40oz
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Post by 40oz on 2 hours ago
joe-ilya Mark says in the opening post that his place is decidedly outside of the doom community. Your response is in line with the administration's that if he plans to stay, he should expect to take the abuse. The abuse is no phenomenon -- community members do not treat each other with dignity or sincerity and there's never any accountability for it. We pay for it with cool people leaving. Doomworld is even refusing his request to delete his account like they own him.
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lossvoise
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music-composer, sound-engineer, media-generalist. making QOL addons for great mods
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Post by lossvoise on 9 hours ago
I actually spent most of my time modding for ZDoom, especially the VR version. I've always loved Doom because of its map and mod community, but lately I've become really interested in MBF-compatible ports because they just work well out of the box, have a really pleasing visual aesthetic, and are highly optimized.
I also get the strong impression that most mapsets are made for super-classic Doom gameplay first, with gameplay mods being something you add on top afterward. I have a collection of around 345 WADs, and MBF ports are exactly what I want for playing through that kind of library.
As for the visuals, that's a separate topic. I love good lighting, dynamic lights, and all that stuff, but Doom itself is all about those crunchy pixels. Whenever I see the "4K Ultra RTX 5D 300 FPS" style of assets and effects that are so popular in ZDoom projects, I get this weird feeling of... cheapness.
Even Brutal Doom—which is actually the mod that got me into the Doom community—has this problem for me. The blood is extremely high-resolution and doesn't match the pixel size of the original game at all, so it ends up having this "random Unity Asset Store assets" vibe.
The same goes for sound, and that's especially important to me as a sound designer. There are barely any mods that replace every sound in the game with HQ versions. Instead, they add "Dolby Atmos 5.1 Auro-3D" quality to only certain parts of the game, while everything else stays vanilla. The result is that the whole game turns into a mishmash of completely different styles again.
That's one of the reasons MBF feels so appealing to me. It naturally lends itself to a more unified design language, so even with mods, the overall experience feels cohesive.
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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 10 hours ago
Thanks for the feedback, guys!
You're absolutely right—mods made for ZDoom-based ports usually don't replace the internals of vanilla actors and assets, so they tend to coexist pretty smoothly. But once we're talking about MBF-compatible ports, that's where the problems begin!
(And thanks for the info about posting DBPs on Doomworld—I honestly know almost nothing about the forum drama.)
In ports like Nugget, Woof, or Doom Retro, we often don't even have a console, let alone a proper mod menu. That's exactly why I'm so interested in finding a solution to this problem.
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Post by Moonsweeper on 17 hours ago
Using DeHacked gives a mapset portability and by extension, accessibility. The issue is on the gameplay mod being based on DeHacked and redefining monster entities, if not for that there would have been no issues.
Something new limit removing WADs could implement is moving custom enemies to the DEHEXTRA range, then including a DEH patch specifically for engines that don't support it, but everything including Crispy and beyond does.
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Post by joe-ilya on 21 hours ago
I've slept on this band for too long.
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Post by joe-ilya on 21 hours ago
The timing when Doom community is sad to see doom-famous composer Bobby Prince pass away a few weeks ago but doesn't waste breath to tell other doom-famous composer Mark Klem to fuck off while they're still alive. The obituaries that the doom community will write after his inevitable passing will be loving, nostalgic, and grateful for his contributions as if the way he is being treated just now never actually happened. Some people you like, deserve to be put in their place sometimes, it happens. When people pass, unless they're Hitler or the CEO of UnitedHealthcare, people don't want to remember the bad times, but the good ones. It doesn't make sense to bring up negative aspects when mourning.
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Post by thehockster on 21 hours ago
Thanks SilverMiner ! I just made those changes now. Zandronum was still throwing errors about SpawnID's. I think I just got it figured out though.
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SilverMiner
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Post by SilverMiner on 21 hours ago
it's completable, the bugs i seen are a seam on the sky and skybox hall of mirroring in some places in software renderer
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SilverMiner
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Post by SilverMiner on 21 hours ago
Zandronum 3.1 - Crashes at start zdoom 2.8.1 starts if you do this: on line 859 replace a_fireprojectile with A_FireCustomMissile (find+replace is enough) comment out lines 2090 and 2091zandronum might start after doing that as well
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SilverMiner
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Post by SilverMiner on 22 hours ago
the mod is huge and makes me feel like it'd be easier to run some brutal doom for the most part of what the mod does, with the same spider mastermind quirk, but to patch it would be easier task i guess. if at all. i wouldn't bother, it's too tedious and ungainly.
like popular mappacks may only use dehacked. cuz why? cuz being pseudoconservative to doom looks like mainstream. you rightly think that okay you make a mod that's gonna run on their engines, aaand it conflicts cuz dehacked is like that by design. 20 years ago decorate made the problems of running mappacks and gameplay mods much less severe, down to nothing. like a mappack has a custom zombie with shovel, and you run it with brutal doom, and nothing actually breaks. the what zdoom is lacking is nonbsp mode that was present in early gzdooms; and doom's original prng, which was added as compat option in skulltag. nonbsp mode would make the game as fast as eduke32, and nobody would be able to blame zdoom's performance. i think by this point it's better to wait until conservative community collapses. it's on peak of saturation with mbf21 wads now. just do something else, and someday it happens. But this isn't the only option, so you don't have to wait for it, just aggressively push a slightly corrected zdoom. I have no real interest in this, shit has became boring. Utakata plays and looks interesting though, i stopped like at map08 or something
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Post by thehockster on 22 hours ago
In memory of Bobby Prince, I wanted to make a personal tribute of some sort. What started as a simple map with some ROTT retexturing and music, quickly turned into a little something more... The Triad is DOOMed is a single-player map made for UZDoom(GZDoom tested - also works fine). I was originally aiming for a simple limit-removing map haha, but the project quickly evolved: - New enemies/behaviors
- New weapons
- New items
- Custom scripting (Lightning effects, necessary music changes, etc...)
- And more...

The map was made in GZDoom format.Tested with: UZDoom 4.14.3, GZDoom 4.11, Zandronum 3.1Jumping, Crouching, and Freelook OptionalGameplay mods not recommended, may conflict with new actors/code. Download Links:TTIDV1.1.wad (google drive) TTIDV1.txt (google drive) The Triad is DOOMed on ModDBThe Triad is DOOMed on ItchIOEnjoy  Thank you for creating the sounds of my lifetime Bobby Prince! " You've got to eat your vegetables!"
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SilverMiner
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Post by SilverMiner on yesterday at 1:59am
i'm always like kek when someone gets a positive wide mention only cuz one died
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40oz
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Post by 40oz on yesterday at 12:01am
Sometimes level designers include modded assets to complement the levels they have made already. I think joeilya has the right idea that your gameplay mod could have toggleable assets so you can disable features in your mod that the level pack has already patched.
I do think it's ideal and the best for both worlds that levels exist as levels, music, pallete/colormap, and textures only. Gameplay mods can manipulate everything else, but in a community with this many people around, it's impossible to get everyone to agree on that. Not exactly sure how to meet in the middle here.
Gameplay mods can go through all sorts of edits and release versions but it's not very good practice for level designers to make revisions to old levels, either to preserve history and/or keep speed demos from desyncing.
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40oz
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Post by 40oz on Jun 30, 2026 at 11:50pm
The timing when Doom community is sad to see doom-famous composer Bobby Prince pass away a few weeks ago but doesn't waste breath to tell other doom-famous composer Mark Klem to fuck off while they're still alive.
The obituaries that the doom community will write after his inevitable passing will be loving, nostalgic, and grateful for his contributions as if the way he is being treated just now never actually happened.
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SilverMiner
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Post by SilverMiner on Jun 30, 2026 at 8:52pm
you're igenst mark klem using modurn twools?
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Post by switchblade on Jun 30, 2026 at 8:24pm
Sometimes it's better to let go when health and talents are waning, or before.
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SilverMiner
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Post by SilverMiner on Jun 30, 2026 at 7:10pm
There's multiple solutions.
1. Edit both dbp and mod and get a unified bundle which you can spread this way. However have in mind that dbps are banned to be posted on doomworld. There's moddb if you go this way.
2. Convert gameplay mod to zdoom decorate (my github has deh3dec python script) and rename conflicting assets like sprites and sounds. If need for accurate replacement regulation be, make a mapinfo with doomednums mapping
3. If dbp only uses dehacked for ambient sounds, its dehacked may be replaced with a proper sndinfo which dsda and woof can work with. They only use it for ambients in form herian 2 uses it. This way the dbp would be good for any gameplay mod. An example of this can be made by comparing dbp72 and modded dbp72 which is on moddb
Also i expect if you go the way 1 but with both dehackeds converted to decorate and mixed, this would be suitable for mobile players more than a dehextra mod. Just morally.
Converting both dehackeds to decorate and looking into i guess is good just to understand what's going on
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Post by joe-ilya on Jun 30, 2026 at 6:48pm
AI bros are such babies, I swear it's become a pattern.
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SilverMiner
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Post by SilverMiner on Jun 30, 2026 at 6:37pm
Gonna read somewhen
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Post by joe-ilya on Jun 30, 2026 at 6:31pm
How about editing the mod instead? (Since it's your mod) Provide options to toggle on or off new monsters, or decorations, or weapons. Same way Beautiful Doom has.
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walterc
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Post by walterc on Jun 30, 2026 at 6:29pm
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Post by Moonsweeper on Jun 30, 2026 at 9:51am
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
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Post by lossvoise on Jun 30, 2026 at 7:15am
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
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Post by 40oz on Jun 29, 2026 at 10:51pm
lossvoise thanks I'm glad you had a good time playing it 
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Post by joe-ilya on Jun 29, 2026 at 9:33pm
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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