

To start the game with your modifications you can compress the mod directory to a zip (or PK3) file and use the -file commandline switch with the mod archive as an argument. You don’t need to use all the bundled build scripts though. There’s also a handy ZDoom Mod Template available. In order for the engine to use your archive it needs to have the following directories (for in-depth explanation see the PK3 wiki page) patches/ To make a mod you need to create a custom PK3 archive with all your modified game assets inside, and tell the GZDoom engine to load your file on startup. A PK3 is nothing but a zip archive with a different file extension. A WAD file has no file hierarchy, and you need a special program to manipulate such packages, so you’re better off using a PK3 archive instead. In original Doom all art assets and other game data were contained in a WAD file. The shareware version ( DOOM1.WAD) will not suffice.
#Gzdoom palette not found full version
In this guide we’ll be using DOOM.WAD from the full version of Doom 1. When compared to a modern game engine (UE 3, Source) these features don’t sound so promising, but you have to keep in mind these are addons to a 20 years old game :)


#Gzdoom palette not found how to
A quick look at how to develop a simple Doom mod on the GZDoom engine and some tips on how to convert it to a standalone game.
