![]() This works for all of the original levels and many user-made levels, but there are occasionally errors. For the original games the -game parameter should match the data file extension. If you're converting a lost episodes level set, change it to '-game SD2' or '-game SD3' depending on which episode you're using. If you're converting a Wolf3D map, change the '-game SOD' part to '-game WL6' or '-game WL1'. This will convert the map named "Tunnels 1" from the SoD maps and write it to SOD01.wad. Maptowad.exe -head "C:\Games\SoD\maphead.sod" -data "C:\Games\SoD\gamemaps.sod" -map "Tunnels 1" -name SOD01 -output SOD01.wad -format ZDOOMTC -game SOD Maptowad.exe -head -data -map -output -format ZDOOMTC -game It's command-line based, so you have to use the command prompt to point it to the correct files: Probably something similar to what the pushwalls already do, but it will need to account for angles.Īrmyman12345 wrote:How do i use the map to wad converter? I'll have to add some logic so that they stop in a massive pileup instead, like it did in the original. This happens because the patrol points in the original levels are misaligned, so the enemies patrol straight through a wall. there are probably other levels that have this bug. So like there's no way to get 100% kills unless you use the no clip cheat. in SD202, when the enemies go into the wall and if you go to the room with lots of enemies and alert them, enemies that are in the wall, will get alerted too and will stay inside the walls. And it not just that level that has that bug. and when i went in that room, no dogs or a few dogs would be in the room. Well, when i played that map, i see the dogs in a different room rather than be in the brown wooden room. The dogs that are supposed to be in the brown room with the gold key. Moving notarget enemies in certain spots can go through walls. Jink565 wrote:Hey AFADoomer, i found a bug that probably impossible to get 100% kills on certain levels.
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