About
QDOOM started on 2/23/99 (based on the date of the readme.txt in the oldest QDOOM test, which only had three Quake weapons and some sounds). There is no team on this project, I've done pretty much everything by myself.It's done! As of 4/25/2001, QDOOM is officially slated to version 1.00 and toe tagged as complete. It has been released for public consumption on 8/17/2001.
What's in QDOOM?
- -Quake's weapons
- -Quake's monsters (all but the Spawn)
- -Quake's pickup items
- -20 original, high quality MP3's
- -high quality music also available as a CD
- -a huge texture WAD of Quake's textures (no DOOM textures will be used)
- -12 levels total
- -DDF and RTS coded using the EDGE engines super powerful scripting languages
What are you using to make all this stuff?
Graphics Stuff:
Paint Shop Pro -used to create new textures, edit Quake's to fit DOOM (including importing DOOM's palette, pre and post palette adjustments), sprite creation and editing
Animation Shop (comes with PSP5) -used to create special effects for the animated water-warped textures (for water, slime, lava, etc.)
Paint Brush (for Win98) -used for minor/basic editing, usually cropping sprites (I didn't use this as much once I got used to cropping in PSP5)
Quake Stuff:
Winpak 1.3 -used to extract basic elements from Quake's PAK file (maps, sounds, misc items)
Adqedit 1.3 -used to extract complex elements from Quake's PAK file (textures from the BSP's, sprites, etc.)
QuArK 5.3 (Quake Army Knife) -used to extract textures from Quake's BSP's (it's faster than Adqedit)
qME 3.1 preview 2 -used to open and edit Quake models, and pose the models for taking screenshots, then pasting in PSP5, cleanup and palette importing occurrs there
DOOM Stuff:
Wintex 4.3 -used to build QDOOM.WAD, everything from sprites and textures, to sounds and maps
DOOMCad 5.1 (old version) -used to create maps, this is my preferred map editor
WAD Studio 1.5b -used only for the "delete unusd linedefs" and "delete unused sectors" repair functions, very nice, since DOOMCad doesn't clean deleted linedefs or sectors
Wad Author 1.3 -will be used to edit linedefs sector references (for self referencing sectors)
GLBSP 1.9 -used to compile QDOOM's maps
RMB -used to create reject maps for QDOOM's maps (speeds up gameplay by telling the engine what areas the player can't see from a certain sector)
WAD Cleaner 1.0 -used to clean wasted space and compress WAD file entries
Sound Stuff:
Digital Orchestrator Pro 3.00.37 -my (very expensive) digital recording program, used to create digital audio music and MIDI
Cool Edit 96 -used to create new sounds and edit Quake's to fit DOOM's limitations
L3ENC 2.60 -a very old MP3 encoder, but still the best IMO (has the least amount of artifacts), used to encode my digital audio into MP3's used by DOS DOOM
MISC Stuff:
Notepad -used to create and modify DDF coding and radius trigger scripting
EDIT -used to create the hoakey ASCII "QDOOM" logo in the startup sequence...
What about compatibility?
QDOOM will not be usable with just any map set. I'm not replacing any DOOM items, except for the pistol and chainsaw (engine "bug" workaround). QDOOM will only work with the EDGE engine. It will not work with DOOM.EXE, DOOM2.EXE, Legacy, ZDOOM, or any other source port. You can grab the EDGE engine at http://www.edge.sourceforge.net.