Okay, in retrospect I'm not surprised I had so much trouble with this, since what I was really attempting to learn was a number of completely separate things: how to compile progs, how to get vavoom to recognize my changes, how to use WinTex (which I'd never used before), and how to use Vavoom's developer mode.<br><br>I think I've got them all down. Let me tackle them one at a time. This really won't be a good tutorial, but it'll at least help me get my own thoughts in order, and maybe help someone else too.<br><br>Compiling Progs<br><br>Vavoom comes with all the answers I needed to do this--I just had to know what to look for, and change my approach. At first I had approached each script as a distinct element to compile and replace separately, like you would a single sprite or texture. That's not the case. It's better to think of them as modules, as parts of a whole that must be compiled together--because that's exactly what they are.<br><br>When you download and unzip the progs source code, each game comes with a compile.bat in its directory. This batch file compiles the Client Progs and the Server Progs, and outputs them to clprogs.dat and svprogs.dat respectively. So far, so good--but what do you do with them? You can insert them into the game's WAD0.WAD--the WAD entries are CLPROGS and SVPROGS--but let's first test them out without changing anything permanently.<br><br>Testing Your Changes<br><br>In order to test your changes without changing the WAD files, you'll need to use Vavoom's developer mode. The two Vavoom parameters needed are -file and -devgame, and while useful, they take a little bit of explaining.<br><br>First of all, you need to understand that using -devgame supersedes whatever game you've chosen in the Vavoom launcher. If you use -devgame, you'll need to use -file to specify the main IWAD--DOOM.WAD, DOOM2.WAD, STRIFE1.WAD, etc--manually.<br><br>Second of all, you'll need to make a new directory under your basev/<gamename> directory called "progs", and place the clprogs.dat and svprogs.dat files that you just compiled in it. When you invoke Vavoom with -devgame, it forces Vavoom to, among other things, look for those two files in the progs subdirectory before looking for them in the game's WAD0.WAD.<br><br>Finally, it's very important to understand that both -devgame and -file assume the main Vavoom directory as their starting point. If you installed Vavoom to C:\Games\Vavoom, and you're testing changes to Doom (located in C:\Games\Vavoom\basev\doom), you'd use "-file doom.wad" and "-devgame basev/doom/" as the parameters. This was what was tripping me up until I realized what was happening.<br><br>Run Vavoom with these two parameters, and your changes should be applied for that session only--but will not be made permanent. For that, we'll have to modify WAD files.<br><br>Inserting Progs Into the WAD File<br><br>If you're already familiar with importing and modifying resources in WAD files, then you probably don't need to read this--all you need to know is that a game's progs are stored in the WAD0.WAD file located in the basev directory for each game. Just replace the CLPROGS entry with the contents of clprogs.dat, and replace the SVPROGS entry with the contents of svprogs.dat--both are raw lump data. Your changes will then be permanent whenever you play that game with Vavoom, so I'd recommend making a backup of WAD0.WAD first.<br><br>If you don't know how to do this, then I'll give a quick rundown on how to do it with WinTex 4.3. This will assume a very basic familiarity with the program's interface--in other words, that you're looking at it. In order to <br><br>When you Launch WinTex, there will be an "Edit PWAD" button on the lower left. Navigate the directory tree to the right of that button until you find the WAD0.WAD for the game you wish to modify. Double-click on the name of the WAD file, or select it and click Edit PWAD.<br><br>A new window will open, displaying a list of all the entries in this WAD file. CLPROGS and SVPROGS should be at the very top. Click once on the CLPROGS entry to select it. Then open the Edit menu and select Load entry from file. Navigate to the directory where your clprogs.dat file is located, and type in that filename. WinTex will not give you any kind of a confirmation of success, but if there is no error then the contents have been loaded. Now select SVPROGS, and do the same thing for svprogs.dat.<br><br>Note that although WinTex only displays files with the extension of .lmp, you can type in any valid filename and it will load its contents. I recommend making a copy of compile.bat which outputs .lmp files instead of .dat files to make your job easier, if you're going to be doing this a lot.<br><br>The information has been successfully loaded, but because of the way WinTex handles WAD files, all the old information is still in there. You'll need to clean up the WAD file so that it's not wasting space. To do this, go to the File menu and select Cleanup WAD. Once this is done, choose Quid from the File menu, and Yes to save your changes.<br><br>The next time you launch the game, your changes should take effect.