Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Topic started by: Frizkie on July 31, 2008, 06:19:44 PM

Title: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 06:19:44 PM
So I've got a .wad of my E1M1 and I exported D_RAVE into the wad because thats the music I wanted for it. I also renamed D_RAVE to D_E1M1. Which program do I need (Skulltag, Legacy, GZDoom, ect) to run it? If you know, could you give me a step by step?
Title: Re: Question about DooM Builder.
Post by: Replica on July 31, 2008, 06:30:07 PM
If it's in the wad, just run the wad through any port. What type is it? MP3, midi, etc? If its not mus. Then run it through zdoom.
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 06:36:35 PM
Quote from: Replica on July 31, 2008, 06:30:07 PM
If it's in the wad, just run the wad through any port. What type is it? MP3, midi, etc? If its not mus. Then run it through zdoom.
OK, I've got that. I used TUCQ Phase II Beta III wad for my textures and all that. How do I use the TUCQP2B3.wad in ZDoom?
Would putting the TUCQ wad renamed as doom2.wad in the zdoom folder and running my wad?
Title: Re: Question about DooM Builder.
Post by: The Slimeinator on July 31, 2008, 06:44:40 PM
Quote from: Frizkie on July 31, 2008, 06:36:35 PM
Quote from: Replica on July 31, 2008, 06:30:07 PM
If it's in the wad, just run the wad through any port. What type is it? MP3, midi, etc? If its not mus. Then run it through zdoom.
OK, I've got that. I used TUCQ Phase II Beta III wad for my textures and all that. How do I use the TUCQP2B3.wad in ZDoom?
Would putting the TUCQ wad renamed as doom2.wad in the zdoom folder and running my wad?

You can't, and no.
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 06:45:44 PM
Quote from: The Slimeinator on July 31, 2008, 06:44:40 PM
Quote from: Frizkie on July 31, 2008, 06:36:35 PM
Quote from: Replica on July 31, 2008, 06:30:07 PM
If it's in the wad, just run the wad through any port. What type is it? MP3, midi, etc? If its not mus. Then run it through zdoom.
OK, I've got that. I used TUCQ Phase II Beta III wad for my textures and all that. How do I use the TUCQP2B3.wad in ZDoom?
Would putting the TUCQ wad renamed as doom2.wad in the zdoom folder and running my wad?

You can't, and no.

Can I run them through Legacy?
Title: Re: Question about DooM Builder.
Post by: Manny Cav on July 31, 2008, 06:47:41 PM
I don't think you can use The Ultimate Chex Quest Phase II beta 3 in ZDoom, at least not with good results. I think the patch that's circulating around goes only for ZDoom. Besides, TUCQP2B3.wad isn't even an IWAD, so renaming it to doom2.wad sure as sunrise wouldn't work.

If you're asking what source port you need, it depends on what mapping mode in Doom Builder you used to make your new map. Which mode did you use?

Also, Replica, if he took D_RAVE from skulltag.wad, then it's probably MUS.
Title: Re: Question about DooM Builder.
Post by: Atariangamer on July 31, 2008, 06:48:25 PM
Another friendly tutorial:
alright, lets take it from the top (since I know where you're gettting D_RAVE from ;))

1. Open XWE, and bring up skulltag.wad
2. Do a quickfind for D_RAVE, or just find it.
3. select the song, then click 'entry>save as...'
4. Keep the file type as .LMP, and save it as D_E1M1
5. Bring up your wad, and switch to the music filter (button at the bottom)
6. Click 'entry>load', then select D_E1M1.LMP
7. the song will get loaded, and should come up with a green-note-on-white-paper icon
-. If not, click on it. If you see the data, and the icon changes, you're alrite
8. save the wad, then run it.

That should work. In ZDooM/GZDooM, you can use a MAPINFO lump to define level orders, music, episodes, and skys. Thats a bit too ahead of me, so just use the defaults. In DooM2 (or TNCQ2), the songs linked to the maps are named (like D_ROMERO), so you would want MAPINFO or a list of the songs and their maps...

AH! Frizkie! I was just finishing it! lol

Well, to run that, you can do this:
1. place all the wads into the zdoom folder (I suggest gzdoom, tho)
2. select your two wads (yours and tucq)
3. click and drag the two to the .exe
IMPORTANT! Make sure you drag it over using the TUCQ wad, or your level will be written over...

or just use a simple bat file

gzdoom -iwad doomu.wad -file CQUESTP2B3.wad *yourwad*.wad

to make bat files, open notepad, paste the above into it, then save it as 'mywad.bat' with the type set to 'all files'...but tucq doesn't work very well with gzdoom...i'd suggest using legacy, but i already wrote this...

URGH!stop posting! 4 people posted while I typed this!
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 06:51:08 PM
Quote from: Manny Cav on July 31, 2008, 06:47:41 PM
I don't think you can use The Ultimate Chex Quest Phase II beta 3 in ZDoom, at least not with good results. I think the patch that's circulating around goes only for ZDoom. Besides, TUCQP2B3.wad isn't even an IWAD, so renaming it to doom2.wad sure as sunrise wouldn't work.

If you're asking what source port you need, it depends on what mapping mode in Doom Builder you used to make your new map. Which mode did you use?

Also, Replica, if he took D_RAVE from skulltag.wad, then it's probably MUS.

Wow, I completely forgot that the TUCQ wasn't even an Iwad,  ??? :-\ ::) :P   I used the Chex Quest mapping mode - I downloaded TheGreenAvenger's TUCQ.cfg. So, I guess it is .mus. Yes, you were right, I was asking what source port. With that info, ^^^, what would I use?
Title: Re: Question about DooM Builder.
Post by: Atariangamer on July 31, 2008, 06:53:45 PM
Legacy...But im about to leave and cant tell ya how...xbolt should know...slimenator should know...ask them.
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 06:57:10 PM
GOT IT! THANKS ATARI!!!! Phew, it worked. Thanks!
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 07:04:54 PM
Alright, well my level runs FINE. It's still not playing the music though.

EDIT: Double post... sry sry sry sry sry sry sry!  :o :'( :-\
Title: Re: Question about DooM Builder.
Post by: The Slimeinator on July 31, 2008, 07:06:42 PM
That's easy. You need to fool with your Sound Settings.
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 07:10:54 PM
No, it's playing music, but not the one I wanted.
Title: Re: Question about DooM Builder.
Post by: Manny Cav on July 31, 2008, 07:12:59 PM
Why don't you post a link to your WAD or send it to someone so we can look at it and see what's wrong so we don't have to stumble through posts like this?
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 07:16:19 PM
Yeah, good idea.

Keep in mind that... this is my first map ever. It's not that great.
To run it, create a new folder, put a shortcut to GZDoom in it, aswell as this wad and the TUCQP2B3.wad. Highlight both wads, and click on the TUCQ wad and drag it onto the gzdoom shortcut. viola.

http://www.mediafire.com/?wzzoyah5ozt
Title: Re: Question about DooM Builder.
Post by: Atariangamer on July 31, 2008, 08:34:38 PM
-_- Simple, you're using A doom2 map (map01) in ultimate doom (e1m1)...

To fix, rename the MAP01 lump to E1M1. (but when I did that, the music was D_AREA51...I think you clicked the wrong one)
Title: Re: Question about DooM Builder.
Post by: Replica on July 31, 2008, 09:24:14 PM
Quote from: Manny Cav on July 31, 2008, 06:47:41 PM
Also, Replica, if he took D_RAVE from skulltag.wad, then it's probably MUS.

lol, I didn't know what D_rave was.
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 09:40:37 PM
Quote from: The Atariangamer of 1993 on July 31, 2008, 08:34:38 PM
-_- Simple, you're using A doom2 map (map01) in ultimate doom (e1m1)...

To fix, rename the MAP01 lump to E1M1. (but when I did that, the music was D_AREA51...I think you clicked the wrong one)
I took D_STORAG instead of RAVE. I figured it wouldn't be exactly fitting.
Title: Re: Question about DooM Builder.
Post by: Atariangamer on July 31, 2008, 09:47:09 PM
Ah...well then. I guess it worked? Or were you just telling me you did a song change?
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 10:11:29 PM
Well for some reason, now, I enter the game and I'm on a completely different level... O_o Wow, what did I do wrong?

EDIT: What did you say about MAPINFO? I think I could fix it there...
Title: Re: Question about DooM Builder.
Post by: Atariangamer on July 31, 2008, 10:27:21 PM
Hold on... I think I know what you did...

did you use the TNCQ2 IWAD (renamed to doom2.wad), then added the TUCQ and your wad? then I know the problem...

Rename your level back to MAP01, then rename the song to D_RUNNIN (which is linked to MAP01)...
Title: Re: Question about DooM Builder.
Post by: Frizkie on July 31, 2008, 11:21:34 PM
OK, well it seems to have worked! One more thing - when I'm in DooM Builder, and I try and export my map, it says it did not build the nodes or something like that. I tried downloading different nodebuilders but I've made no progress... is exporting essential? What's wrong? (By the way, I'm running it on my XP desktop.)
Title: Re: Question about DooM Builder.
Post by: Frizkie on August 01, 2008, 03:37:33 AM
Uh, OK so I got everything done, music is fine. No problems! One thing: How do I actually NAME my map? Like the name that shows up in the Map window.
Title: Re: Question about DooM Builder.
Post by: Atariangamer on August 01, 2008, 10:18:49 AM
*sharp inhale* If your using GZDooM, MAPINFO is the best way to go...
...but I dont know how to use it very well :-\
Title: Re: Question about DooM Builder.
Post by: The Slimeinator on August 01, 2008, 12:03:35 PM
There's an article about it on the ZDooM wiki.

www.zdoom.org/wiki/MAPINFO
Title: Re: Question about DooM Builder.
Post by: Frizkie on August 01, 2008, 12:43:58 PM
I wish I could even understand the tutorial...
Title: Re: Question about DooM Builder.
Post by: The Slimeinator on August 01, 2008, 12:45:02 PM
Take a look at the examples at the bottom of the page. They might help you understand MAPINFO a little more.
Title: Re: Question about DooM Builder.
Post by: Frizkie on August 01, 2008, 01:05:45 PM
I try and do it but it's not working... what on earth am I doing wrong?
Title: Re: Question about DooM Builder.
Post by: Frizkie on August 02, 2008, 12:06:41 AM
Everything is fixed. Thanks all who helped.
Title: Re: Question about DooM Builder.
Post by: Atariangamer on August 02, 2008, 12:47:10 AM
Good...Now you know a bit about DooM editing, try more advanced things! (I noticed your level was kinda linear...maybe some more variety in heights?)

Title: Re: Question about DooM Builder.
Post by: Frizkie on August 02, 2008, 01:13:31 AM
Yeah sounds good. Maybe a few teleporters or lifts.