How do I get Snowberry to run mods?

edited 2013 May 9 in Technical Support
I downloaded a couple of Doom 2 WADs, but for the life of me, I can't figure out how to set up Snowberry to run them. I have all the official games configured so that they show up on the left, but I can't figure out how to create a new profile to run a custom WAD.

I tried creating a new profile and pointing it to the WAD file, but all that does is launch the engine with the console open at the top of the screen. I created a new profile, pointed it to the Doom 2 WAD, then tried to select the custom WAD file in the Add-Ons tab, but it didn't show and when I launched the game, it was just plain Doom 2.

The Snowberry help mentions selecting custom WADs in the Maps List & Add-Ons Tree, but those sections of the help are blank.

The last time I tried to play any custom WADs, I was using Doomsday 1.8.6 and I don't remember having any problem selecting them from the launcher.

One of the mods I'm trying to play is Daedalus by TeamTNT, which you can find here;

http://www.teamtnt.com/doom2000/

Could someone please tell me how to create a profile to run this WAD file?

Comments

  • Firstly, Indeed, I think I remember someone with your username use to post on New Doom when the Dday forums were there, long long ago.

    That said, Daedalus requires ZDoom and so won't work in Dday.

    As for why it won't show in Snowberry under Doom2 add-ons; Snowberry tries to auto guess which game an add-on is for. Kickstart didn't.

    If it detects a BEHAVIOUR (ACS script) lump inside a pwad, Snowberry assumes it is an add-on for HeXen, as HeXen is the only game Dday supports ACS scripting in.

    ACS scripting originated in HeXen, but ZDoom extended it to work in all the games it supports, hence why a ZDoom Doom mod features ACS. Dday has not expanded ACS scripting to work outside HeXen.
  • Vermil wrote:
    Firstly, Indeed, I think I remember someone with your username use to post on New Doom when the Dday forums were there, long long ago.

    Yes, that was me. After I played through the Doom games, Heretic and HeXen, I was a little burned out on Doom engine games and pretty much took a break. At the time I was trying to get the Aliens TC for Doom 2 to work on Doomsday and not having much luck. If I recall correctly, I think it was promised at the time that the next non-beta version would work better in that respect, but after about a year of waiting, I stopped checking and kind of forgot about it.
    Vermil wrote:
    That said, Daedalus requires ZDoom and so won't work in Dday.
    OK.

    Does Doomsday run any custom wads now? I tried to play this WAD;

    http://www.doomworld.com/idgames/index.php?id=502

    Which is from 1994, but no matter what I do it just runs the engine with the console open at the top of the screen and a command prompt. I tried creating a profile and pointing it to that WAD, I tried pointing it to the Doom WAD and then putting that in the Add-Ons tab. Nothing.

    I mostly re-installed Doomsday because I wanted to try playing some of the classic mods and TCs I'd heard about over the years, like Aliens, but it's starting to look like Doomsday is a poor choice if you want to play anything other than the games that it has built-in support for.
  • It sounds like you are using the frontend incorrectly. You don't usually create a game profile to play a mod. First you install your mod (either from within the frontend itself or manually by dropping it in your Doomsday Frontend/addons folder). Next you select the game profile you want to play (so for a DOOM2 mod you'd select the DOOM2 profile). After that you switch to the Addons tab and activate the relevant mod(s). Then click Play.

    The Snowberry User Manual may also be of use to you.
  • DaniJ wrote:
    It sounds like you are using the frontend incorrectly. You don't usually create a game profile to play a mod.

    Well, since I couldn't find any instructions for exactly how to add custom WADs, I was trying to follow the example set by HeXen: Death Kings, which uses a unique profile, rather than simply having Death Kings as a HeXen add-on. Also, it seemed logical that since you can create new profiles, you'd be able to create a profile specifically to launch the game with a custom WAD.
    DaniJ wrote:
    First you install your mod (either from within the frontend itself or manually by dropping it in your Doomsday Frontend/addons folder). Next you select the game profile you want to play (so for a DOOM2 mod you'd select the DOOM2 profile). After that you switch to the Addons tab and activate the relevant mod(s). Then click Play.

    Thank you, that worked.

    I was also able to create a unique profile for launching a custom WAD by copying the profile for Ultimate Doom to "userprofile0.prof" and then editing it to reflect the name that I wanted the profile to have. In effect, it's just a duplicate Doom profile, but it's set to launch the custom WAD file. I wasn't able to do this by creating a new profile and editing it in Snowberry itself. I could get it to launch Doom, but not Doom with the custom WAD.

    It's not so much that I need to have a unique profile for it, it just bugged me that I couldn't seem to do it. I mean, why allow the user to create new profiles, if everything is supposed to be handled through the Add-Ons tab?

    Sadly, the Aliens TCs still don't work properly. Or at least I can't figure out how to get them to work properly. The one for Doom (up to Ultimate Doom) has missing railings, invisible walls, etc. The one for Doom 2 starts right out in the alien hive rather than outside as the Doom version does.

    As I recall, this is the same thing that happened when I tried to get them working under version 1.8.6.

    Is it possible to get either one to work 100% with Doomsday, or should I just give up and try a different port?
    DaniJ wrote:
    The Snowberry User Manual may also be of use to you.
    Yes, I looked there, specifically this page;

    http://dengine.net/dew/index.php?title= ... ustom_WADs

    Which says absolutely nothing about how to install custom WADs using Snowberry, or that they should be placed in the Add-Ons directory.
  • edited 2013 May 9
    Rekrul wrote:
    Sadly, the Aliens TCs still don't work properly. Or at least I can't figure out how to get them to work properly. The one for Doom (up to Ultimate Doom) has missing railings, invisible walls, etc. The one for Doom 2 starts right out in the alien hive rather than outside as the Doom version does.

    As I recall, this is the same thing that happened when I tried to get them working under version 1.8.6.
    I don't think any port has support for the old version of Dehacked that the deh's included with the original releases (both Doom1 and 2 versions) of Alien TC, were made on.

    Here is a patch for the Doom1 version of Aliens TC to work on more modern versions of Doom/Ultimate Doom. It comes with a deh patch that can be read by ports.

    http://www.doomworld.com/idgames/index.php?id=3268

    The Doom2 version of the TC has an odd map order compared to the Doom1 version; the two bonus maps are in the Map01 and 02 slots (E3M1-2 in the Doom1 version). The main Alien TC maps then start from Map11 through 18 and 31 (E2M1-E2M8 and E2M9 in the Doom1 version). The reason for the main TC maps starting on Map11, is so the secret map can be accessed properly.

    As for the missing railings; that doesn't appear to be a Dday exclusive issue; I had the missing railings in GZDoom as well as Doomsday. But it is a bug all the same.
  • The Aliens TC mod is riddled with various mapping and resource bugs. More than likely due to the age of the mod and the relatively primitive tools available at the time.

    Aliens TC is actually one of my regular test candidates for regression testing Doomsday, so I can assure you that despite a few relatively minor issues (particularly in the first map which has numerous bugs) it more or less works OK.

    The issues in this mod (missing railings and walls) are well known to me and which I hope to address for the 1.11 release.
Sign In or Register to comment.