View Full Version : Are you looking for level editor that works in Win XP.
Big_al
March 18th, 2002, 02:26 PM
I've just tried Deth424 on my new PC with Win XP Home and Geforce 2.
It worked fine when started from the command prompt.
Other than that I'm told DeepSee works?
Aliotroph?
March 18th, 2002, 10:31 PM
I'd think just about any Win32 editor should work. Most programs do. pcAnywhere was one exception though...
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"Killed Aliotroph?"
- obituary from Perfect Dark
bucky_lastard
March 19th, 2002, 01:00 AM
Deth424 is a DOS program, I was supprised when it worked, certainly didn't under Win2K.
deepteam
March 19th, 2002, 09:20 AM
Yup, any win32 editor will work.
Only one that doesn't is the old visual basic one, DoomCad. Didn't try too hard, maybe if I set compatibility it would work too?
I'm curious how one adapts to the speed of new systems with deth? From what I can see, it's just about unusable on a PIII800 on up.
Now that you've got XP, natural progression should follow eh http://forums.newdoom.com/UBB/smile.gif
Big_al
March 19th, 2002, 10:59 AM
Just tried it there just now, didn't seem to be a speed problem.
Screen scrolling and that was okay, not jumping all over the place.
Its the 424 version I'm using.
Still need a program for textures & sounds etc, don't think my old fav WinTex is workable.
How long do you think it would take a the CD to get to the UK anyway?
Aliotroph?
March 19th, 2002, 06:01 PM
You'd think VB stuff like Wintex and DoomCAD WOULD work. Funny.
So when's DeePsea going to hava a full 3D interface with stereo goggle support??? http://forums.newdoom.com/UBB/smilies/cwm32.gif
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"Killed Aliotroph?"
- obituary from Perfect Dark
deepteam
March 19th, 2002, 06:59 PM
Big_al not sure if you were you asking me a question? Anyway fastest, easiest and cheapest for DeePsea is via email.
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There's lots of stuff to keep me busy http://forums.newdoom.com/UBB/smile.gif If Legacy doesn't change the way they store FS I'll add a FS button for Legacy users to make it easier to edit / save in the header. But somebody mentioned they will (might?) change this to be a bit simpler and just use a normal independent lump.
Big_al
March 20th, 2002, 01:00 AM
Deepteam,
I downloaded the trial version of DeepSea last night.
Had a quick look at it, noticed that the "walkthrough" option didn't work on my XP machine. Does this need to be setup in someway?
Also is it possible to create wads with just textures, sounds other lumps in them using DeepSea.
I like to kept them seperate from my levels until I release it.
deepteam
March 21st, 2002, 08:14 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">noticed that the "walkthrough" option didn't work on my XP machine. Does this need to be setup in someway?</font><hr width="100%" size="1" noshade></BLOCKQUOTE>You have to have valid nodes built. I can't tell if there are valid nodes in there or not http://forums.newdoom.com/UBB/smile.gif I just did that for quick fun. Right now it's pretty simplistic. When I have the time woul like to do real textures and all that stuff.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Also is it possible to create wads with just textures, sounds other lumps in them using DeepSea.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>Yes. And you can open them up in the editor and the resource wad(s) will be displayed for you level just like in the game. IOW, if you had a texture WAD, then you load that WAD and when you make a level all those resources are accesses - like textures, flats and sprites. When testing, if you enable "load all files" then the DOOM port automatically also sees all those files. It adds all those to the -file statement.
Big_al
March 22nd, 2002, 02:00 AM
I assume that you can have a texture wad, a level wad, original doom wad loaded at the same time? Just like in good old DETH?
Yeah probably hadn't built the nodes at that point, I was just menu surfing and saw the option and tried it.
deepteam
March 22nd, 2002, 11:11 AM
You can have up to 99 wads loaded at the same time. Last guy in controls the final resource. Of course with TEXTUREx control, you have to be aware of what's going on, same as for FLATs. If you have any graphic lump replacements only, those will always get replaced. That can get confusing though http://forums.newdoom.com/UBB/smile.gif
There are no special SS_START/SS_END rules for sprites as there are for DOOM or the ports (that's an easy change to make in the ports too - I think one of them does this too). So it's possible to replace sprites and not have them show up in the game http://forums.newdoom.com/UBB/smile.gif
Flats can get also replacement images, even if they are not denoted by FF_START/FF_END also. Same reason as for sprites.
Big_al
March 22nd, 2002, 11:34 AM
Only usually have the two open level & textures.
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