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WADs loading order...

Posted: Thu Apr 28, 2016 3:28 pm
by axel37
Hellow ! :biggrin:

This is about wads loading.

First : I am 90% sure that what I did is complete bullshit. That's why I'm posting this ! ??? :rolleyes:


So. I'm making a map in GZDB, and I have those wads loaded in the editor : [in this order]

- skulltag_data_126
- skulltag_actors_1-1-1
- complex-doom.v26a2
- lca-v1.5.5
- sprites [idk what the fuck is this one, i don't even know where I found it lol]
- complex-doom-song_0.97
- lca155-fix-patch.v3
- lca-extras-v7a
- randommons-v1.1.4
- newcomplexclassesv3a2



Again, I'm not even sure of what do some of them. I'm not sure of where I got em (on servers, i think).

So, here are my questions :

- What WADs should I load in the editor ? (and in what order should I load them)

- What WADs should I load when playing ? (and in what order should I load them)

- Are all those WADs necessary ?

- What do these WADs do ? (if you know what they do)

- Are they up-to-date ?


I have a bit examined them in Slade.
Oh and, I'm sorry if I hurt you, in any way :p

[and, if you didn't see, I'm not familiar with all of those wads]



Oh and last, there's no automatic WAD sorting software ? Like LOOT, If you know skyrim...
Pretty sure there's not.

Re: WADs loading order...

Posted: Thu Apr 28, 2016 5:53 pm
by SwordGrunt
Why are you loading these wads in GZDoom Builder?

Sure you can load the skulltag actors and data if making a map with the Skulltag configuration (not sure if they even work, there might be errors that prevent the resource from being loaded, which isn't uncommon in (GZ)Doom Builder) but I don't know why you'd want to load a crapton of other wads to make a map.

Unless you want to make a map specifically for complex doom, AND its monsters have DoomEd numbers to be placed on a map, I see no point in loading its wads. Since you don't seem to know why you're loading them either, this feels like a case of someone thinking Doom = Complex Doom (the same way some see Brutal Doom as the entire game). Please get that out of your head. Complex Doom is a mod out of thousands of other mods for this game. If you're making a map for Doom, load doom2.wad (and texture packs if you want them), and that's all you need.

Re: WADs loading order...

Posted: Thu Apr 28, 2016 6:08 pm
by axel37
And if I want to put specific elements from those wads, what do I do ?

Thanks for this answer btw. Your totally true.
That's why I made this topc :)

Re: WADs loading order...

Posted: Thu Apr 28, 2016 6:32 pm
by fr blood
axel37 wrote: - skulltag_data_126
- skulltag_actors_1-1-1
- complex-doom.v26a2
- lca-v1.5.5
- sprites [idk what the fuck is this one, i don't even know where I found it lol]
- complex-doom-song_0.97
- lca155-fix-patch.v3
- lca-extras-v7a
- randommons-v1.1.4
- newcomplexclassesv3a2
I can see that you are loading complex-doom-song_0.97.pk3 this file is a song pack for Complex Doom Invasion only it has nothing to do here if you are not doing a map for it, same for sprites.wad.

And about complex-doom.v26a2.pk3, lca-v1.5.5.pk3 I know that they are not compatible with GZDB because their authors made tons of mistakes in DECORATE which will cause crashes on GZDB and make it ignores their ressources.
I'm also sure that it'll be the same for these addons(ADDING AN ADDON IN GZDB IS A VERY BAD IDEA IMO).

Re: WADs loading order...

Posted: Thu Apr 28, 2016 8:42 pm
by Empyre
On top of what everybody else has said, when you load the wads to play (in Zandronum), you must load skulltag_actors before skulltag_data.

Re: WADs loading order...

Posted: Thu Apr 28, 2016 8:58 pm
by axel37
Yeah, I'm gonna kill myself right now.
(wow, I'm now the idiot-est guy on all zans forums, omg).

Thanks anyway :D

Re: WADs loading order...

Posted: Thu Apr 28, 2016 9:18 pm
by fr blood
No you not, the idiot is the one who doesn't put his question and by this way stay as he was. There are no stupid questions.

But before asking on forum try to find some answers with Google.
Empyre wrote:On top of what everybody else has said, when you load the wads to play (in Zandronum), you must load skulltag_actors before skulltag_data.
Oh really? I didn't even notice that this could make problems.