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For example, here we have separated the engines, IWADs and PWADs in different directories:Ĭ:/Games/Doom/Ports/boom.exe -iwad C:/Games/Doom/doom2.wad -file C:/Games/Doom/Mods/mymap.wad
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If the files are not in the same directory, you need to give their paths. Selecting the iwad is unnecessary if you have only one in the executable's directory. All files are in the same directory, which is the current working directory for the command window. In this example, we load the mod "mymap.wad" with the IWAD doom2.wad in the source port Boom. Some ports have alternative file loading options, such as Chocolate Doom's -merge command consult the port's documentation if needed. The same command line parameters apply for all Doom engine games and for most ports. See the comparison of Doom source ports for further information. While many mods-including all created before December 1997-can be run in the original engine under MS-DOS or the DOSBox emulator, some make use of advanced features or cannot run within the limits of the original game. You need then to identify which port, if any, is required for the mod.
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You cannot run mods with the shareware or demo versions using most ports.Ĭhex Quest may come in a variety of forms (including the original game files, or the newer Chex Quest 3 mod for ZDoom), and these have different mod compatibility. The other Doom engine games, Heretic, Hexen, and Strife all have only one relevant IWAD. Most Doom mods are made for Doom 2 but some were and still are made for one of the other games in the series. The Doom series contains several different IWADs, with the primary four being The Ultimate Doom, Doom 2, TNT: Evilution and Plutonia. You may need to identify which IWAD is required to play the mod. It will describe any special source ports, other mods, or resources that are required, and may contain detailed instructions for that particular mod. You should begin by looking for the text file which comes with the modification, which is usually based on the community-standard Doom file template.
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