, some of it corrupted by demons. MAP01: Guard Post - joe-ilya 2: Underside - kvsari 3: Aetherial Divinity - joe-ilya 4: Cirrus of the Damned - thehockster 5: Dislocated Corruption - joe-ilya There are new enemies, and a new weapon. Press F1 in the game for information about them. Other info such as music is in the text file.
Playtesting phase ends on July 4th.
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Post by gavgav on Jun 26, 2026 at 1:18am
If it helps clang version 21.1.6 and built with
export CFLAGS="-march=x86-64-v3 -Wno-incompatible-function-pointer-types" export CXXFLAGS=$CFLAGS cmake -DCMAKE_INSTALL_PREFIX=/opt/prboomx -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/bin/clang -DCMAKE_CXX_COMPILER=/usr/bin/clang++ -G Ninja ..
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Post by JadingTsunami on Jun 26, 2026 at 1:15am
Huh, strange. I don't reproduce this at all, even under the same conditions and compiling with clang. Very strange.
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Post by gavgav on Jun 26, 2026 at 1:10am
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Post by JadingTsunami on Jun 26, 2026 at 1:08am
I compiled from sauce on Linux. No mods, just that wad and original plutonia.wad. What is "that wad"?
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