View Full Version : My Mapping Projects
Doom_Dude
October 3rd, 2001, 11:20 AM
Hi. I'm just bored and want to post some of my junk here. lol.
Project: Deathcore
Multiplayer DooM II project. Maps will include the previously released Chasmcore and Templecore, deathmatch wads. Remade map07 (Demonic Outpost) from Vilecore for deathmatch play. Project will be about 10 maps once it done. Some parts of other maps are made. Lots of work to go...
Templecore Screenie:
http://www.newdoom.com/hosted/themegawad/Thumbshot/temple_shot2.JPG
Chasmcore Screenie
http://www.newdoom.com/hosted/themegawad/Thumbshot/chasm_shot1.JPG
Project Vilecore; Version 2 Upgrade
I decided to fix some of the minor things and add some stuff to the original. I just want to spruce up the architecture a tad in some of the earllier maps. Other tweaks will kill some texture bugs and the need to jump in map 32. Better coop support and other things too...
Project: Hexen II; Untitled Hub
Possible titles: HexenCore, Dread Keep, Death Citadel...
It started out as a single map. The single map became 2 maps and now it looks like it'll be as large as 20, once it's done. Maps so far:
1) Dread Keep
2) The Canal
3) Ruins
4) Ruins (part2)
5) Stone Age Temple
6) Undercity Sewers
HEXEN II Screenies
http://www.newdoom.com/hosted/themegawad/misc/hexen2_001.JPG
http://www.newdoom.com/hosted/themegawad/misc/hexen2_002.JPG
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http://www.newdoom.com/hosted/themegawad/sig/death_sig.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
DooMAD
October 8th, 2001, 07:07 AM
Very Kewl. Are they all DeathMatch, or do some of them support Single / Co-Op?
The Undertaker
October 8th, 2001, 12:16 PM
Killer screenshots (It almost killed my modem). Just hope you don't need helpcore.
Doom_Dude
October 8th, 2001, 05:18 PM
Thanx http://forums.newdoom.com/UBB/smile.gif
Hey Undertaker get outta my grave. There's not enough room in here for the two of us.
Yo DooMAD. Chasmcore and Templecore = deathmatch maps.
Vilecore = Single Player and CooP 32 level megawad.
Deathcore = Deathmatch wad.
Hexen II Project = Single Player and CooP hub.
I don't need any Helpcore http://forums.newdoom.com/UBB/tongue.gif
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http://www.newdoom.com/hosted/themegawad/sig/death_sig.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 9th, 2001, 12:39 AM
AAaaahhhhhh!!!!!! Point lights! If they had used a Quake II engine for Hexen II the torches could have looked so much better! Castle wads are really creepy with that engine though because the really simple light model always leaves ahadows in weird places (often where they shouldn't be).
Despite my engin bashing, that mod looks awesome. I might just have to spend the whole $10 for that game now. http://forums.newdoom.com/UBB/smilies/cwm4.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 9th, 2001, 07:55 AM
Thanx Aliotroph? http://forums.newdoom.com/UBB/smile.gif
They used a modified Quake engine and, ummmmmm, Aliotroph? was Quake II in production when Hexen II was released?
Anyhow, imagine screenie 1 with snow....looks even better. Thing is Portals has the snow and Hex2 doesn't. I decided to release 2 versions of the mod. A Hex2 and a Portals version.
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http://www.newdoom.com/hosted/themegawad/sig/death_sig2.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 9th, 2001, 05:34 PM
Okay then, I decided to go north for the winter and visit your igloo. Better bring a P4 and a 400mhz FSB to overclock it on.
Doom_Dude
October 9th, 2001, 05:41 PM
Okay kewl, just watch out for polar bears.
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http://www.newdoom.com/hosted/themegawad/sig/death_sig2.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 10th, 2001, 01:32 PM
I'm worried about frozen preserved cheese from Zack's ancestor's many centuries ago.
Doom_Dude
October 10th, 2001, 05:27 PM
Zack says to not eat the outer green part of the cheese because it's poisonous. Just eat the crunchy middle part.
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http://www.newdoom.com/hosted/themegawad/sig/death_sig2.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 10th, 2001, 07:42 PM
Wish you told me that about 5 seconds ago. I thought it was green jello (I know Zack does some weird thing's with his cheese), not mold.
http://forums.newdoom.com/UBB/smilies/cwm8.gif
Looks like I'm going to Doom_Dude's Lost Soul Hosipital. http://forums.newdoom.com/UBB/smilies/cwm31.gif
Doom_Dude
October 12th, 2001, 01:22 PM
Well it's not deadly poisonous, so you'll live.
New screenie.
http://www.newdoom.com/potd/images/87.jpg
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http://www.newdoom.com/hosted/themegawad/sig/death_sig2.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 12th, 2001, 01:40 PM
Okay, I survived the cheese, but not your bill. Anyway, seeing the shot is from Legacy (the barrel gave it away), will it be for Legacy?
Doom_Dude
October 12th, 2001, 10:10 PM
Yes it will be for Legacy, just like the original Vilecore, but not specifically. It will run under the other ports as well.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 15th, 2001, 11:45 PM
Played some Vilecore today. It rocks except that I got ambushed and died at the end of level 3. Here are some nit-picky little things I found:
- GL bugs looking straight up platforms (might not be fixable)
- Door_trak texture looks dumb behind a lift (just my opinion)
- Yellow key behind secret door in level 2 - mean trick damnit
- No exit signs - sometimes I'm scared to hit a switch because it might end the level before I want to leave
That's about all I found wrong with it so far. The gameplay is good. I actually like it much better than Final DooM. It rivals DooM and DooM II easily. Legacy's dynamic lights really help the atmosphere too. http://forums.newdoom.com/UBB/smilies/cwm35.gif
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 16th, 2001, 08:02 AM
Thanx for letting me know what you think.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2"> - GL bugs looking straight up platforms (might not be fixable)</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Hmmmm, I never noticed this. I will be running ZenNode over the entire 32 maps, so hopefully that will fix the problem. That's something I'll definitely have to check into.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">- Door_trak texture looks dumb behind a lift (just my opinion)</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I thought it looked kewl, but maybe it does look stupid....
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">- Yellow key behind secret door in level 2 - mean trick damnit</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
You must mean anouther map. The yell key in map 02 is in the open. I think you mean the map (no me can't remember which one) where you enter a room and the door drops down in front of key and you have to get it from other side. LOL. I like that trick
http://forums.newdoom.com/UBB/smilies/cwm35.gif
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2"> No exit signs - sometimes I'm scared to hit a switch because it might end the level before I want to leave.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Ya Aliotroph?, I've heard this complaint before and thanx for reminding me. Now is a good time for me to fix this. Originally I didn't think an exit sign looked right in a map and I still don't, yet it does serve a purpose. Will have to put em in I think.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">That's about all I found wrong with it so far. The gameplay is good. I actually like it much better than Final DooM. It rivals DooM and DooM II easily. Legacy's dynamic lights really help the atmosphere too.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Why thank you for the compliment, you just made my day. http://forums.newdoom.com/UBB/smilies/cwm35.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 16th, 2001, 01:41 PM
Then don't use the exit sign, just use that door instead. And be sure to put the dehacked patch in the wad instead of making me do it manully (even though it takes 20 seconds).
Doom_Dude
October 16th, 2001, 09:41 PM
Yeah, I plan on putting that dehacked patch into the wad. I made a list of things to do and that's on it.
Good point with the door idea.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Lurkerzoid
October 20th, 2001, 08:50 PM
I'm confused. Where is the hidden key on map two? I just replayed the map and the yellow key is in a side room after the second open area. Hey Aliotroph, maybe thats in map 3. I'm going to go play and find out..
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Where is my copy of Doom III? Hurry id software!
Doom_Dude
October 21st, 2001, 02:26 PM
I know where that key is. At the beginning of map 03, the corridor winds in a circular path with a yellow door at one end. To lower a barrier to the yellow key room, you have to find a secret room, where the switch is hidden. http://forums.newdoom.com/UBB/wink.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 21st, 2001, 02:54 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">I know where that key is.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
It's only natural to know where everything is in your wad.
Doom_Dude
October 21st, 2001, 09:19 PM
Not necessarily. All that info gets screwed up after you've made 32 maps. Now where is the red key in map 22? Damned if I know right now if there even is a red key in map 22. http://forums.newdoom.com/UBB/wink.gif
*Thinks hard*
Ummmmmmmmmmmmmmm......
Whats map 22 called again?
Ummmmmmmmmmmmmmmm......
*Brain starts to sag*
Maybe I'm getting senile :/
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 22nd, 2001, 10:23 AM
There was a level in Wolfenstein 3D that did the secret thing. Level 2 (or 3) of episode 2 took you to a deat-end room and you had to open the cross on the wall to get to the rest of the map. They had a level in episode 5 or 6 that made you open a secret door right at the start. They were just running out of ideas. Your trick was just evil.
That trap was evil too. I've never built a trap that good.
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 22nd, 2001, 11:31 AM
Yes sometimes you have to be evil to be good http://forums.newdoom.com/UBB/biggrin.gif
So did you suspect that was a trap when you walked down the hall, entered the room and there was nobody in there? Hehehehe http://forums.newdoom.com/UBB/biggrin.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 22nd, 2001, 01:41 PM
Sorry, I forgot I was the only person who all of DooM's sectors, things, vertices, lindefs, sidedefs, all their attributes and their exact cordinates. Okay, but I'm damn sure I know every secret in Ultimate and Doom2,most of TNT, not much of Pluntonia (got those after Csdoom came out and had other things to do besiides single player).
Aliotroph?
October 22nd, 2001, 03:17 PM
I can play episode one of DooM on Ultra-Violence and get everthing without a problem. I had the shareware version for the longest time as a kid.
I was being to dumb about that trap. I expected one, but I didn't expect to die.
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 22nd, 2001, 06:00 PM
I guess it's when you least expect it, is when the shit hits the fan http://forums.newdoom.com/UBB/smilies/cwm35.gif .
It's been awile since I played Final DooM. Need to get in there and get some ideas.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
The Undertaker
October 22nd, 2001, 06:49 PM
Just don't use the invisible item trick, which has been "fixed" in Legacy (and other ports as well).
Aliotroph?
October 23rd, 2001, 02:56 PM
Yeah, that will cause trouble. Make sure you have a kick-ass title pic. Also align lots of textures. Vilecore is already really good for that. It really helps the look. Fun ways to kill things are good too (crushing them, blowing them up, etc).
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 23rd, 2001, 04:53 PM
Yeah a title pic is a good idea http://forums.newdoom.com/UBB/biggrin.gif
I always hated unaligned textures, ever since I used to play the user made wads, way back when, before I started making my own.
Blowing things up and crushing em is always fun of course. You should like my Chemical Facility level (map24) then http://forums.newdoom.com/UBB/wink.gif Lots of kaboom_sniping and such.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 24th, 2001, 10:48 PM
Kick-ass!
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 25th, 2001, 07:27 AM
Speaking of the Chemical Facility makes me want to replay it. As soon as I get a chance I will http://forums.newdoom.com/UBB/smile.gif
You make any progress past map03 yet Aliotroph? ? http://forums.newdoom.com/UBB/smilies/cwm4.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 25th, 2001, 02:17 PM
Just passed level only minutes ago. Here's what I found wrong with it:
- There are places where you can cheat. The red skull switch on the tower in the grey room can be activated when you are standing on the ground. This allows you to skip most of the level. There was also the switch down in the lava pit. You can walk on top of it and activate it (this one shouldn't be changed cause it's strategy).
- GL bugs only occur when looking straight up high rooms.
- It's better than any level I ever made
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 25th, 2001, 06:01 PM
Ok I'm taking notes. I didn't know about the switch in the grey room. Hmmm, gotta go look at that and see what you're talking about. Thanx for the recon Aliotroph? http://forums.newdoom.com/UBB/biggrin.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 25th, 2001, 08:35 PM
Cool.
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 25th, 2001, 09:07 PM
Hehehehee, I see what you mean. Sheeeesh, how did I miss that. Well It'll be fixed for ver2.0 If you see anything else that's screwy let me know http://forums.newdoom.com/UBB/wink.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 25th, 2001, 09:16 PM
That cheat works really well on level 15 of DooM II. You can raise the stairs out of the hole before you release the monsters. http://forums.newdoom.com/UBB/smilies/cwm4.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 25th, 2001, 09:18 PM
LOL. That's kinda the reason I made those.....ummm, you'll see http://forums.newdoom.com/UBB/wink.gif The lowering jobbys.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 25th, 2001, 09:48 PM
It's probably an easy bug to fix code-wise, but nobody's thought of it yet. Legacy's sprite collision-checking is 3D but the lines are checked in 2D (easier to code).
I didn't know about when I made wads so I never thought of using it. I didn't understand that engine bugs could be used as features.
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 26th, 2001, 11:02 AM
Sometimes you have to use what's on hand http://forums.newdoom.com/UBB/wink.gif Making something different with a limited set of tools, where others have gone before, is a great challenge.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 26th, 2001, 11:29 PM
Yep. When I get my zip CD back I'm going to look at my old wads from 5 years ago.
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 27th, 2001, 01:52 PM
Kewl, maybe you'll get back into making wads or revamping the olde ones. http://forums.newdoom.com/UBB/smilies/cwm11.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 28th, 2001, 12:56 AM
I just might. Maybe on Monday or Tuesday. http://forums.newdoom.com/UBB/smilies/cwm11.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 28th, 2001, 07:39 AM
Sounds kewl. How many wads did you make and how long ago was it that you made them??
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 28th, 2001, 10:16 PM
About five years ago when I was 13 I finished 3 wads (probably lost the DM one) and starting playing with a fourth (an unholy church). That wad might be fun to mess with in Legacy (I need a new editor for that).
I used to play with wintex and Dehacked a lot too. I built a cool patch with barrels you could shoot once with a pistol so they moved slowly, hit a wall, blew up and then went flying before blowing up again! You could kill a lot with one of those.
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 29th, 2001, 01:56 PM
That sounds like a real kick ass patch.
What editor did you use for the mapping bits?
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 29th, 2001, 05:09 PM
That patch didn't involve mapping. I just used Dehacked for that one. The barrels looked normal until you shot them. You could play it with any DooM wad that included barrels. I'll try an find it/recreate it sometime. It might be on my old wads zip disk (which I forgot to bring to my dad's house today).
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 29th, 2001, 09:47 PM
Hey I didn't ask what editor you used for the patch. Of course you used dehacked to make a dehacked patch.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 30th, 2001, 12:19 AM
Oh sorry, it seems I goofed. I used DEU 5.21 for all my mapping. It doesn't support Legacy features (to prevent errors in Vanilla DooM).
------------------
"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 30th, 2001, 10:39 AM
I never tried that DEU jobby. Always used the version of DoomCad that I picked up on a CD that came with The DooM Hackers Guide. Cost me like 3 dollars in a bargain bin at "Staples" lol. http://forums.newdoom.com/UBB/smilies/cwm35.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
October 30th, 2001, 11:47 PM
I got this weird DEU disk from one of my brother's friends. It said "The Lost Episodes of DooM." Under that it said something or other and "map partitioner" (it came with a damn nodes builder). DEU's docs didn't cover the inherent bugs in it's manual sector drawing so it took me a month just to get a handle on it (sidedefs were always swapped). I figured it out one day when I was randomly playing with menus and clicked "Swap sidedefs: 'Warning: for expert users only. Do not continue unless you know what you are doing.'" I didn't know what I was doing at the time, but it sure fixed my problem (the door sector was affecting the one behind it).
That editor is a bitch to learn and has a zillion damn bugs. The docs are retarded and it has memory problems. All this and I was obsessed enough to learn it at 13. http://forums.newdoom.com/UBB/smilies/cwm12.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
October 31st, 2001, 05:00 PM
Hey thats strange! I thought I had replied to this topic about 4 hours ago. Gee, now what in the hell did I say? Ummmmmm, well. Shit I dunno. Do you know what a Subscript Out Of Range jobby is?
It's amazing what you put up with when you're 13 or so. I guess I lucked out with DoomCad. It has a couple of minor bugs but they rarely show. One is a subscript Out Of Range error that attacks when deleting linedefs. Sometimes when you delete 1 linedef it'll hit. Other times you can delete 100 linedefs and have no problems. Tis weird....one of those intermitting style of problems. I bet those are hard to kill/find in code and fix. Anyhow the other bug....hmmmm, what other bug? That's the only one I can think of. LOL.
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Aliotroph?
October 31st, 2001, 11:16 PM
"Subscript out of range" is a common VB error (maybe Doomcad was written in VB). It occurs when you have a bunch of values stored in what's called an array. This is a variable (like math) where you can have multiple values stored with the same name. This makes it easy to loop through them and do something to all of them. They are differentiated by a number called an index. This usually starts at 0 and goes on indefinitely. If you refer to a value with an index that doesn't exist you get that error. This is usually because of a mathematical algorithm gone wrong. For example, a range is specified as 1-5 instead of 0-4 for an array with 5 elements in it.
If you didn't understand it don't worry. Essentially it means sloppy coding. http://forums.newdoom.com/UBB/smilies/cwm12.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
November 1st, 2001, 10:53 PM
Hey thanx for the info. That all kinda made some sorta sense to me http://forums.newdoom.com/UBB/wink.gif I have no idea if it's written in VB or not but thankfully the error shows rarely. Otherwise I find the editor very stable and I usually have it running whilst having various windows and other programs happening at the same time. I deleted a weirdo sector earlier and no subscript error showed http://forums.newdoom.com/UBB/smile.gif
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Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
November 1st, 2001, 11:48 PM
That's really weird. Usually an error like that occurs very frequently. I can only begin to imagine the type of algorithm that would cause such an error to occur infrequently. Of course I know almost nothing about coding map editors (especially for DooM). Maybe I'll learn more sometime soon.
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
November 2nd, 2001, 11:08 AM
I see. I just looked in my doomcad folder and there's a vb3d.dll in there. Is that an indication that it's a vb coded prog?
I just made one of the coolest textures for a door, I've ever made! WOOT! This is too kewl!!
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The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
November 3rd, 2001, 01:13 AM
Sounds like VB (or at least partial VB to me. I can see why you'd want to do that. VB is good for making GUIs really fast (for the most part).
Show us the textures damnit!
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
November 3rd, 2001, 06:47 PM
Hey kewl, so it (DoomCad) could be coded in vb and say some other kind of code?
I was wonderin somethin'. Sometimes to learn how something is made, it helps to get inside and look at how the thing was created in the first place. Is that possible with coding? I suppose it must be, if you have the right tools and I bet were talkin expensive programs.
I see vbrun300.dll and that goes in the windows/system folder and Threed.vbx in the doomcad folder. More clues to a possible use of vb code? http://forums.newdoom.com/UBB/wink.gif
I cannot show texture. If I do, then the surprise of seeing it for the first time in the game will be lost. I think that the screenies I show prior to release will be at a minimum. http://forums.newdoom.com/UBB/smilies/cwm12.gif I guess I must pull a "Duke Nukem Forever" and show next to nothin' until it's almost a done dealie.
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The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
November 4th, 2001, 12:21 AM
vbrun300.dll is the give-away for VB code. I think all VB programs need it to run. Portions of the editor could have been written in C++ or something. It's not uncommon. VB is awesome for making interfaces very very very fast.
You can decomile programs but it's illegal and very hard to do. Your result will never match the original source code (it goes through many optimizations when it compiles and there are multipile ways it could have been written). You would also lose all the comments the programmer put in. Maybe the code is available on the net. If it is I'd like to see it cause I like VB.
Can't wait for the new Vilecore! http://forums.newdoom.com/UBB/smilies/cwm35.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
November 4th, 2001, 08:53 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">vbrun300.dll is the give-away for VB code. I think all VB programs need it to run. Portions of the editor could have been written in C++ or something. It's not uncommon. VB is awesome for making interfaces very very very fast.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Very Kool and I do like the interface jobby http://forums.newdoom.com/UBB/wink.gif So good olde Doomcad is a vb prog, at least in part. It sure is kool how these guys made these editors for Doom back in the day.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">You can decomile programs but it's illegal and very hard to do. Your result will never match the original source code (it goes through many optimizations when it compiles and there are multipile ways it could have been written). You would also lose all the comments the programmer put in. Maybe the code is available on the net. If it is I'd like to see it cause I like VB.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
That's like trying to reverse compile a quake/half-life/hexen2/etc.... bsp file after vis light (and or rad) and bsp take the map file and compile it all into the bsp that the game engine reads. I read that it can be done with a certain prog, but not very well..
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The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Aliotroph?
November 5th, 2001, 10:12 AM
That sounds about right. Those BSP files are pretty complex beasts. I was thinking about how all that kind of stuff might work (in a very general way) one day and my head just started spinning. The map files for DooM III are supposed to be really simple in comparison though.
Do you know where the Doomcad homepages is? I wouldn't mind taking a look at any resources they may have.
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"Killed Aliotroph?"
- obituary from Perfect Dark
Doom_Dude
November 6th, 2001, 11:12 AM
As far as I know DoomCad doesn't have a homepage.....and I don't think it ever did. A search in Google is no help, though the first entry for a Doomcad search is very interesting http://forums.newdoom.com/UBB/wink.gif I tried to contact the author of DoomCad, Matt Tagliaferri a number of times but was unsuccessfull.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">The map files for DooM III are supposed to be really simple in comparison though.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
That's interesting because I just read that the Red Faction game comes with an editor in which the maps are not compiled. I guess DooM III will be something along these lines.
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The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
Doom_Dude
December 1st, 2001, 06:02 PM
Just bringing this back to top http://forums.newdoom.com/UBB/tongue.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF
The Megawad (http://www.newdoom.com/hosted/themegawad/)
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
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