View Full Version : Idea for after the NDCP...NewDoom Legacy!
Melfice Darkmage
February 21st, 2003, 12:13 PM
Since progress seems to be running rather smoothly on our Vanilla Doom2 megawad, I'd like to suggest a Legacy Megawad, since Legacy is hosted right here at NewDoom, I think it'd almost be a way to show Hurdler and Jive and the others of the Legacy team and forum our appreciation for Legacy itself. I could take the lead in the way Sparky has for th NDCP. I imagine it'd be called NewDoom Legacy or something. The reason I'm suggesting this already is because it's been on my mind for a while and I know how widely Legacy is used around here. It's a good chance to show our best-of-the-best so to speak. I already plan on submitting a map, regardless of my work on Dark Nexus, the Doom64TC, and a few DM maps I'm helping someone from Doomworld with.
So I'm asking for volunteers. Of course it'll be just a little while before we get started on mapping, but I'd like a general idea of who'd be willing to make a Legacy map. OpenGL preferably. Think of the NDCP as the project for those whose computers sometimes can't handle the higher res stuff, and the NewDoom Legacy to fit it's name, us here at NewDoom creating a Legacy to follow http://forums.newdoom.com/UBB/wink.gif. So anyone interested let me know!
Oh yeah, I had also thought of this, however good or unecissary it may seem, but what if we made a NewDoom Projects forum? Anyway, peace out! I'll be checking in off and on.
DarkWolf
February 21st, 2003, 01:04 PM
Half SP / Half DM
That way we attract both types of mappers. I honestly am tired of SP at the moment.
But I really need to finish my NDCP map first.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Sparky
February 21st, 2003, 01:07 PM
Sounds Like A Good Idea But One Project At A Time http://forums.newdoom.com/UBB/wink.gif
Agent Spork
February 21st, 2003, 01:20 PM
Huahahah!! I could submit about.. uh.. maybe 3 maps!!
EDIT: Will we be able to use custom textures, and flats? (not replacing the original ones, of course)
Melfice Darkmage
February 21st, 2003, 01:37 PM
Well, I know, i'm just saying I want a list of people who would be willing to submit a map.
DarkWolf, I agree with you, SP and DM. I think we should 22 SP maps, and 10 DM maps. I think 10 DM maps is plenty, unless anyone else has any other ideas, just let me know.
Yes, you can use your own textures and resources to a certain extent. We can't have everyone doing it, or other wise it'll become VERY large. Try to use what you need only. This includes Midis aswell.
Hey Agent Spork, I'll put you down for 2 maps for right now, is that alright?
Here's a little outline of the decisions so far:
SP
Map01
Map02
Map03
Map04
Map05
Map06
Map07
Map08- Mecha-Core, By Magic Darkmage
Map09
Map10
Map11
Map12
Map13
Map14
Map15
Map16
Map17
Map18- Skyscape (title subject to change), by Melfice Darkmage
Map19
Map20
Map21
Map22
DM
Map23
Map24
Map25
Map26
Map27
Map28
Map29
Map30
Map31
Map32
I went ahead and took 2 spots for right now. Considering there's 22 maps slots, if we get enough people on this project, lets all assume 1-2 maps each. If you have 2, make sure you keep one in mind you'd like to keep in the project, and one that's expendable if we need more slots as I'd like to beable to get as many people participating as possible.
So Spork, what map spot would you like? Same to you DarkWolf. http://forums.newdoom.com/UBB/smile.gif
Agent Spork
February 21st, 2003, 02:00 PM
Ummm.. I'll take the first DM map spot, and any one of the Coop spots will do.
Sparky
February 21st, 2003, 02:11 PM
why dont you make 16 sp and 16 dm ?
makes more sence to split it equal
DarkWolf
February 21st, 2003, 03:02 PM
I'll take an open DM. 23, 24, whatever is open.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Doom_Dude
February 21st, 2003, 03:03 PM
I'm gonna worry about finishing all my other projects before I even think about doing a map for anouther project.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
Ninja_of_DooM
February 21st, 2003, 03:06 PM
My editing life's pretty messy right now. I'vee three wads on the go now. with one nearly finished and 2 awating full deepsea to finish them off. http://forums.newdoom.com/UBB/smilies/cwm31.gif
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Member of the NewDooM megawad team. Map 14: Jail Break.
My own little bunch of WADs. Containing 3 individual maps. Download it here (http://sparky.suhost.com/pub/hosted/ninja/ninja_of_doom_wads.zip)
Thanks to Sparky for the hosting.
If you would wish to host this then contact me at by E-mail. mailto:AndrewAFE@aol.comAndrewAFE@aol.com</A>
Hint to all Katana owners: Never sit on yours, It'll give you a very sore ass indeed.
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These are the four ways of man. DooM, DooM editing, DooM deathmatching and DooM communities.
Melfice Darkmage
February 21st, 2003, 03:12 PM
Keep in mind that I'm just looking into the future on this project, I don't plan on getting this thing going full time until the NDCP is out.
ToXiCFLUFF
February 21st, 2003, 08:08 PM
Hey Melfice, that's a cool idea. Makes sense, one back to the basics Megawad, and one modern feature-laden one.
Since this would be starting after the NDCP, giving me a while to complete Rust (which might never get completed considering I get more ambitious every second. j/k. Hopefully.) I'd love to take an SP map slot.
Melfice Darkmage
February 21st, 2003, 10:11 PM
Okay ToxinFluff, what map spot do you want? List is up above!
ToXiCFLUFF
February 21st, 2003, 11:37 PM
Ah I think I understand the message now (just came from showcase). Hmm... well that depends. Are the maps going to have a difficulty curve/theme or anything?
Melfice Darkmage
February 22nd, 2003, 01:11 AM
Nope. Do as you want. Although I'd use common sense (i.e. no Icon of Sin on the 1st map slot).
ToXiCFLUFF
February 22nd, 2003, 01:30 AM
I'll take map16 (I love the music).
Excellent, I look forward to this Melfice.
Celebrate the Legacy!
Exl
February 22nd, 2003, 01:54 AM
/Exl wants to sign up for Map09
..and start working on it as soon as his NDCP map is finished! So we can go all-out on Legacy features including scripting, 3dfloors stuff, midi (mp3\ogg in the upcoming release) and stuff like that? Custom skies per map? Custom textures \ ambient sounds....
Okay I'm about done. http://forums.newdoom.com/UBB/smilies/cwm32.gif
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One nut can ask more questions than ten wise men can answer.
Melfice Darkmage
February 22nd, 2003, 02:39 AM
Absolutely Exl http://forums.newdoom.com/UBB/biggrin.gif.
Legacy shall live up to it's name! We shall create a Legacy to follow for DooMers to come! I believe also for anyone who wants to start editing Legacy, that this project in itself will be a perfect demo of it and all that it beholds!
ToXiCFLUFF
February 22nd, 2003, 05:13 AM
Yeah good point. Nothing's better for learning scripting or map design than looking at how things are done in other maps.
Plus, if people see something really good, they can get inspired and want to do something as good or better than it, which is all for the best as it is part of what keeps Doom mapping evolving.
Melfice Darkmage
February 22nd, 2003, 08:47 AM
Here's a little outline of the decisions so far:
SP
Map01
Map02
Map03
Map04
Map05
Map06
Map07
Map08- Mecha-Core, By Magic Darkmage
Map09- ___, by Exl
Map10
Map11
Map12
Map13
Map14
Map15
Map16-___, by ToXiCFLUFF
Map17
Map18- Skyscape (title subject to change), by Melfice Darkmage
Map19
Map20
Map21
Map22
DM
Map23-___, by DarkWolf
Map24-___, by DarkWolf
Map25
Map26
Map27
Map28
Map29
Map30
Map31
Map32
Agent Spork
February 22nd, 2003, 10:38 AM
Where're my map slots?
mystic
February 22nd, 2003, 11:06 AM
Im in but you knew that already Melfice, its a fantastic idea.
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Doom_Dude
February 22nd, 2003, 01:45 PM
Have fun.
Shouldn't we be foucusing on the NDCP first. http://forums.newdoom.com/UBB/rolleyes.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
Sparky
February 22nd, 2003, 01:50 PM
Yeaa http://forums.newdoom.com/UBB/smilies/cwm6.gif
DarkWolf
February 22nd, 2003, 02:33 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">Yeaa http://forums.newdoom.com/UBB/smilies/cwm6.gif </font><hr width="100%" size="1" noshade></BLOCKQUOTE>
You can complain about NDCP when you make a level. =P
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Gherkin
February 22nd, 2003, 03:30 PM
Cool, make that:
Map25 - Winger by Pascal "gherkin" vd Heiden
Map26 - Duelling Keeps by Pascal "gherkin" vd Heiden
You want the maps as MAP25 & MAP26 or as MAP01 from me?
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Doom Connector (http://www.doomconnector.com) - Your first class ticket to hell online!
Agent Spork
February 22nd, 2003, 03:39 PM
Map10: CyberDemon Tech Center
Map27: Quad Arena
Melfice Darkmage
February 22nd, 2003, 03:56 PM
SP
Map01
Map02
Map03
Map04
Map05
Map06
Map07
Map08- Mecha-Core, By Magic Darkmage
Map09
Map10- CyberDemon Tech Center, by Agent Spork
Map11-
Map12
Map13
Map14
Map15
Map16
Map17
Map18- Skyscape (title subject to change), by Melfice Darkmage
Map19
Map20
Map21
Map22
DM
Map23-___, by DarkWolf
Map24-___, by DarkWolf
Map25- Winger, by Pascal "gherkin" vd Heiden
Map26- Duelling Keeps, by Pascal "gherkin" vd Heiden
Map27- Quad Arena, by Agent Spork
Map28
Map29
Map30
Map31
Map32
Gherkin- Yes, put them on the proper map slots, it'll make it alot easier to compile them in the end.
Mystic- I knew you were http://forums.newdoom.com/UBB/wink.gif So, what map spot you want?
Doom_Dude- Keep in mind I'm just lining this up because we're doing so good on the NDCP http://forums.newdoom.com/UBB/biggrin.gif
Agent Spork- Sorry about not listing your maps man, I got ya covered now!
DarkWolf
February 22nd, 2003, 04:06 PM
Where did mine go? They're untitled for now, btw.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Melfice Darkmage
February 22nd, 2003, 04:14 PM
Curse only having one contact in 2 of my eyes, I think it's making me go bonkers and not think clearly http://forums.newdoom.com/UBB/smilies/cwm3.gif
Alright, fixed 'er up. I think that it's good this time. Hehe.
Doom_Dude
February 22nd, 2003, 04:14 PM
Ahhh crap you bastards!
/me hits everybody with a wet hippo
Put me down for map16: Malevolent Realm http://forums.newdoom.com/UBB/tongue.gif
OH and don't look at me to make a website for this THING. I have enough on my plate. :/
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
Melfice Darkmage
February 22nd, 2003, 04:25 PM
Damn, lol. You read my mind Doom_Dude! Wonder if Jive would have any interest in doing that sort of thing, since it IS for Legacy, and we all now how partial he is to Legacy http://forums.newdoom.com/UBB/wink.gif.
Map01
Map02
Map03
Map04
Map05
Map06
Map07
Map08- Mecha-Core, By Magic Darkmage
Map09
Map10- CyberDemon Tech Center, by Agent Spork
Map11-
Map12
Map13
Map14
Map15
Map16- Malevolent Realm, by Doom_Dude
Map17
Map18- Skyscape (title subject to change), by Melfice Darkmage
Map19
Map20
Map21
Map22
DM
Map23-___, by DarkWolf
Map24-___, by DarkWolf
Map25- Winger, by Pascal "gherkin" vd Heiden
Map26- Duelling Keeps, by Pascal "gherkin" vd Heiden
Map27- Quad Arena, by Agent Spork
Map28
Map29
Map30
Map31
Map32
Hehe, I'm glad this is filling up as fast as the NDCP did! Hehehe!
*Does CheapAlert's Gargoyle's dance while avoiding Doom_Dude's wet hippo, which I believe is to be Rellik's arch nemesis*
DarkWolf
February 22nd, 2003, 04:58 PM
If you really need someone to do a page, I can. I think someone who's actually involved in the project should do the page.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Doom_Dude
February 22nd, 2003, 04:59 PM
I agree with that DarkWolf. I think you would do a fine job on the page. http://forums.newdoom.com/UBB/smile.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
Melfice Darkmage
February 22nd, 2003, 05:04 PM
Cool DarkWolf, that'd be awesome if you would do the page.
Haha, I would myself, but as everyone knows I'm limited to Geoshitties, which doesn't deserve the presence of this project's news etc.
Agent Spork
February 22nd, 2003, 06:02 PM
Nice screeny on the main page, Melfice http://forums.newdoom.com/UBB/smile.gif
DarkWolf
February 22nd, 2003, 06:11 PM
I'm working on the page.
[EDIT]
http://darkwolf.slipgate.org/legpro/index.php
It's not linked from my main page yet, since it hasn't officially started. But here's a simple page, someone can go ahead and make a logo if they want.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Agent Spork
February 22nd, 2003, 06:34 PM
What if we use custom Animated textures? As in, adding new animated textures using the SWANTBLS utility? There's a few custom switches and animated textures/flats in one of the maps I'm making for this.
Agent Spork
February 22nd, 2003, 06:47 PM
Ooh.. Let me take a whack at making a banner/logo thingy.
http://invis.free.anonymizer.com/http://www.geocities.com/agentmegadoomer/NDCPL_BANNER.jpg
I made that in about.. a minute.. So I doubt it's all too great.
Melfice Darkmage
February 22nd, 2003, 07:04 PM
That looks nice Spork! DarkWolf, too! http://forums.newdoom.com/UBB/biggrin.gif BTW, Darkwolf, on Map08- Mecha-Core, for some reason I think I put Magic Darkmage down as my name, it should be Melfice Darkmage instead, lol. http://forums.newdoom.com/UBB/smilies/cwm32.gif
Also, you can add anything you need to make your map custom, especially if it'll show off Legacy's greatness!
To my knowledge, we should beable to combine all the resources from the different wads, etc. into one wad and beable to make it work properly http://forums.newdoom.com/UBB/biggrin.gif
Melfice Darkmage
February 22nd, 2003, 07:16 PM
Forgot to mention that I've renamed Skyscape to Necrosiosis http://forums.newdoom.com/UBB/smilies/cwm26.gif .
DarkWolf
February 22nd, 2003, 07:39 PM
Errors have been corrected.
[EDIT]
I figured out some code for the screenshot pages. (I have it to where I just have to upload the images into their respective directories). I'll have to finish it up in the morning though.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Rellik_jmd
February 22nd, 2003, 09:14 PM
I'd be interested in making a map (or map set) for this on one condition. We need to be able to use any and all resources we want to, and the only realistic way to do that is seperate wad files. So each map is a stand alone wadfile. Have each mapper name his wadfile MAP01.WAD or similiar so that you simply make a fragglescript exit that loads "MAP02.WAD". Then each mapper has absolutely zero limitations on what they can do and there is no main wad to compile. It would be 32 seperate wad files. This way a person can also have several maps in the one "level", almost like hubs. http://forums.newdoom.com/UBB/biggrin.gif
It sounds complicated, but it would GREATLY reduce the amount of work the organiser needed to do. Actually, it would reduce it to nothing, except to package all the levels in one zip file. http://forums.newdoom.com/UBB/tongue.gif
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Melfice Darkmage
February 22nd, 2003, 09:24 PM
Sounds like a excellent Idea Rellik, since we haven't necissarily started anything yet, that'd be perfect. Let's do it unless anyone apposes!
so does that mean all of our maps need to be on Map01?
Agent Spork
February 22nd, 2003, 10:27 PM
Okay.. So how do I make a script load a different wad? Wow.. That makes me sound like a n00b :P
ToXiCFLUFF
February 22nd, 2003, 10:27 PM
Hey what happened to my map16 slot? No offense DD but I got first call and I NEED that music lol
Anyway, the separate wads sounds good to me, especially since legacy can load wads in sub-folders (good because I doubt anyone wants 32 map files in their main Doom dir).
So what we would need, I think, is a linedef at the end of the map that will activate a script like this:
script 255
{
runcommand("addfile map02.wad");
exitlevel();
}
This would be the exit from map01. Note FS can only go to the next map (or the usual secret exit map numbers - 15-30 30-1) so all the levels in the wads would have to be on their respective map slot.
If people use too many custom resources though, the megawad will get huge = I've only used about 100 new textures (not to many in reality) in my mod and it's already 5mb. And I haven't even finished a map yet.
So I propose a size limit to each wad.
EDIT: Other thoughts actually. The difficult curve would get real fucked up. Especially since we won't always have played the map before our one when we are making it - it could get too easy or too hard, depending on the previous map. So I also propose a pistol start on each map. This way we don't have to bother with secret exits or anything, and we can also have the megawad play in order 1-32. The script would be:
script 255
{
runcommand("addfile map02.wad");
runcommand("map map02");
}
The player would start with 50 bullets, (unless the level had a dehacked script stating otherwise) 100 health and a pistol.
Agent Spork
February 22nd, 2003, 10:53 PM
Hmmmm
Aliotroph?
February 22nd, 2003, 11:33 PM
Might be wise to compile a global texture wad when everyone is done though. Would drastically reduce the size.
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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++;
DarkWolf
February 23rd, 2003, 06:27 AM
<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">script 255
{
runcommand("addfile map02.wad");
runcommand("map map02");
}</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Redundant, just use runcommand("map map02.wad");
Yes, we need a global wad for the menu text/graphics and textures. Levels, dehacked lumps and music can be put in their own files.
So what map is DD taking since Toxic called map16 first?
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Doom_Dude
February 23rd, 2003, 06:42 AM
I'll take map15 or whatever is open. Just throw my ass in whatever is open Melfice.
I know SFA about scripts and I didn't quite get what Rellik said. Ummmmmm all the maps will have to be map01?
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
DarkWolf
February 23rd, 2003, 07:34 AM
Alight, I fixed the map list, added ToxicFluff, switched DD, and added Exl, who was overlooked. Please report any other errors. The screenshot section is up, but the only screen shot is for Melfice's map (map18) at this moment.
You can e-mail screenshots, just be sure to include the map #. Make sure they're 640x480, jpg, gif, or png. Just remember that whatever the file size is, people will have to download.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Doom_Dude
February 23rd, 2003, 07:40 AM
Looking good so far DarkWolf. http://forums.newdoom.com/UBB/smile.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
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----Linedef Technician and Sector Maker Upper----
Rellik_jmd
February 23rd, 2003, 08:32 AM
Heh, I'll try to explain this a little more clearly. So DOOM_DUDE (just for example) when you've got your level all finished save it as map01, then combine it, any custom textures you used, and sounds, GFX, etc into one .wad file. Then since _DUDE has map slot 16, he would name the .wad file "map16.wad". Then the person before you makes their exit switch run the script:
{
runcommand("map map16.wad");
}
And DOOM_DUDE would make his exit switch run the script:
{
runcommand("map map17.wad");
}
As for combining resources, I'd say at the most there would be one .wad with certain GFX like menu stuff in it. Textures should be included only in the mappers wadfile, not in a single file that everyone uses. It needlessly complicates things.
It would also simplify things as far as multiple maps go. Each person should get ONE .wad file. Because each .wad is independent, each mapper could have one map, or a full 32 maps in his one wadfile. This opens up the ability for the person to do as little or as much as they could possibly want to do. It might be better to treat each author as doing a "chapter" of the story, instead of the old idea of assigning a specific map. If the goal is a totally cool megawad that really shows off Legacy's stuff, would should try to avoid as many of the old ways of doing things as we can. http://forums.newdoom.com/UBB/smile.gif
------------------
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Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
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DarkWolf
February 23rd, 2003, 08:35 AM
Individual textures will be fine, if they're kept to a minimum and everyone is, for the most part, using different textures.
If we have a lot of overlapping textures though, we should just combine them.
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-DarkWolf
http://www.boomspeed.com/darkwolf/windeuchick.gif
Doom_Dude
February 23rd, 2003, 08:37 AM
OH OK! That makes more sense to the point where I actually like the idea. COOL Rellik! http://forums.newdoom.com/UBB/smilies/cwm30.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
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----Linedef Technician and Sector Maker Upper----
Agent Spork
February 23rd, 2003, 09:35 AM
OMG! A new forum!
Melfice Darkmage
February 23rd, 2003, 09:36 AM
I'm going to find Jive's email and email him about this, I'd love it if he would participate in this project somehow.
Anyway, I finally got both contacts in, now maybe I'll beable to think clearly http://forums.newdoom.com/UBB/smilies/cwm32.gif
Sparky
February 23rd, 2003, 04:13 PM
This Has Nothin To Do With NDCP, So How Come Its Here http://forums.newdoom.com/UBB/smilies/cwm3.gif
Agent Spork
February 23rd, 2003, 04:32 PM
Uhmm.. This IS a New Doom Community Project. Notice the fact that the P in N.C.D.P stands for Projects
Sparky
February 23rd, 2003, 04:58 PM
Its Not "THE" NDCP
NDCP Is The Wad Where Working On Now http://forums.newdoom.com/UBB/smile.gif
They Can have There Own Forum When They Get theres Started
DarkWolf
February 23rd, 2003, 05:49 PM
NDLW should be used for this project, while NDCP for the other.
They're both New Doom projects, which involve the community, so they belong here.
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-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
Sparky
February 23rd, 2003, 05:51 PM
Yea So, This Is The NDCP Forum http://forums.newdoom.com/UBB/smile.gif
Doom_Dude
February 23rd, 2003, 05:53 PM
Oh Hush and be glad we have a forum to discuss the newdoomers projects.
Thanx to Phoebus for setting this up, which he didn't have to by the way. It could've stayed in rants. I'm sure we can figure out what project we're talking about. Heh.
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
Sparky
February 23rd, 2003, 05:56 PM
Fine Than
http://forums.newdoom.com/UBB/smilies/cwm43.gif
Rellik_jmd
February 23rd, 2003, 07:18 PM
LOL, after looking for 15 minutes I finally found this thread again. Cool, got a whole forum for community projects huh? Sweet. :-)
------------------
Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
Team Deim.com is TEMPORARILY down. It will be back, maybe in a week or two, but it will be back! DOOM Editing Resource temporary site. (http://www.telusplanet.net/public/daewoo/der/)
Melfice Darkmage
February 23rd, 2003, 08:52 PM
Hey Rellik, what map numbers do you want in the project?
Aliotroph?
February 23rd, 2003, 09:13 PM
This is cool. I'll take any old slot.
My question is, what about the intermission screens? If we load the maps via FS won't we lose the screens? Maybe that's not a bad thing though. We'll end up with something a lot like Half-Life.
------------------
"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++;
Melfice Darkmage
February 23rd, 2003, 09:25 PM
Let's put Alio at Map05's slot http://forums.newdoom.com/UBB/smile.gif.
Rellik_jmd
February 23rd, 2003, 09:45 PM
Well, if we're doing all seperate wad files it doesn't make sense to assign specific map numbers. Mostly you'd just be assigning what order peoples wads go into. http://forums.newdoom.com/UBB/tongue.gif While my contribution would act as one level, it might actually be made up of several seperate maps. http://forums.newdoom.com/UBB/smile.gif
Alio: A way to work around that is to have your last level exit normally with the tally screen and whatnot, but the very next level that loads in your wad instantly starts a script that loads the next pwad. The level would basically be a 64x64 square pitch black room with the player in it.
------------------
Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
Team Deim.com is TEMPORARILY down. It will be back, maybe in a week or two, but it will be back! DOOM Editing Resource temporary site. (http://www.telusplanet.net/public/daewoo/der/)
Aliotroph?
February 23rd, 2003, 11:01 PM
Yeah, that makes sense Rellik. You must spend a lot of time thinking these things up.
I need a texture that's a shiny metal panel with some rivets around it so I can build square pipes. Know any (besides the one Ebola has in Nimrod and says we can't use)?
------------------
"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++;
iori
February 24th, 2003, 10:21 AM
OK im in. Melfice this is a great idea. I missed out on the other newdoom project, so im definatly in on this one k? Um would it be possible to give me 2-3 maps back to back?
looking at the most recent list could i have maps 5,6,7? I already am brimming with ideas!!
iori
February 24th, 2003, 10:25 AM
hmmm
map06: Beautiful Desicration
map07: Nosferatu
ok?
if anyone has any objections please tell me k?
Aliotroph?
February 24th, 2003, 10:50 AM
I hate coming up with names for maps. I've never come up with a good name for any map I've ever made or started to make.
------------------
"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++;
Exl
February 24th, 2003, 10:58 AM
Eh, Melfice, you missed me too: MAP09 ___ - Exl http://forums.newdoom.com/UBB/smile.gif
Edit: DarkWolf sayeth': "and added Exl"
Eh, heh. Oops. I was still looking at page one. You guys blabbered almost two pages worth of NDLP info in just one day. You guys are *evil* http://forums.newdoom.com/UBB/smilies/cwm32.gif
Edit edit (Exl doesn't like pasting err. posting multiple times in a row): Maybe I could do them menu\hud graphics too, like I did with the NDCP? Just wondering...
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http://home.wanadoo.nl/dennis.meuwissen/temp/sig_link.gif (http://home.wanadoo.nl/dennis.meuwissen/whacked)
One nut can ask more questions than ten wise men can answer.
DarkWolf
February 24th, 2003, 11:56 AM
The map slot thing is so we have some sort of order. The individual wad idea is good, to a point. If people are going to have 8 maps in a single wad, why group this thing together in the first place? The single wad idea, I agree, would be good for individual resources (especially for FS stuff), but I think we should keep the slots and do 1 map per slot. You could, of course, combine back to back maps into 1 wad. We can add more map slots if needed.
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-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
Melfice Darkmage
February 24th, 2003, 04:06 PM
Iori- Map 06-07 are yours if that's what you need, I'm fine by that.
DarkWolf- Why don't me and you lay out some rules, since I'm kinda the presenter of the idea for this project, and you can stay ontop of things really well it seems? How about that if we end up doing back to back wads, and we do seperate wad files, we make a rule so that you can do no more than 3 levels?
iori
February 25th, 2003, 08:41 AM
i think that its a good idea to use single wads as each person can have his own textures and deh's. Personally i would like to know the theme of the maps directly before and after mine (maps 05 and 08) so i can fade the themes at the entrances and exits, respectivly
Exl
February 25th, 2003, 11:01 AM
<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">Exl said: ): Maybe I could do them menu\hud graphics too, like I did with the NDCP? Just wondering...</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
If you don't like it feel free to say no...
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http://home.wanadoo.nl/dennis.meuwissen/temp/sig_link.gif (http://home.wanadoo.nl/dennis.meuwissen/whacked)
One nut can ask more questions than ten wise men can answer.
Melfice Darkmage
February 25th, 2003, 11:30 AM
That'd be great Exl! Like I said on MSN, I just breezed right past that for some reason
DarkWolf
February 25th, 2003, 11:49 AM
How about this, for each level you include you'll need a map slot, so if you want 3 levels you'll need map01, map02, etc. The map numbers we assign just coordinate the order. We can limit 3 maps per-person and extend the total map slots if needed. If each person did 8 maps, we might as well just all do our own mini-projects.
So if you need 2 or 3 back-to-back slots, make it known. We can always fiddle with the map numbers since it only determines order.
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-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
iori
February 25th, 2003, 12:06 PM
ok cool i getcha. Can we please change the skys too? Well i have made a sky for a project i was starting before this one. That project went to hell so to speak, so i was thinking about using the sky i made. Tomorrow i'll give you guys a pic and see what you think k?
Rellik_jmd
February 25th, 2003, 01:30 PM
Just include the sky in your wad, then let the guy after you know that if he wants the old sky back in he'll have to put it in his wadfile.
------------------
Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
Team Deim.com is TEMPORARILY down. It will be back, maybe in a week or two, but it will be back! DOOM Editing Resource temporary site. (http://www.telusplanet.net/public/daewoo/der/)
DarkWolf
February 25th, 2003, 02:18 PM
That is a problem, if the person before you replaces any of the original doom stuff and you want to use the originals, you have to load them back in. Or else it will be the previous person's...
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-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
Rellik_jmd
February 25th, 2003, 03:37 PM
People would just need to make sure their stuff was new, and not replacing any old textures, patches, sounds, etc...
------------------
Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
Team Deim.com is TEMPORARILY down. It will be back, maybe in a week or two, but it will be back! DOOM Editing Resource temporary site. (http://www.telusplanet.net/public/daewoo/der/)
Melfice Darkmage
February 25th, 2003, 05:16 PM
I have no problem being able to do that w/ DeePsea.
Aliotroph?
February 25th, 2003, 06:27 PM
Odd, that you can't unload wads when you switch.
------------------
"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++;
Melfice Darkmage
February 25th, 2003, 07:47 PM
http://forums.newdoom.com/UBB/smilies/cwm44.gif
Melfice Darkmage
February 25th, 2003, 08:37 PM
Yay Hooray! I uploaded some new pictures of BOTH levels I'm submitting to the Legacy wads.
The top 3 are of Mecha-Core, the ones below are all from Necrosiosis. Also, the midi playing in the background is the new midi I'm putting into Necrosiosis (more than likely, I'm still not quite sure yet).
My New Pics (http://www.geocities.com/fly_taggart2002/dn)
Exl
February 26th, 2003, 09:56 AM
Here's a few things you can change per map using the level-info part of an FS script:
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">code:</font><hr width="100%" size="1" noshade><pre>
// Levelname shown at automap (a la dehacked replacement)
levelname=crapmap
// Par time (in seconds) in stat screen. Too high and 'sucks' will appear instead
partime=120
// Music (no d_ prefix)
music=ampie
// The sky texture used, will be stretched if too small, wont animate
skyname=bfall1
// Creator, nowhere to be seen
creator=me
// Pic used inbetween levels (stat screen)
interpic=bossback
// Gravity (*10 = ingame gravity)
gravity=10
// Console cmd executed when map is loaded
consolecmd=echo bite me
</pre><hr width="100%" size="1" noshade></BLOCKQUOTE>
This way we can all have our personal skies too, without having to include double lumps.
And nice screenies there Melfice, you map is coming along quite nicely!
Edit: W00t, post 500! http://forums.newdoom.com/UBB/smilies/cwm4.gif
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http://home.wanadoo.nl/dennis.meuwissen/temp/sig_link.gif (http://home.wanadoo.nl/dennis.meuwissen/whacked)
One nut can ask more questions than ten wise men can answer.
iori
February 26th, 2003, 11:39 AM
looking good melfice! hmmm mine 1'st one is still in the first-area-adjusting-floor-and-ceiling-heights-and-texturing stages (or if you prefer "FAAFACHATS". Well if anyone wants to use this sky:
http://members.lycos.co.uk/deadhands/doom/legacy_sky.jpg
anyway i will be using some of the doom64 textures too. Um couldnt we make like a script that loads the MAIN doom2 IWAD as a patch file, which i like unloading the previous wad, and then adding your own personal one? Just a suggestion
iori
February 26th, 2003, 11:50 AM
oh hell if its all right with anyone else, sign me up for map13 too please? Ive got the creative juices flowing!!! http://forums.newdoom.com/UBB/smilies/cwm4.gif
Melfice Darkmage
February 26th, 2003, 11:52 AM
Iori, I'd love to have that sky! I'd like to use it in a couple of my maps.
iori
February 26th, 2003, 11:56 AM
hey no problem! Its there for the taking, no one needs my permission http://forums.newdoom.com/UBB/smilies/cwm1.gif hmm maybe i can do some more in between my mappings...
[edit] I just found out that sky doesnt tile properly horiz. ill fix that later
DarkWolf
February 26th, 2003, 12:25 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">People would just need to make sure their stuff was new, and not replacing any old textures, patches, sounds, etc...</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
The problem is with sprite replacements for lamps, etc...
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-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
DarkWolf
February 26th, 2003, 12:32 PM
Web site updated to reflect changes. I'll link it to my main page as soon as I make my entire Doom page php.
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-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
Agent Spork
February 26th, 2003, 01:14 PM
How do you use skies higher than 128 pixels tall?
iori
February 26th, 2003, 01:44 PM
Just make the sky you want, rename legacy.dat to lagacy.wad, replace the graphic 'sky#' with yours and then save and rename the wad back to dat
Exl
February 27th, 2003, 03:15 AM
*Exl kindly refers to his last post in this topic (even though it doesn't concern > 128 skies).
I know that most of those FS things are already known, but the sky and interpic dont seem to be.
------------------
http://home.wanadoo.nl/dennis.meuwissen/temp/sig_link.gif (http://home.wanadoo.nl/dennis.meuwissen/whacked)
One nut can ask more questions than ten wise men can answer.
ToXiCFLUFF
February 27th, 2003, 08:54 AM
Yeah, replacing lamp sprites will be a problem. Because whether a frame has dynamic lighting/ a corona is determined by sprite no. as far as I can recall - so if you wanna make new lamps you have to replace the old ones.
Maybe those who aren't using modified lamp sprites should include the ID lamps/torches in their wad - it wouldn't take up too much more space.
iori
February 27th, 2003, 09:07 AM
couldnt you use the setcorona functions to adjust the colours of the dynamic lights and coronas and their offsets?
Aliotroph?
February 27th, 2003, 09:59 AM
Freely placable custom coronas are a planned FS feature but I have no idea how high up on the list that is. Maybe we should all badger Pate to throw that in for us and solve the lamp problem there. http://forums.newdoom.com/UBB/wink.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++;
iori
February 27th, 2003, 11:27 AM
pate's part of the contributers too? Well lets get this ball rolling. When's the release date for the next legacy version anywho?
iori
February 27th, 2003, 11:39 AM
Hmm well ill post some screens of the first area of Beautiful Desecration. Also im calling map 13 "The Fires of Retribution" so Darkwolf please update the page at your leisure (might be easier to wait until ive got the screens tomorrow eh?) Anyway i was thinking about making a cool flash thingy for the NDLW. Whatdya all think?
Aliotroph?
February 27th, 2003, 12:52 PM
Yeah, Pate's coded stuff for Legacy. He once added an FS feature I asked for even though it turned out to be unnecessary. I don't know if he could easily do that corona thing or if he'd want too. There's supposed to be an entirely new version of FraggleScript in the works somewhere so the Legacy guys aren't too keen on extending the one they have right now.
------------------
"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++;
Rellik_jmd
February 27th, 2003, 01:27 PM
When it comes to people replacing sprites and stuff, they just need to make a sperate wad that is loaded by their last playable level. This seperate wad has all the old sprites / sounds / neutralizing dehacked patch that it needs to revert DOOM to it's original state. Then it proceeds to the next persons map. All this would take about a half a second.
------------------
Member of Team DEIM (http://www.teamdeim.com/)
Webmaster The DOOM Editing Resource (http://www.teamdeim.com/der/)
Team Deim.com is TEMPORARILY down. It will be back, maybe in a week or two, but it will be back! DOOM Editing Resource temporary site. (http://www.telusplanet.net/public/daewoo/der/)
Aliotroph?
February 27th, 2003, 04:52 PM
Then we should decide what that wad should be called and have only one copy that everyone uses of course.
------------------
"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++;
Agent Spork
February 27th, 2003, 07:02 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">Just make the sky you want, rename legacy.dat to lagacy.wad, replace the graphic 'sky#' with yours and then save and rename the wad back to dat
</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Isn't there a better way to do this?
Melfice Darkmage
February 27th, 2003, 09:03 PM
Yes there is a MUCH easier way of replacing a sky.
Import your new sky as a new texture, but don't change it's name. Now I'm pretty sure that somewhere in the FragglsScript you can tell it what texture to use as the sky. Just find out exactly how that works, and use that method instead.
Aliotroph?
February 27th, 2003, 09:08 PM
Yeah, that got posted already. http://forums.newdoom.com/UBB/wink.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++;
iori
February 28th, 2003, 08:44 AM
Ok well here's a couple pics of my first room (not too far ahead eh?!) The floor and Ceil textures are wrong, as well as the default SLADWALL texture will be gone.
http://members.lycos.co.uk/deadhands/doom/ndlw/01.jpg
http://members.lycos.co.uk/deadhands/doom/ndlw/02.jpg
And heres the sky pic im using if anyone wants it...
http://members.lycos.co.uk/deadhands/doom/ndlw/skyblue.jpg
Melfice Darkmage
February 28th, 2003, 09:02 AM
Awesome Iori http://forums.newdoom.com/UBB/biggrin.gif
The inner depths of Necrosiosis have yet to be revealed, hehehe
iori
February 28th, 2003, 09:04 AM
thanks! http://forums.newdoom.com/UBB/smilies/cwm1.gif Gah i gotta find more time to map...I HATE SCHOOL http://forums.newdoom.com/UBB/smilies/cwm23.gif http://forums.newdoom.com/UBB/smilies/cwm23.gif
Agent Spork
February 28th, 2003, 09:24 AM
Nice job. I really like that lighting.
iori
February 28th, 2003, 09:28 AM
thanks. If figured how to put many colours of light at different sector heights without a visible block between them. Its admittedly a hack though. This weekend will be mapping heaven!! Unlike some of the people here like Doom_dude i am not in a mapping slump for the first time in a long time! Ahh the feeling is quite wonderful i can assure you
DarkWolf
February 28th, 2003, 11:52 AM
<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">When it comes to people replacing sprites and stuff, they just need to make a sperate wad that is loaded by their last playable level. This seperate wad has all the old sprites / sounds / neutralizing dehacked patch that it needs to revert DOOM to it's original state. Then it proceeds to the next persons map. All this would take about a half a second.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I just found out that all this is unnecessary. We just need a neutral DEH patch. You can "addfile doom2.wad" before using "map XXX.wad" to reload the defaults.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
Doom_Dude
February 28th, 2003, 06:35 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">Unlike some of the people here like Doom_dude i am not in a mapping slump for the first time in a long time! Ahh the feeling is quite wonderful i can assure you</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I'm not really in a slump right now, I've just been sick for the past 5 days. Can't wait to get back to normal. http://forums.newdoom.com/UBB/smilies/cwm3.gif
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http://www.newdoom.com/hosted/themegawad/sig/vilesig1.GIF (http://www.newdoom.com/hosted/themegawad/ndcp)
http://www.newdoom.com/hosted/themegawad/Ndcp/themegawad.JPG (http://www.newdoom.com/hosted/themegawad)
----Linedef Technician and Sector Maker Upper----
iori
March 1st, 2003, 12:22 AM
Ahh IC taht sucks. I for one hardly ever get sick, but when i do its like jesus christ on a pogo stick. (dont ask me i dont know...) http://forums.newdoom.com/UBB/smilies/cwm4.gif
Melfice Darkmage
March 1st, 2003, 08:35 AM
Jesus-Tap-Dancing-Christ!
Well, I've decided to rename my map again. It seems that I forgot about a rescent map named Narcosis, which sounds alot like Necrosiosis. So I've decided to rename it The Castle of Chaythe.
I'll be providing some more pictures soon. First I'll show these two:
The Castle of Chaythe
http://invis.free.anonymizer.com/http://www.geocities.com/fly_taggart2002/skyscape2.gif
Mecha-Core
http://invis.free.anonymizer.com/http://www.geocities.com/fly_taggart2002/mechacore1.gif
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http://invis.free.anonymizer.com/http://www.geocities.com/fly_taggart2002/magic_folder_cover.jpg
DooMAD
March 1st, 2003, 08:53 AM
I would like to make a map for this, but I can't fully commit to it yet as I'm all out of ideas. If my creativity comes back and ideas start popping into my head again, then I'll claim a slot. http://forums.newdoom.com/UBB/smile.gif
iori
March 2nd, 2003, 12:35 AM
NP. As far as i can see there are alot of emty spots (unlike the vanilla doom2 project)
Melfice Darkmage
March 2nd, 2003, 07:56 AM
Yeah, amen to that Iori.
Like I said though, if you've claimed 2 or more slots, be prepared to give one up if we need a slot for someone who decides they want to. You can submit 2 or more maps, but keep 1 in mind that you want to keep no matter what, or maybe 1 that you wouldn't mind not submitting.
Gherkin
March 2nd, 2003, 10:38 AM
You can find my maps here:
http://www.xodemultimedia.com/maps/
If legacy features is not a requirement, please put in Deathmatch Street (dmstreet) and Satan's Arena (satarena) too.
Some of my maps have a few flats/textures replaced, I hope you can get around with that. You can ofcourse rename those flats/textures to get around with everyone's flats/textures, but then MAKE SURE you also rename all of them in the map too!
------------------
Doom Connector (http://www.doomconnector.com) - Your first class ticket to hell online!
DarkWolf
March 2nd, 2003, 04:04 PM
Don't worry, Melfice or I will get them squared away near release time.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
ToXiCFLUFF
March 4th, 2003, 01:28 AM
Hey guys, I'm back.
Anyway, can I have the web address for the project? Good stuff Melfice and Iori btw.
iori
March 4th, 2003, 11:26 AM
thanks toxic! here's the link:
http://darkwolf.slipgate.org/legpro/index.php
ToXiCFLUFF
March 4th, 2003, 05:01 PM
Cool, thanks Iori.
So what are the specs at the moment? Are we still going with a maximum of 3 maps per slot, or one map per slot? Is there gonna be a size limit?
iori
March 5th, 2003, 10:04 AM
um well im pretty sure there's a max of 3 maps per person, i dont know really what you mean by 'slot'. But as said above if lots of people decide to join in then it's one map per person. Nevertheless there are spots available so dont hesitate!
Melfice Darkmage
March 5th, 2003, 11:49 AM
It's sorta hard to explain the whole size and map limitations, Toxic. If you don't mind, just review the thread's previous pages, k?
iori
March 5th, 2003, 12:01 PM
well on monday i'll have some more shots out for you guys, finally a chance to show off the rtcw textures i ripped heh heh. Melfice how long have you been working on your maps so far? Ive been working for about a week and a bit and have not too much done, while your maps look quite good already and this proggy hasnt been around too long. Whats your secret??
ToXiCFLUFF
March 5th, 2003, 12:32 PM
I looked back through the threads, and it seems as though nothing too conclusive has been decided. Then again, this makes sense since this is the project planned for after the vanilla newdoom project.
Anyway, I may start mapping during blocks with Rust... I've picked what texture set I'm gonna use for the map (or 2 depending on how the project shapes up) and I have the intro planned out. Oh yeah, and the level is gonna be called Dead Babies.
iori
March 5th, 2003, 01:17 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">...and the level is gonna be called Dead Babies.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
...WTF?!? thats sick!!! ..unless there are actually dead babies in there
http://forums.newdoom.com/UBB/smilies/cwm41.gif
ToXiCFLUFF
March 6th, 2003, 05:51 AM
Lol. Yeah, it is a little disgusting.
I've had the phrase in my head for years now, so I figured I might as well use it on something. And er... there probably won't be any dead babies in the map. Well, I mean, if anybody really wants that and is prepared to hunt out the pics I'll put 'em in lol.
Melfice Darkmage
March 6th, 2003, 08:39 AM
<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">Whats your secret??</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I'm just a born mapper seriously. Funny thing is that most the time I make them up as I go. That's part of the reason I wanted to work for the D64TC, because I wanted to help alot.
Oh yeah, I'm submitting a DM level. It's called "Forbidden Blue." Just wait until you see the Escher room I'm making in it http://forums.newdoom.com/UBB/biggrin.gif.
I'll be working on it today. It's going to take SOOOOO much 3D floor work. I've never done anything like it before. Then again it's only my 3rd Legacy map.
iori
March 6th, 2003, 11:44 AM
cool XP
well i posted a pre alpha of beautiful desecration for deepteam to check out so may as well give it to you guys too. Be forewarned: VERY EARY PROGRESS
get it here (http://members.tripod.co.uk/deadhands/dl.html)
ToXiCFLUFF
March 6th, 2003, 03:00 PM
Iori:
Criticism first, aka a couple of suggestions: Move the control sectors which reference the gate far away from it - that way you'll only be able to hear the ratchet noise and not the normal doom sector move sound.
Other one is I think the blue shadows clashes with the orange lighting.... I dunno, just kinda looks a little odd to me, the non-blue shadows on the inset pictures look better.
Praise aka: Oh man, that looks awesome. The shadowing is just absolutely excellent. Gorgeous stuff, I love the shadow on the 3d water and those RTCW (they are the cath textures you were talking about right?) textures look soooo good.
Melfice Darkmage
March 6th, 2003, 06:28 PM
Just for those who haven't seen, look at the long and tiresom quest I'm about to embark on (what I'm mapping):
http://www.astrolog.org/labyrnth/lobby/lobby3.gif
Just wait until you play it for yourselves http://forums.newdoom.com/UBB/wink.gif
iori
March 7th, 2003, 04:27 PM
oh man im dumb! I forgot that you had to move the control sectors away. sooo tired...
ok then. I like the blue lighting myself, but i guess its too much so i'll dumb it dwn a bit.
Well thanks for the comments/praise, ive chainged quite a bit now sincee you last looked at it but cant post any new pics. Have you decideed to make maps for this project yet?
Melfice Darkmage
March 7th, 2003, 04:33 PM
He already has a map slot Iori http://forums.newdoom.com/UBB/wink.gif
iori
March 7th, 2003, 09:21 PM
heh well it seems im behind the times a bit..
DooMAD
March 8th, 2003, 09:06 AM
OK then, I'll claim a DM slot. I've had a bit of trouble with the basic theme, the main textures don't tile well vertically, but it is starting to take shape.
Melfice Darkmage
March 8th, 2003, 03:58 PM
Nice to see you'll submit one http://forums.newdoom.com/UBB/smile.gif.
Well, here's a pic from Forbidden Blue:
http://www.geocities.com/fly_taggart2002/escherroom.gif
------------------
http://www.vampirehunterdbloodlust.com/images/links/dominate.gif
Rellik_jmd
March 10th, 2003, 07:46 AM
Red X, hee hee hee hee hee hee hee hee http://forums.newdoom.com/UBB/tongue.gif
------------------
DOOM Legacy Website Guy (http://legacy.newdoom.com/)
Webmaster The Legacy Editing Resource (http://legacy.newdoom.com/der/).
Webmaster Discharge! DeathMatch Level Reviews (http://www.telusplanet.net/public/daewoo/server/).
ToXiCFLUFF
March 10th, 2003, 10:19 AM
Yeah, fuckin' geocities. Anyway, just copy and paste the link into your address bar.
iori
March 10th, 2003, 10:29 AM
wow pretty sweet melfice! Too bad eschers other sweet eye tricks like the neverending stairs and the upwards waterfall are only possible in 2d and not 3d (for them to give the impression anyways). Why dont you just put the pic on you webpage? Is that not hosted by geoshitties?
DooMAD
March 10th, 2003, 01:39 PM
Is it possible to define the level of gravity for specific sectors using FS, like normal gravity inside a building and low gravity outside? If not I'll have to give my map a major re-design, which would be annoying as I've already finished the layout.
The map needs a 'kill below X height' function along with the low-grav function for space areas. The problem is I don't have a clue about scripting, so I'll be learning from scratch. Guess I haven't thought this through have I? http://forums.newdoom.com/UBB/smilies/cwm35.gif
Melfice Darkmage
March 10th, 2003, 03:54 PM
Ask Mystic about different gravity zones, he uses them in his Mystic7 and 8 maps I know. Check them out http://forums.newdoom.com/UBB/smile.gif
ToXiCFLUFF
March 10th, 2003, 07:12 PM
DoomAD: Darkwolf has a simple solution for killing people in voids which doesn't involve scripting, just a dehacked object.
http://darkwolf.slipgate.org/tut/
DooMAD
March 15th, 2003, 04:38 AM
Ah, Great! Thanks, that's very useful.
<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">Ask Mystic about different gravity zones, he uses them in his Mystic7 and 8 maps I know. Check them out </font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Didn't he use 3D water for that? It has to be like the gravity you can set in the game options menu. Or am I thinking of a different map?
[EDIT]
And how do you set the fog density and colour in FS? Is it done in the Level Info field?
/me downloads Kaiser's DeScripted jobby.
DooMAD
March 15th, 2003, 03:19 PM
After looking at the script-less pit idea I've realised it isn't really an option. Although it would work well for a small pit, I have a 7680*7680 void to fill. I'd need thousands of spawn spots all over the place. http://forums.newdoom.com/UBB/biggrin.gif
On the plus side, I'm starting to understand this scripting gibberish. I nearly have a working kill script, but I don't think it works in deathmatch. If playerobj(0) is the player one start, what do I need to do for 16 deathmatch starts?
Also, I can get the gravity to change for the void areas, but can't get it to change back again for the inside of buildings. It only changes once and then it's stuck that way.
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">code:</font><hr width="100%" size="1" noshade><pre>[Scripts]
script 1
{
while(1)
{
if((objsector(playerobj(0)) == 5 ||
objsector(playerobj(0)) == 6 ||
objsector(playerobj(0)) == 7 ||
objsector(playerobj(0)) == 8 ||
objsector(playerobj(0)) == 9 ||
objsector(playerobj(0)) == 10 ||
objsector(playerobj(0)) == 11 ||
objsector(playerobj(0)) == 12 ||
objsector(playerobj(0)) == 13 ||
objsector(playerobj(0)) == 14) && objz(playerobj(0)) < -192)
{
kill();
break();
}
wait(1);
}
}
startscript(1);
script 2
{
while(2)
{
if(objsector(playerobj(0)) == 5 ||
objsector(playerobj(0)) == 6 ||
objsector(playerobj(0)) == 7 ||
objsector(playerobj(0)) == 8 ||
objsector(playerobj(0)) == 9 ||
objsector(playerobj(0)) == 10 ||
objsector(playerobj(0)) == 11 ||
objsector(playerobj(0)) == 12 ||
objsector(playerobj(0)) == 13 ||
objsector(playerobj(0)) == 14)
{
runcommand("gravity 0.125"); //low grav for void
break();
}
wait(1);
}
}
startscript(2);
script 3
{
while(3)
{
if(objsector(playerobj(0)) == 4 || objsector(playerobj(0)) == 15)
{
runcommand("gravity 1.000"); //normal grav for inside
break();
}
wait(1);
}
}
startscript(3);</pre><hr width="100%" size="1" noshade></BLOCKQUOTE>
Exl
March 16th, 2003, 01:29 AM
Take a look at this (http://home.wanadoo.nl/dennis.meuwissen/temp/dotvoid.zip) map for a voidish killing script. You may want to know though that FraggleScript wont work properly in multiplayer (unless you're using the bots).
The gravity-zones thing is really simple. Just ake sure you have all the entrances of the gravity sector's linedefs set to a "WR Run script" linedef type (cant remember the number, look in the FS basics doc.), then set the tag number to which script number you want to use (i.e. just "4") and make a script 4 saying this:
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">code:</font><hr width="100%" size="1" noshade><pre>
[scripts]
// If ingravity==1 then we are in a gravity sector\area
int ingravity=0;
script 4
{
if (ingravity==1)
{
runcommand("gravity 1.0000"); // Restore gravity
ingravity=0;
break();
}
ingravity=1;
runcommand("gravity 0.50000"); // Lower the gravity
}
</pre><hr width="100%" size="1" noshade></BLOCKQUOTE>
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
DarkWolf
March 16th, 2003, 06:13 AM
FS pits, you're going to have to trigger the scripts with an object other than Player 1 or the startscript command. You can do this using Boom moving sectors.
Why is this? Because when Player 1 dies, all while() loops stop. And when you use startscript, the trigger of the script is assigned to the server of the game, i.e. Player 1.
I really need to do a tutorial on this.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
DooMAD
March 16th, 2003, 11:17 AM
<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">You may want to know though that FraggleScript wont work properly in multiplayer</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Oh, that's not good. It is a multiplayer map, I'm only testing it in single player. What is it exactly that won't work?
Is it that the gravity affects everyone and not just the player in the void area?
DarkWolf
March 16th, 2003, 11:20 AM
The gravity would effect every player, yes. Also, like I said, while loops cease when Player 1 dies.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
ToXiCFLUFF
March 17th, 2003, 05:21 AM
Hey guys, I'm trying to make a conveyor, but a pretty speedy one - is there any way to set how fast the flat scrolls and pushes?
Melfice Darkmage
March 17th, 2003, 06:56 AM
You can, but I can't tell you how, I've just seen it done before.
DarkWolf
March 17th, 2003, 07:54 AM
I believe it's the length of the Boom linedef that sets the speed.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
ToXiCFLUFF
March 17th, 2003, 05:43 PM
Excellent, thanks DW.
DooMAD
March 22nd, 2003, 05:04 AM
<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">The gravity would effect every player, yes. Also, like I said, while loops cease when Player 1 dies.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Alrighty then. I'll just have to make the whole map low-grav. If I only need the gravity to change once, can I still use startscript? Or will it revert back to normal when the server player dies?
Also, do I use mobj(), instead of playerobj(), to test for deathmatch players in a sector?
DarkWolf
March 25th, 2003, 12:43 PM
Startscript isn't the problem, just a while() loop activiated by a startscript command. Playerobj() is usually better to use over mobj for players.
By the way, if I get some time I'll write that tutorial on the multiplayer work-around.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
iori
March 26th, 2003, 11:15 AM
...well for multiplayer dont you just have to make scripts that dont target individual players? can the game still recognize the trigger function?
Btw to anyone who can answer, what are the things in THINGS.H that arent apparent in legacy? There's the sceptre and bible, those were in the alpha of doom, but can we use the stuff like particle and edit stuff like rocket_glow (i dont have a copy of THINGS.H on me, so i dont remember the correct name) - isnt that just the glow for the rocket that you can edit with the setcornona function?
DarkWolf
March 26th, 2003, 12:31 PM
*Sigh*
When you use startscript(), the server becomes the trigger of the script. And since Legacy doesn't have dedicated servers, Player 1 is always going to be the server. So when Player 1 dies, the trigger of that script dies. And when the trigger of a script in FS dies, the script stops functioning if it's currently running, and no, it doesn't resume on respawn.
There is a work-around where you have a secluded room where an object (like a barrel or something) triggers the function. And since the object is secluded, it won't have the opportunity to die.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
iori
March 27th, 2003, 09:25 AM
lol sorry! I didnt really play attention when other people were talking about this.
How hard would it be to add support for multiplay fs or is it already part of then new netcode?
ToXiCFLUFF
March 28th, 2003, 02:47 AM
Iori: I think you can edit those items actually, or use them to avoid replacing other things. There's quite a bit in the legacy source code which isn't documented. I'll give some more details after I've experimented with some of the stuff.
//edit: Hmm yes. There would appear to be an FS function which can read keyboard presses. And one to change the level to whatever you want. Also a cheat called IDFLY which is pretty cool //goes away to try out stuff Update: Agh goddamnit, the input function is not enabled in Doom. I haven't quite figured out hublevel either. Haven't fully experimented with it though.
iori
March 28th, 2003, 09:58 AM
wow toxic! This comes as a bit of a surprise! Did you look at the sources or something? /me runs off to the legacy cvs *sounds of footsteps fading away*
DooMAD
March 29th, 2003, 05:59 AM
<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">Startscript isn't the problem, just a while() loop activiated by a startscript command. Playerobj() is usually better to use over mobj for players.
By the way, if I get some time I'll write that tutorial on the multiplayer work-around.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I tried playerobj() and it did work, but the script still isn't doing everything its supposed to. I guess it doesn't matter too much as there is still plenty of time for me to work it out.
When I used:
runcommand("gravity 0.125");
runcommand("gr_fogdensity 300");
only the gravity changed and not the fog. It displayed at the top of the screen "gravity .125gr_fogdensity" so it seems to have gone a bit wrong.
iori
April 1st, 2003, 10:57 AM
OK well ive totally revamed the part htat i released a while back, not the entrypoint, but the 'rtcw' room after that. Anyways i was working on a script htat spawns corona sparks from the TALLREDFIRESTICK object, but when i set up my script, the script fails with a 'no thing number '93'' error. I checked things.h and found that 93 was the tall red torch thati have in the map. What i was trying to do was spawn a short red firestick at ALL instances of the tall red one. By just putting tallredfirestick as the target, the game cant distinguish between which one (even tough i want all) and then fails. Can anyone tell me a way of getting an effect to apply itself to all instances of an object?
ToXiCFLUFF
April 2nd, 2003, 04:44 AM
Not possible just yet Iori http://forums.newdoom.com/UBB/frown.gif You could do a spawn() for each lamp if you wanted, that would work.... but for getting it to do it automatically, we are talking about arrays - so go over to the legacy forum and read the thread there... Aliotroph has had an excellent idea. It's the uh... oh what the hell (disappears for a sec): http://forums.newdoom.com/UBB/Forum9/HTML/002267.html
iori
April 2nd, 2003, 09:29 AM
thanks i was posting there once but i lost the topic somewhere and couldnt find it. heh arrays sure are needed it seems.
Its too impractical to type up a line of code and a reference to it in another script for EVERY object you want in the code. I'll just leave it out then as its not a nessecity.
By the way, hows everyones legacy maps coming? Mine are slow but steady as thats all im working on at the moment, what about yours?
ToXiCFLUFF
April 2nd, 2003, 10:50 AM
I haven't started mine yet. I'm hardly even been working on Rust the past few days (I've been spending literally hours on the forums) although I'm gonna go and do some of that soon. It's just that I am having to retype so much shit for the different characters you can talk to (again, arrays would make this much easier) that it's putting me off. I have 88k of script, and I reckon it would amount to about 30k without all the retypes.
Anyway, have you got any more pics of your level Iori? It was really looking good.
iori
April 2nd, 2003, 12:20 PM
well if you want lol! Its not that far done, as detailing takes a long time, but sure i can show you a few new pics!
Oh btw toxicfluff - you are aware of the 255 script limit right?
ToXiCFLUFF
April 2nd, 2003, 03:15 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">Detailing takes time</font><hr width="100%" size="1" noshade></BLOCKQUOTE> heh, yeah, damn right it does. Mapping must have been so much quicker in the days where a large map was one with 3000 linedefs.
Yeah, I'm still well shy of the 255 script limit - scripts 233-252 are taken up by the permanent systems (stuff which is not level specific and is actually an included lump in the wad), leaving me with 232 scripts to play with.
iori
April 3rd, 2003, 10:41 AM
Well i cant get pics today. I forgot to put them on a disk so i dont have them
Monday then ok? Friday i wont be at school.
BTW ....Darkwolf if you dont wanna do the legacy page anymore i'll do it instead. I hae a pretty good idea for something..but hey it doesnt really matter
DarkWolf
April 3rd, 2003, 11:04 AM
No one has sent me anything to put on it in a while.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
Melfice Darkmage
April 3rd, 2003, 05:22 PM
My maps are coming along just fine http://forums.newdoom.com/UBB/tongue.gif
If any of you have seen me on Doom Connector you'll have seen my work more than likely so far (beta testing on there).
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/Trent%20Reznor%202.jpg
DooMAD
April 5th, 2003, 07:28 AM
My map is almost done. It needs an exit, some detialing and the scripting I still don't understand properly. http://forums.newdoom.com/UBB/smilies/cwm32.gif
I'll probably post some screenies next week. http://forums.newdoom.com/UBB/smilies/cwm30.gif http://forums.newdoom.com/UBB/smilies/cwm29.gif http://forums.newdoom.com/UBB/smilies/cwm12.gif
iori
April 7th, 2003, 11:00 AM
damn i forgot again. I had the screens on the HD but i forgot to put them on disk (again XP) anyway the map is less detailed that the first room so far, heh im going for atmosphere here and on my comp framerates matter LOL! http://forums.newdoom.com/UBB/smilies/cwm4.gif
Melfice Darkmage
April 7th, 2003, 12:02 PM
Well the majority of my maps for the last two months have been Legacy...so no matter what, I have maps for the project. If I'm going to submit a DM map is another thing, I'm not sure. Being that I have 28 levels complete for a DM Megawad headed over to Doom Connector sometime this next week, there's a good chance one or two might make it into the Legacy project.
I wish the NewDoom Community Project would just hurry up and get done with, it's been around forever, you'd think that with the mappers that there are in it it'd be done by now http://forums.newdoom.com/UBB/smilies/cwm32.gif
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/ryohoki2.gif
Doom_Dude
April 7th, 2003, 12:14 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">I wish the NewDoom Community Project would just hurry up and get done with, it's been around forever, you'd think that with the mappers that there are in it it'd be done by now.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
If I wasn't doing this other editing stuff id be done my NDCP stuff. http://forums.newdoom.com/UBB/smilies/cwm3.gif
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Agent Spork
April 7th, 2003, 12:29 PM
AHHH!!! Melfice's Sig!! IT.. SCARES.. ME!!! http://forums.newdoom.com/UBB/smilies/cwm28.gif
Melfice Darkmage
April 7th, 2003, 04:09 PM
The guy floating or Ryo Ohki http://forums.newdoom.com/UBB/smilies/cwm32.gif
iori
April 8th, 2003, 09:38 AM
OK as promised, screenshots (http://www.geocities.com/t_mantis00/doom/scrn1.html).
I've upped the brightness on some of the pics so thats why some look washed out lol but ur supposed to play with the lights off anyways.
The pics were taken in a relativly small area and there are ambient sounds every where, like the crackling of torches and random thunder. Im working for atmosphere here so there's NO music heh heh just ambience.
Melfice Darkmage
April 8th, 2003, 12:14 PM
Looks good. Lmao, I just figured out how to put colored lighting in Legacy just last night http://forums.newdoom.com/UBB/tongue.gif
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/ryohoki2.gif
ToXiCFLUFF
April 9th, 2003, 01:36 AM
Hey Iori, did you get the torch sounds to loop? I've had a lot of trouble trying to get perfectly looping ambient sound with FS in legacy you see - it always crackles at the start of each loop and when I look around with the mouse.
Melfice Darkmage
April 9th, 2003, 07:38 AM
Torches with sounds?! Kick ass!!!
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/ryohoki2.gif
DarkWolf
April 9th, 2003, 07:43 AM
Turn off the random sound pitch option and it should sound better.
------------------
-DarkWolf
http://www.boomspeed.com/darkwolf/doomcred.gif
ToXiCFLUFF
April 9th, 2003, 08:01 AM
I'd already turned it off... it might just be legacy's sound on my comp.
iori
April 9th, 2003, 10:35 AM
ok i got a torch sound from hexen II and i opened it in sndrec32 and saw it's time. It was like 0:1:29 so what i did was in fs i did
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">code:</font><hr width="100%" size="1" noshade><pre>
script 0
{
while(1)
{
startsound(thing#, "TORCH");
wait(128); //roughly the sametime, ok for less time but never more
}
}
</pre><hr width="100%" size="1" noshade></BLOCKQUOTE>
thats it lol easy neh?
i also the pool of water at the beginning of the level gurgles and splashes when you get close to it
random sound pitch work perfectly with it cause its not as repeditive. I never getr sound artifacts with it on
Exl
April 10th, 2003, 12:19 PM
I'd like to have a dm map spot if possible (which it seems so), since I finished a map for the project. I'll do some screenies and details later.
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
And he said: "Je suis le King du Fromage!"
Melfice Darkmage
April 10th, 2003, 12:21 PM
Sure thing http://forums.newdoom.com/UBB/biggrin.gif
What kind of style do you think you might use for it?
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/izual2.gif http://members.lycos.co.uk/darkcitadel/hpbimg/portail.gif
Exl
April 10th, 2003, 12:24 PM
It's a tech map. To be more specific: a void-styled DM map using FS, constructed 100% out of 3dfloors.
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
And he said: "Je suis le King du Fromage!"
Melfice Darkmage
April 10th, 2003, 12:30 PM
Will people beable to fall off in the void? If so, DarkWolf made a script that makes it where people will die instantly :P
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http://members.lycos.co.uk/darkcitadel/hpbimg/izual2.gif http://members.lycos.co.uk/darkcitadel/hpbimg/portail.gif
Exl
April 10th, 2003, 12:36 PM
That's where FraggleScript comes in, I wanted custom "death by void" messages and have it somewhat high up. Problem is it doesn't account for losing frags because of the "death by void" thing.
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
And he said: "Je suis le King du Fromage!"
Melfice Darkmage
April 10th, 2003, 12:40 PM
Hmm, it's still a pain in the ass though, because you'll lose all your weapons and everything. Hehehe.
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http://members.lycos.co.uk/darkcitadel/hpbimg/izual2.gif http://members.lycos.co.uk/darkcitadel/hpbimg/portail.gif
Exl
April 10th, 2003, 12:44 PM
That's my point with it, yeah. http://forums.newdoom.com/UBB/smile.gif I tested it on Doom Connector to make sure all the FS works (and thanks to DarkWolf for that FS multiplayer fix) http://forums.newdoom.com/UBB/smilies/cwm20.gif
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
And he said: "Je suis le King du Fromage!"
DooMAD
April 12th, 2003, 05:57 AM
Here are some screenies of my map. I might do a bit more detailing, but I really don't want to make the file size much bigger. It's already 600kb.
http://www.teamhellspawn.com/expanse1.gif
http://www.teamhellspawn.com/expanse2.gif
http://www.teamhellspawn.com/expanse3.gif
Now I need to download DeepSea to do that multiplayer fs loop thingy. Also, is it possible to use a deh file in my map, or will it affect everyone else's map?
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http://www.teamhellspawn.com/sig.gif (http://www.teamhellspawn.com)
ToXiCFLUFF
April 12th, 2003, 05:43 PM
Iori: Ah right, that's useful. I've found a way to do this and have one loop script control all the ambient sounds on a map. It's like this:
int c;
int i;
int v;
while(1)
{
i++;
v++;
c++;
if(i % 120 == 0)
{
startsound(pcspeaker, "AMB1");
}
if(v % 273 == 0)
{
startsound(pcspeaker, "AMB3");
}
if(c % 62 == 0)
{
startsound(pcspeaker, "AMBFAN");
}
wait(1);
}
It takes a little trial and error to get the timing exactly right, but you save a lot of scripts.
mystic
April 13th, 2003, 06:59 AM
Ok, Im not fussy what slots I fill, I will do a SP and a DM map
------------------
http://www.murray6.pwp.blueyonder.co.uk/girls/avrilban.jpg
"One can't complain. I have my friends. Someone spoke to me only yesterday."
yahoo ID mysticandy13, MSN mysticandy@blueyonder.co.uk
Melfice Darkmage
April 13th, 2003, 10:25 AM
Sweet!
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/izual2.gif http://members.lycos.co.uk/darkcitadel/hpbimg/portail.gif
iori
April 14th, 2003, 10:08 AM
toxic: That is more complicated than i can think of at the moment XP ive never had a script like that, mine are all short little things that provide simple functions heh your way does work in saving space tho
ToXiCFLUFF
April 16th, 2003, 05:03 PM
Hmm... it's with some regret that I'm going to pull out of my map slot. If I get Rust done and there is still any avaliable slots I will take it up again, but otherwise I can't.
However, what I would be happy to do is script for someone's map in this project. I'm pretty adept with FS now and I would be perfectly happy working with someone and implementing (within possiblity) any ideas they might have, since scripting takes much less time.
Doom_Dude
April 16th, 2003, 05:48 PM
I gotta drop my Legacy map slot as well. I still haven't finished my 2 NDCP maps and my Vilecore project is taking a lot of my time and I'm working as hard as possible on it for a July release. After Vile I'm going to finish Shadowcore, a 9 level episode for Heretic Legacy. My chances of being able to pull off a map for this Legacy jobby is extremely thin so open up my slot so somebody else can use it.
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Exl
April 17th, 2003, 10:39 AM
http://forums.newdoom.com/UBB/smilies/cwm44.gif
Great. How many slots do we need to fill in now? This just might take a while now...
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
Life is but for a short moment, death is forever. Live your life while you still can...
iori
April 17th, 2003, 11:15 AM
*groan* well IM keeping MY slots. http://forums.newdoom.com/UBB/smilies/cwm3.gif this project is going to STAY ALIVE!!!
Melfice Darkmage
April 17th, 2003, 12:18 PM
Yes, will stay VERY alive.
And just to make sure here's a Succubus to give it good luck:
http://members.lycos.co.uk/darkcitadel/hpbimg/succubus.gif
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/Mancubus.gif
I want my babyback babyback babyback ribs, I want my babyback babyback babyback ribs, Chilli babyback ribs!
iori
April 17th, 2003, 01:09 PM
/me grabs succubus
Yep it will keep my map alive!
Archvile46
April 18th, 2003, 08:35 AM
I'd love to pitch in, but I can't do any of that special Legacy junk. Is that stuff mandatory in levels or could I just make a regular map? If I can, give me a slot.
DooMAD
April 19th, 2003, 08:18 AM
<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">Great. How many slots do we need to fill in now? This just might take a while now...</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I thought it wasn't officially supposed to start until the other project was finished. I'd say we're doing pretty well. I think there are 13 slots left.
Also, I just realised I haven't claimed a specific slot. For now I'll take map28, but if someone wants that map for its music, I can change it.
Melfice Darkmage
April 19th, 2003, 09:51 AM
Archvile, you don't need any of the special stuff, just a Legacy map. Afterall, Legacy by itself just looks good without FS and stuff http://forums.newdoom.com/UBB/biggrin.gif
iori
April 21st, 2003, 02:04 AM
just make sure that it works fine in legacy, such as zennoding and stuff, to get rid of HOM and poly breakup
Melfice Darkmage
April 23rd, 2003, 09:02 AM
Just to let all of you on this Legacy Project who have seen my leave of absence from the rest of NewDoom, I am still here for this to co-ordinate it http://forums.newdoom.com/UBB/smile.gif
------------------
http://depot.wrong.button.com/title-darknexus.gif http://depot.wrong.button.com/hosted-nexusmain.html
Now dedicated to my friend, BLACK, may you rest in peace, I'll see you on the other side...
iori
April 23rd, 2003, 11:44 AM
Well im glad to hear this...
You know, I am also angry with the situation on these boards. I will pop into the depot boards once in a while to say hi, but here is where im staying.
That whole boldily harm thing was bullshit. It was clearly a figure of speech and you were acting out of emotional instinct. If D_D lost is friend, or even a family member and some guy came along and saud something that was totally inappropriate and shit then would he sit idly by and not act out on it? I know i wouldnt, and it wasnt exactly a threat, was it? No. Gah well i'll continue my maps, darkwolf, exl, how are you guys doing on your sides?
Well yah i'll quit now cause i dont want this topic to get locked, as its vital to the project and i guess D_D doesnt really care about it as hes not doing maps for it so it could be locked at will
------------------
RIP II XII I III XI...
Melfice Darkmage
April 23rd, 2003, 12:00 PM
Yeah, good thinking Iori http://forums.newdoom.com/UBB/smilies/cwm3.gif
Well, I'm not sure exactly who has what done, but if you'd like, you can send you levels to me via email or messengers http://forums.newdoom.com/UBB/smile.gif I'll be finishing mine up pretty soon.
------------------
http://depot.wrong.button.com/title-darknexus.gif http://depot.wrong.button.com/hosted-nexusmain.html
Now dedicated to my friend, BLACK, may you rest in peace, I'll see you on the other side...
iori
April 24th, 2003, 09:46 AM
i could playtest if you wish, im only on the net at school, or sometimes at weekeneds over at a friends house where im on DC alot. email is fine though, but i have hotmail, so the limit is like 2048kb. Any ways i (as you) want this project to keep on going, but as of late i need some mapping inspiration, so doom has been on the back burner.
Today after school i'll work on it some more though http://forums.newdoom.com/UBB/smilies/cwm1.gif
Melfice Darkmage
April 24th, 2003, 10:12 AM
I'd suggest playing some other games with locations that match the atmosphere to your level (ie. dark and creepy), study the architecture and lay out, then hopefully it'll give you insirpation :P
iori
April 24th, 2003, 12:09 PM
yah i guess heh looks like im back to playing return to castle wolf.. again... :P
actually i also found that the Thief series was sweet in that department. I love thief II but have yet to even FIND thief gold (1)
Doom_Dude
May 2nd, 2003, 07:42 PM
Ah Thief Gold I have. Install again I will. Bonehoard screenshots me wants. http://forums.newdoom.com/UBB/smile.gif
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
iori
May 5th, 2003, 09:55 AM
um D_D whats bonehoard? A thief addon?
Doom_Dude
May 5th, 2003, 12:45 PM
The Bonehoard is one of the first maps in Thief Gold. Its an ancient burial chamber sorta dealie that's full of zombies and cool looking rooms.
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Melfice Darkmage
May 15th, 2003, 08:46 AM
Just posting to make sure this thing is still alive http://forums.newdoom.com/UBB/smilies/cwm4.gif
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/spiralisis.jpg
iori
May 15th, 2003, 09:43 AM
ohh heh he wighht...*in best homestar voice*
My map has come to a temp halt - For some reason legacy screwed up (actually i think it might be my card or drivers) and it doesnt draw anything when looking down or up, Just HOM. I went back to 1.32 do see if it was legacy but it wasnt. Suddenly all my maps and even doom2.wad have been like this. Do drivers suddenly Crap out?? well i'll get back to you guys on that...
Ive got all 3 of my maps done out on paper (in math class http://forums.newdoom.com/UBB/smilies/cwm4.gif ) and then all ive got to do is make them. Im going to add less detail, because im starting to feel like im mapping for somehting else.... anyways no more crap using the 4x4 grid.
oh and heh heh *bump*
Doom_Dude
May 16th, 2003, 03:08 PM
Can you reinstall your drivers? I don't know what happened with your card but maybe it blew a GL fuse. Heh that sucks. Hope you get that straightened out.
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
DooMAD
May 17th, 2003, 04:47 AM
I've had a bit of trouble getting hold of deepsea, so I can get my scripting gibberish done. That means I haven't made much progress. I should get it all sorted today and get back on track.
Doom_Dude
May 22nd, 2003, 02:03 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">I'd be interested in making a map (or map set) for this on one condition. We need to be able to use any and all resources we want to, and the only realistic way to do that is seperate wad files. So each map is a stand alone wadfile. Have each mapper name his wadfile MAP01.WAD or similiar so that you simply make a fragglescript exit that loads "MAP02.WAD". Then each mapper has absolutely zero limitations on what they can do and there is no main wad to compile. It would be 32 seperate wad files. This way a person can also have several maps in the one "level", almost like hubs.
It sounds complicated, but it would GREATLY reduce the amount of work the organiser needed to do. Actually, it would reduce it to nothing, except to package all the levels in one zip file.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
I really like this idea. Is anybody going to do the Fraggle Scripting for this? http://forums.newdoom.com/UBB/biggrin.gif
Hey Melfice, what is the maps loadout for this Legacy project? I might want to do a SP wad afterall since I finished the map01 for NDCP. http://forums.newdoom.com/UBB/wink.gif
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
iori
May 22nd, 2003, 03:05 PM
D_D: Since there can only be 255 scripts in any one wad file, each level (of the people who are including scripting) will have a precompiled script included. IE, since were using separate wad for each level, each level can have 255 scripts in it.
Doom_Dude
May 23rd, 2003, 11:08 AM
Sounds cool iori. http://forums.newdoom.com/UBB/wink.gif
Can I have that map15 slot back? I have an idea for a map. There may not be any FS in my map but there will be lots of 3d floors. I'm in the editing groove so....... I want it I want it I want it.
Hello?
http://forums.newdoom.com/UBB/smilies/cwm12.gif
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Doom_Dude
May 26th, 2003, 05:07 PM
http://forums.newdoom.com/UBB/smilies/cwm44.gif
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
ToXiCFLUFF
May 27th, 2003, 01:51 PM
I seriously think it's smarter to have 32 maps in one wad file... you can have 255 scripts per map, and if it is going to be 32 wad files people might as well release their stuff separately.
DD: My offer is still up for implementing scripting if someone has an idea of what kind of stuff they want in their map, even though I can't do a map myself.
Oh yeah, and you'll get your deh stuff soon, girlfriend just left a little earlier so I haven't been on the comp too much :)
------------------
http://www.geocities.com/toxic_fluff/rustlogo.txt
RUST. (http://www.geocities.com/toxic_fluff/RUST/index.htm) Check it out.
Exl
May 27th, 2003, 02:11 PM
Couldn't one have more than 256 scripts? Sure, you can only trigger the first 256 with linedefs but you could call the other ones via startscript();... Ah who am I kidding, it's 23:00 and my brain is dead.
------------------
WhackEd 1.23.199 (http://home.wanadoo.nl/dennis.meuwissen/whacked)
Here's to the ways of life -- death, decay and cheese!
Doom_Dude
May 27th, 2003, 08:59 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">DD: My offer is still up for implementing scripting if someone has an idea of what kind of stuff they want in their map, even though I can't do a map myself.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
K. I'm just a mapper though on this project. That's if I can get that map15 slot back. http://forums.newdoom.com/UBB/rolleyes.gif
<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">Oh yeah, and you'll get your deh stuff soon, girlfriend just left a little earlier so I haven't been on the comp too much http://forums.newdoom.com/UBB/smile.gif</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Sounds cool. No hurry as I'm up to my eyeballs in getting my prison level revamped. http://forums.newdoom.com/UBB/biggrin.gif
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
Melfice Darkmage
May 30th, 2003, 02:56 AM
Egad! Sorry, I've been really busy with an inventory of my entire Magic collection and working on Dark Nexus.
Doom_Dude: Sure, you can have your map 15 map slot back http://forums.newdoom.com/UBB/smile.gif
Now, the main thing at hand, is we as a group need to decide how we're combining these maps. We've had several ideas, but I feel that to continue this we need to come to a conclusion, I really feel it'll help in deciding the outcome of this project.
I would really like for people to beable to use their own resources, and for others to beable to use those resources.
With that said, I think we should do like with the NDCP, and make a resouce wad. Is this okay with everyone? And also, we would need someone to host it somewhere. This is where I hope DarkWolf is still around and got that site. If it's decided we should have a resouce wad, I'll talk to DarkWolf and see if we can host it on the site. It'll be password protected, of course. But if DarkWolf can't get it on the site, I can see if my good friend at the Doom Depot, Elbryan42, will host it on his public FTP, and we can still have it be password protected. And of course I'd email the password to everyone in a mass email.
Here sometime soon I'll re-list the names of those who are working on the project, and what map they're doing. Right now it'll just be listed as a list of map numbers, names, and their mapper, since we haven't decided on how to put this thing together yet. This thing is alot more complicated than the NDCP, lol!
Also, if someone needs to contact me, here's my messenger handles:
AIM: Melfice darkmage
MSN: melfice_darkmage@hotmail.com
Y!: fly_taggart2002
And the primary email address for this project I'm using is melfice_darkmage@hotmail.com. If anyone has anything that I need to have over the size of 1.2 mb, I'd prefer if they sent it via one of these messengers, or put it on a site for me to download. MSN and Yahoo have strict limitations about how much space you have in your inbox w/o having to pay extra (BS, I know).
Well, I think that about covers everything I needed to say. I gotta get some sleep, it's 5 am and I haven't slept yet. Ciao!
------------------
http://members.lycos.co.uk/darkcitadel/hpbimg/NINsig.jpg
"Tried to save myself but myself kept slipping away" - Into the Void
iori
May 30th, 2003, 01:32 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">I seriously think it's smarter to have 32 maps in one wad file... you can have 255 scripts per map, and if it is going to be 32 wad files people might as well release their stuff separately.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
um toxic - im SURE that you can have only 256 scripts per WAD. When kaiser made DSV4 all his scripts were spread throughout all the levels. You cant define what level what script applies to. And you cant have multiple levelinfo's in one script either. Scripts were designed on a per-level basis
Kaiser
May 30th, 2003, 04:15 PM
when you save a fragglescript, its imported into the MapXX lump. and can be viewed as raw data with XWE.
so each MapXX lump can have its own set of scripts.
DarkWolf
May 30th, 2003, 04:18 PM
It's 256 per level, scripts are parsed and loaded into memory when the level starts. The only thing that will carry over to other levels are hud variables.
As for the map setup I think we should have separate files, but have a "lobby" map where the user chooses a level. Like Quake's Start map.
------------------
-DarkWolf
Doom_Dude
May 30th, 2003, 05:43 PM
Cool idea with the 'Lobby map!' So would the lobby have 32 exits if we have 32 maps? ....and when the player finishes a map the lobby map loads?
Isn't 256 scripts enough? Sounds like a lot to me....
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
DarkWolf
May 30th, 2003, 05:45 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">Isn't 256 scripts enough? Sounds like a lot to me....</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
That's what I'm saying, I don't think anyone has made a map which reaches the limit.
------------------
-DarkWolf
Doom_Dude
May 30th, 2003, 06:54 PM
Yeah. http://forums.newdoom.com/UBB/wink.gif
My map won't have any scripting I'm sure.
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
iori
June 2nd, 2003, 10:56 AM
<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">Isn't 256 scripts enough? Sounds like a lot to me....</font><hr width="100%" size="1" noshade></BLOCKQUOTE>
heh you say that now D_D!!! once you get into scripting cinematics in game and all the ambient sounds and even stuffage like toxics npc's and stuff you'll find that the limit can easily be reached.
Well now that i campletely understand the scripting limits, i guess i can start makeing maps that span several levels. If i run out of scripts in one map, i can have two maps span one level...wait..am i talking about hubs here??? gah.. http://forums.newdoom.com/UBB/smilies/cwm33.gif
DarkWolf
June 2nd, 2003, 11:12 AM
<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">get into scripting cinematics </font><hr width="100%" size="1" noshade></BLOCKQUOTE>
Just wait until I do my movie. =D
------------------
-DarkWolf
Doom_Dude
June 3rd, 2003, 05:23 AM
Ahhhhhhhh iori my brain just imploded. lol
I see what you mean.
Ackkkkkk I said there wouldn't be any FS in my map. WRONG! lol heh
So how does this hub thing work again? http://forums.newdoom.com/UBB/smilies/cwm36.gif
Technically I can make 5 maps for thing and a script ties them together?
Whats about DarkWolfs's 'Lobby' idea? I kinda like it. The Lobby could set the skill level as well. I would like to make the Lobby map if somebody can do the scripting for it. Would it have to have (enter the amount of sp levels here) exits? What about the DM maps.... the Lobby wouldn't connect to them would it?
------------------
Vilecore@The Megawad (http://megawad.newdoom.com)
http://megawad.newdoom.com/sig/vilesig1.GIF
The NewdooM Community Project (http://megawad.newdoom.com/ndcp)
ToXiCFLUFF
June 3rd, 2003, 05:57 AM
I don't think hubs are actually working yet, but you do have hub variables, which will carry over levels (so a decision the player made in map01 could affect the way map02 plays for instance).
As for saving script space for ambient sounds and other looping things, the best way you can do it is by having a Big Loop script. I have one of these in each of my maps, and every single effect which requires an infinite loop is handled by this one main loop, saving loads and loads of scripts.
For instance, for an ambient sound script you could have:
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">code:</font><hr width="100%" size="1" noshade><pre>while(1)
{
i++;
if(i % 87 == 0)
{
startsound(speaker1, "AMB4");
}
if(i % 120 == 0)
{
startsound(pcspeaker, "AMB1");
}
wait(1);
}</pre><hr width="100%" size="1" noshade></BLOCKQUOTE>
What the modulus (%) operator does, is return the remainder of x / y. So, for instance, the if condition (i % 10 == 0) would be met every time i hit a number that could be cleanly divided by 10 (10, 20, 30... 100 etc,). Therefore the AMB1 .wav is longer than AMB4, because it only plays every time i has increased by 120 as opposed to AMB4's 87. It takes a bit of tweaking to get the length right, and legacy's sound code is still buggy as hell with looping sounds. But, using this method, you can save a lot of scripts when dealing with ambient sounds.
------------------
http://www.geocities.com/toxic_fluff/rustlogo.txt (http://www.geocities.com/toxic_fluff/RUST/index.htm) Check it out.
Doom_Dude
June 3rd, 2003, 08:56 AM
That's cool Toxic! I want to use ambient sounds in my Legacy maps.
Why do you have pcspeaker and speaker in the other part?
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ToXiCFLUFF
June 3rd, 2003, 07:41 PM
Well, they are actually objects at different places in the map - pcspeaker is in a room full of computers, and speaker is just an electronic humming sound in the starting corridor. You see, I place objects to play sounds at, rather than sectors, so I can have extra precision in the location of the sound.
Doom_Dude
June 3rd, 2003, 09:03 PM
Ah I see. http://forums.newdoom.com/UBB/cool.gif
I started to design the Lobby map on paper. I dunno if this 'Lobby' jobby is agreed on or not as nobody seems to come in here except for us 3 or so.....heh
Like I said. I would like to do the Lobby map if needed. Otherwise I'll just use the map design for one of my own projectiles. If perchance we do want to use a....
ah fuck I forgot what I was gonna say.
Thoughts?
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ToXiCFLUFF
June 3rd, 2003, 10:09 PM
Sounds good to me. If we use a lobby map, with hardly any scripting, apart from some hub variables to find out which maps have been done, we might even be able to avoid the savegame corruption bug FS usually incurs in Legacy http://forums.newdoom.com/UBB/smile.gif
And if the hub variable thing did work out, we would be able to have "this portal has been entered" style blocks, like Quake had for it's 3 episodes http://forums.newdoom.com/UBB/smile.gif
Personally, I think a lobby map is a great idea... adds a nice professional sheen to things IMO.
//edit: DD, check your mail.
Doom_Dude
June 4th, 2003, 06:40 AM
Ok I'll check my mail. That email addy is new and I forgot to check it in the last days and a bit..
I was thinking.. there could be an area with 22 halls that each exit to one of the maps. Each could be marked with a number on the wall.. and walking down any of the halls would make a script give the Levels title and the authors name.. Then you come to a teleporter and you exit at that. Or have maps grouped together in episodes instead. Think I like the episode idea. Would be less scripting?
Quake actually had 4 episodes. http://forums.newdoom.com/UBB/wink.gif I was in Quake's Lobby looking for inspiration. Was also in Lobbys of the mission packs. http://forums.newdoom.com/UBB/wink.gif You do pass through the first part with 3 portals to choose skill and the nightmare portal is hidden.. The you choose the episode. Of course we would need 5 skill portals. We could have 22 exits or split it up into episodes with groups of maps...
We could have 11 exits downstairs and 11 upstairs kinda dealie.
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ToXiCFLUFF
June 4th, 2003, 08:38 AM
Oh yeah, man I've forgotten. I haven't played vanilla Quake in a long while. If you like quake, though, I strongly urge you to check out Nehahra (http://www.planetquake.com/nehahra/). It had work by some of the best mappers there was in the Q community at that point, with some of the best levels I've ever seen and much smarter AI. Outclassed the original game in every way really.
Anyway, I reckon we should have halls for each of the maps rather than Eps because the maps are all individual works by various authors. If you get the map/mapper name printed on the screen when you poke your head in the corridor that would be awesome. And lots of repetetive scripting, but nothing hard - all good practice for a DD on the path of learning :)
iori
June 4th, 2003, 09:58 AM
heh each hall can be themed as them maps they represent! cool!
Doom_Dude
June 4th, 2003, 03:28 PM
I played Nehahra awhile ago when I was heavy into playing Quake SP addons and I agree it was very cool. http://forums.newdoom.com/UBB/smile.gif
I will venture forth now and draw up the lobby of 22 halls. http://forums.newdoom.com/UBB/wink.gif It'll be a small map with some groovy 3d floors, maybe some lava and a whole lotta doomdudeness. http://forums.newdoom.com/UBB/tongue.gif
Unless DarkWolf wants to make the Lobby.... it was his idea afterall. Where is DarkWolf at anyways?
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DooMAD
June 21st, 2003, 05:32 AM
A lobby does sound like a good idea. It would certainly make the project more original. Has anything like that been done before?
Work on my deathmatch map has been slow. I haven't really made any progress since I posted the screenies. I still need to get my scripting sorted, but that will have to wait until next week.
*curses lack of internet availability*
Rellik_jmd
June 23rd, 2003, 09:57 PM
Just so you know I didn't read this whole thread, just the first and last page. http://forums.newdoom.com/UBB/tongue.gif I might be able to submit a DM map, but no single player maps unless you want to put that contest wad in there. It'll take a bit of work to get up to snuff though. There's a bunch of stuff I'm not entirely happy with. http://forums.newdoom.com/UBB/tongue.gif
I got some tips and ideas for you guys doing complex stuff:
When you guys do stuff like makeing the player have to turn on a generator before the player can go up the lift to the processing center, you CAN do it in such a way that if the player saves the game inbetween time, the informtion that the generators where on is saved too. Just set it up so that when teh player turns on teh generators, or blows up the transmitter tower or whatever, make it move a certain dummy sector to a different floor height, say 1 from 0. Now if the player saves the game right then and quits, when they come back the sector will still be at a height of 1. Now when the player tries to activate the next thing in line it checks to see if the dummy sector is at 1 or 0 and goes from there. And remember that to avoid corrupt save games try to use loops as much as possible. When you can just use an enemy on a conveyor belt to act like a loop. It's kinda low-tech but it works.
So what's the current status? Is it still alive? Does it have a website yet? It's sounds bitchin. http://forums.newdoom.com/UBB/smile.gif
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