by Gez » Tue Jun 17, 2014 21:54
Doom will only load one IWAD at a time. Essentially, what happens with what you do is that the other IWAD is loaded
as if it were a PWAD.
So what you need to do is to explicitly load the other as well. For instance, instead of drag-and-dropping just your mod to gzdoom.exe, select both doom.wad and your mod and drag them both together to gzdoom.exe.
You can also use [wiki]GAMEINFO[/wiki]. Use
Code: Select all
IWAD = "doom2.wad"
LOAD = "doom.wad"
Finally, keep in mind that only the ZDoom port family allow cumulative loading of texture definitions. In other ports closer to the original behavior, there's only one TEXTURE1 lump and only one PNAMES lump that's loaded, so in your case they'd get only the Ultimate Doom textures, and it's the Doom II textures that'd be missing. (And since they're not ZDoom either, they'd probably crash instead of replacing them with a placeholder checkerboard.)
Doom will only load one IWAD at a time. Essentially, what happens with what you do is that the other IWAD is loaded [i]as if it were a PWAD[/i].
So what you need to do is to explicitly load the other as well. For instance, instead of drag-and-dropping just your mod to gzdoom.exe, select both doom.wad and your mod and drag them both together to gzdoom.exe.
You can also use [wiki]GAMEINFO[/wiki]. Use
[code]IWAD = "doom2.wad"
LOAD = "doom.wad"[/code]
Finally, keep in mind that only the ZDoom port family allow cumulative loading of texture definitions. In other ports closer to the original behavior, there's only one TEXTURE1 lump and only one PNAMES lump that's loaded, so in your case they'd get only the Ultimate Doom textures, and it's the Doom II textures that'd be missing. (And since they're not ZDoom either, they'd probably crash instead of replacing them with a placeholder checkerboard.)