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4. Mod Support

George Kalampokis edited this page Dec 22, 2019 · 5 revisions

Doom 1 & 2

The mod support is close to the original dos engine with various addition such as:

DEUSF, DEHACKED, Support for PNG and JPEG images (limited to the games Pallete)

Support for various audio files (both music and sfx)

Support for pk3,zip and various equivalents

Udmf support*

EXPINFO (a MAPINFO alternative)

REVERBD (Audio Reverb script that can affect multiple maps)

ACTMAP (change CVars or execute console commands by entering sectors with a defined sector tag)

Also there have been removed most of the static limits

DOOM 3

The mod support is not that much different from the original RBDoom 3 BFG.

In this port has been added support for ogg,mp3 and flac audio files

And has support for it's own SDK (affects also Classic Doom)

Also by moding the .lang files you can make map mod to show as extra expansions on the menu.

To do so you must add two new strings on the lang files these strings are:

#str_swf_custom_game: The name of your mod

#str_swf_start_map: The first map to be loaded


*Similar to the standard specification the TEXTMAP

needs to be between the MAP header and the ENDMAP

marker.

Additionally between the TEXTMAP and the ENDMAP is

required to have the following lump files:

SEGS,

SSECTORS,

NODES,

REJECT,

BLOCKMAP.

If any of this files is missing the map will either

fail to load or if it load it will be broken and

unplayable.

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