Isn't it possible to have a megawad that has all the original Doom II monsters and extra monsters (for example, 10 new ones) without replacing any of the original 16 or 18 monsters, making around 28 that appear in a megawad? Then those 10 news monsters would be truly new monsters instead of covering up an original one, using it as a placeholder.
You don't have to replace existing monsters in Doomsday mods either. You can create your own monsters in addition to those defined by the original games.
Indeed, Doomsday has the ability to create all new monsters, decor objects etc, just like ZDoom (in fact Doomsday and also Eternity had the ability to do so long before ZDoom). However in Doomsday you can only use the original actions, state types etc (i.e unlike ZDoom, Doomsday hasn't added any over the original game).
So it's possible to create brand new weapons? If so, how does one go about doing so? I can't find anything specific to weapon making in the dengine wiki.
On a more topical note, I took the liberty of converting the jDoom HQ sound pack from 32kHz to 44.1kHz, which should fix some of the issues some people have with the sound pack when using SDL_Mixer. I also took the liberty of importing the Laser Rifle and Rocket Launcher firing sound from my earlier Serious Sam sound-modding project and used them as replacements for the Plasma Gun and Rocket Launcher respectively.
The team also needs to re-add support for mp3 and ogg music files for jdoom. I guess if I want to listen to it when playing the game, I can download the files, start Doom, then press Alt + Tab and open the file in VLC player and set the track to repeat mode. So it would be similar to having the music in game. I could also play a Doom music remix video on youtube and if youtube lets me, set it to repeat mode.
Version 1.9.0 beta 6.9 has support for OGG files. I would know, I have Sycraft's mastered soundtracks for Doom, Hexen and Heretic running perfectly on my end and they're encoded mostly in OGG format.
I just did some tests and the Lorcan TNT music pack is working with TNT Evilution but the Sycraft pack is not working with Doom 1 or 2. So I have ruled out it being an incorrect setting with the console and perhaps the launcher too since if it was a setting problem, it wouldn't work with any ogg pack on any Doom game period. But if I open the Sycraft folder and play the music files from VLC player itself not in-game, it plays fine, which rules out corrupt files or package. So I'm not sure what the problem is. Maybe the pack itself is the problem (a none music file or def file in the pack) or maybe I have the wrong version. Changing the extention from pk3 to zip doesn't fix it.
It works if I extract the music def files into the def/auto folder and create a music folder under data/jdoom/music and then extract the music files there. It will not work if I put the pack in the addons folder. Same with the model pack not working under addons and I created my own model rar container by adding Tea Monster's caco and demon models to the jdrp101+11a+fixes improved models and removing the caco and demon models that were already in the pack.
It's all good now.
Anyways, someone should update the addons page to replace the old jdrp with the updated one release by kingennio or post it as an alternative.
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On a more topical note, I took the liberty of converting the jDoom HQ sound pack from 32kHz to 44.1kHz, which should fix some of the issues some people have with the sound pack when using SDL_Mixer. I also took the liberty of importing the Laser Rifle and Rocket Launcher firing sound from my earlier Serious Sam sound-modding project and used them as replacements for the Plasma Gun and Rocket Launcher respectively.
[Download Link]
It's all good now.
Anyways, someone should update the addons page to replace the old jdrp with the updated one release by kingennio or post it as an alternative.