View Full Version : Vilecore Re-Uploaded
Doom_Dude
April 20th, 2003, 11:52 AM
I fixed that bug you found Deathgiver and re-uploaded Vilecore with the bug fix. Fixed the txt file while I was at it too. Also ran Vilecore through ZenNode (was originally built with Doomcad's garbage nodesbuilder). Also added new screenshot to my Projects page for both Vilecore and Vilecore 2.0
Deathgiver can you test out that fixed map? http://forums.newdoom.com/UBB/smile.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Aliotroph?
April 20th, 2003, 01:39 PM
/me goes to DD's site
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Doom_Dude
April 20th, 2003, 02:50 PM
Hehe ok Aliotrophical?
I was busy today.
I also had a beer and some wines... http://forums.newdoom.com/UBB/smilies/cwm12.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Aliotroph?
April 20th, 2003, 02:52 PM
Duuuh, I'm nooot druuuuuuuuuujnk! http://forums.newdoom.com/UBB/smilies/cwm3.gif *THUD*
http://forums.newdoom.com/UBB/tongue.gif
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Doom_Dude
April 20th, 2003, 03:13 PM
Did you go over to my site?
I didn't get drunk? Did I? http://forums.newdoom.com/UBB/smilies/cwm3.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Deathgiver
April 20th, 2003, 03:23 PM
D_Dude, I just emailed the "Vilecore jDoom test report" to ya.
Doom_Dude
April 20th, 2003, 04:45 PM
I just answered your email. I dunno what's going on. All the trigger things gave been removed so it should be working for you.
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Deathgiver
April 20th, 2003, 06:59 PM
What the Freak!? It's working right, now.
When I tested earlier I used a saved game file from when I used Vilcore.wad, I got curious & loaded straight in "Battle hex" & it's working right.
So could've the Save game kept a trigger "ghost"?
Doom_Dude
April 20th, 2003, 07:24 PM
I noticed DooM save games remember all sorts of weird stuff so yeah it must've. Anyhow I'm glad you got it working.
Oh by the way. I fixed map32 where you had to jump up in the alcoves to get the red key. Those are now lifts and the door is shootable from both sides now. Figured I might as well fix that hindrance as well. I just uploaded it if you want it. http://forums.newdoom.com/UBB/wink.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Deathgiver
April 20th, 2003, 07:38 PM
"I fixed map32 where you had to jump up in the alcoves to get the red key. Those are now lifts and the door is shootable from both sides now. Figured I might as well fix that hindrance as well. I just uploaded it if you want it."
"getting it as I type this."
Doom_Dude
April 20th, 2003, 08:15 PM
Okee dokee Deathgiver! Remember olde save games bad. http://forums.newdoom.com/UBB/smilies/cwm17.gif
I think I can rest now.
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Deathgiver
April 21st, 2003, 04:40 PM
I think I'll try out the latest version now.
/me learns new mantra "olde save games bad, olde save games bad" http://forums.newdoom.com/UBB/smilies/cwm32.gif
Aliotroph?
April 22nd, 2003, 02:02 AM
/me uses a hex editor to fix olde savegames. http://forums.newdoom.com/UBB/tongue.gif
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Doom_Dude
April 22nd, 2003, 06:16 AM
I'm seeing that 'Hex' reference a lot lately. http://forums.newdoom.com/UBB/tongue.gif
That should be all the fixes for the olde version. Those 2 bugs were a hinderance to the players progress and needed fixing..... plus it was about time I ZenNoded the dang thing. Oh and I took the liberty of deleting all those silly sector based map names. Any other fixes will be in 2.0.
Have fun! http://forums.newdoom.com/UBB/wink.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Deathgiver
April 22nd, 2003, 04:05 PM
"Oh and I took the liberty of deleting all those silly sector based map names."
Is that why the latest version is a little smaller?
Doom_Dude
April 22nd, 2003, 04:09 PM
Theres 3 reasons why it's smaller.
[list=1] Deleted Sector Names Ran ZenNode on the wad Then used XWE to clean the wad.
[/list=a]
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
dbuske
May 17th, 2003, 05:13 PM
I noticed that switches are still too high. I guess this is a problem of Jdoom. Does anyone know if this will be fixed?
Doom_Dude
May 17th, 2003, 05:29 PM
If your talking about the shootable switches. In 2.0... The one in map10 I lowered. The one in map29 I changed so you can see it better plus I lowered it. Theres one at the start of map30 that I fixed as well. I didn't realise they were too high when I first made Vile and everything was tested in Legacy. Are these the switches your talking about? Lemme know so I can fix them.
The switches really should be shootable with either the double barrel or the chaingun. Sometimes the far ones get missed because the ammo sprays differently and you have to try a few times.
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Aliotroph?
May 17th, 2003, 10:14 PM
Did you fix that bug I found early on where the pillar comes up and sometimes the player gets trapped outside? I know you fixed it for the new version but it was pretty bad when that happened to me the first time through the map. It was where you jump across a gap into a room with demons and a pillar comes up behind. If you leave right away you can get out before the pillar rises and you get stuck outside.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Doom_Dude
May 18th, 2003, 05:14 AM
Yeah Thats in map05: Hellknight's Temple. I fixed that for the new version ages ago. The door / bar that lowers I removed and I shortened the gap between the rooms where you jump across. I also removed the lift just before that part and added a stairway. Looks way cooler and you can now run away if you like . lol
I'll change that for the olde version if I think I really have to. Well my plan was to replace the olde version with the new but I suppose some will still want to check out the older version considering how different they'll be with all the changes and fixes and additional stuff I added to 2.0
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Aliotroph?
May 19th, 2003, 12:10 PM
Yeah, even if you just put a trigger so the bar can lower again if you're outside or something.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Doom_Dude
May 19th, 2003, 12:32 PM
I could do that. http://forums.newdoom.com/UBB/wink.gif
I'm about to go to Relliks editing site for some Legacy info stuff. http://forums.newdoom.com/UBB/biggrin.gif
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Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
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