A lot of nifty features have been added in this version. Please read the main mod description for an overview.
Doom Combined Release Candidate 1
When upgrading to a new version, you will need to re-run make.cmd. If there are any ACS script changes, all savegames made for previous versions will stop working. The script changes whenever there are texture updates or item placement updates
This mod aims to create a streamlined experience across all retail Doom IWADs, including Doom 1, Final Doom, and the Master Levels. It dynamically replaces textures when needed, and can (optionally) spawn Doom 2 enemies in Doom 1.
It works by dynamically creating a pk7 file for use with GZDoom and Zandronum via a script. You will need to provide your own versions of the relevant IWAD files. See the Installation section for more info.
This pk7 file should be used as a pwad for Doom 2. It contains no information from Doom 2 at all and does not run as an IWAD.
This mod is in BETA! Expect to find bugs!
This mod contains the following features:
The randomizer will automatically replace objects in Doom 1 maps based on the following criteria: - From level 2 onwards, Chainguns have a 1 in 2 chance to be SuperShotguns - From level 3 onwards, Imps have a 1 in 6 chance to be Chaingunners and Shotgunners have a 1 in 10 chance to be Chaingunners - Barons have a 1 in 3 chance to be Hellknights and a 1 in 7 chance to be ArchViles - Cacodemons have a 1 in 5 chance to be Pain Elementals - No enemies are replaced on boss maps (ExM8) to avoid issues with boss monsters and triggering special effects
These work with other mods as well, which means a mod like Project Brutality that allows Barons to be Afrits, or flying barons, and other kinds of mosters, will appropriately substitute in monsters after the randomizer.
The randomizer must be enabled in the options menu, and can be enabled for PWADs only (anything that isn’t the Doom 1 or Freedoom1 main campaign, where items are handplaced), or always enabled (will work for all Doom 1 and Freedoom1 maps)
The console can be accessed with the ~ key on English keyboards (or the key below the 1 key on some other keyboards). This mod adds the following commands:
These console commands can be set using an in-game menu (GZdoom only)
Installation requires performing a few basic steps. Because providing copyrighted material in the form of commercial WAD files is forbidden, this mod requires you to provide your own versions.
Generation of the mods files can be done with the following steps:
A number of files are supported, and will all be folded into the final archive if they are present in the _DOOM_IWAD directory.
The in-game texture swapping and item spawning scripts are written in ACS. Source code has been provided in the archive to allow others to potentially learn something or understand how it works.
Each level is detected by generating a hash, the hashing function can be found in func.acs.
I apologize in advance for the bad quality of code.
As this is a BETA, it should be expected that there will be bugs. Especially in some use cases where this mod has not been tested ie. multiplayer.
If you find an issue in-game, you can report it to me on moddb. If sending me a message, please include the words “BUG REPORT” and “Doom Combined” somewhere in the subject line.
You can help me diagnose issues more quickly by setting dc_debug to true in the console. With this turned on, it will provide a lot of extra information in the console when a new level is loaded. Providing this information would be extremely useful.
For feature requests, suggestions for item placement, balance suggestions etc, I can be reached on ModDB. My email is also in the readme within the archive
Here are some examples of item and enemy placements in Doom 1 maps. This list is not exhaustive and is only for showing off specific examples rather than being a comprehensive list of all item placements. SPOILERS FOLLOW
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This is the official mod page for Project Brutality.
simple doom weapon mod, including most DE weapons. Playable on gzdoom and zandronum port
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