View Full Version : Aliens TC Update
Slide
January 13th, 2004, 08:14 AM
I've done an update to the Aliens TC by Justin Fisher and updated the high resolution patches done by T. Frusti then lumped the lot into a pk3 that can be dropped into \auto or hopefully included with -file command or kickstart.
But I need some people to do some testing before I finalise the pack and release it. So anybody up to being a beta tester?
Andrew
January 13th, 2004, 08:21 AM
go on then :D
Vermil
January 13th, 2004, 08:31 AM
I'm in. Just provide a link to the download and the areas you need feedback in.
Slide
January 13th, 2004, 12:34 PM
Ok I've sent a PM with instructions to you both, let me know what to think.
Vermil
January 13th, 2004, 03:10 PM
Sort of an initial report. Is this the sort of thing your after Slide (is it good enough)?
The JDEP EP3 skybox overwrites the Aliens TC one.
The JDRP causes the lit hanging light to give of a green glow on the ceiling and nothing at tall from the light area it's self.
Also both the JDRP lost soul flame effect and the plasma trail appear on their replacements in the Alien TC.
------------------------------------------------
So far not found to be related to the above
1. Doomsdays default blood effects cause an egg to explode in red blood when you destroy it and blue blood from the destroyable green pillar things (sorry for the poor description) in hive areas. The pillars also spawn a "short red torch" sprite when destroyed.
2. The "Med labs" name on the now enteringxxxx/finishedxxxx appears off centre during the between E3M3 and E3M4 intermission. Incorrect graphic alignment?
3. A couple of empty folders in the pk3 due to a double up of the skyboxes folders.
-----------------------------------------------
Also as long as the TC doesn't add any completely new textures you don't need Texture1 or Pnames in the wad.
Removing these makes Doomsday use any custom textures the pwad(s) being loading and apply hi-res (if available) ones to the rest.
Slide
January 13th, 2004, 03:27 PM
Darn - that skybox issue was the one I tried to iron out - do you have any jDEP deds in your defs/auto folder? it's all down to the load order - how are you loading the TC? does it change using different methods (kickstart etc...)
I think the green glow is from the jDRP armour settings - if you have 3d models on it is replaced by the armour. Actually hat's another point - this pack should work with 3D models - though only the shotgun has a model at the mo - hopefully in the future some old Alien md2's (guns/models) can be ported to jDoom.
I'm not sure how to deal with the generator issues - it may be possible to overide generators with nothing - I just don't know.
--
1. I know about wrong blood effects I'm hoping all that is needed is to overide the appropriate ded. Not a clue about the sprite frame issue.
2. okay I'll have to look at that
3. I guess that's to be expected, I'll note that it needs fixing.
Yes, Vermil this is exactly what I need - it takes ages to go through this stuff on my own so hopefully I can track down most issues before it goes out.
For the next build I'll remake the gl data with the new glbsp, and maybe improve the menu logo, and stamp some bugs :)
Edit:
I'm not sure if the final pack will include the actual Wads as I have to get permission from the author first.
Grimm
January 13th, 2004, 07:10 PM
The pillars are supposed to spawn that flame.
ravenlot
January 16th, 2004, 01:14 AM
Hey Slide,
I saw a reply you made on another thread about this project. I had already read about it but have been focussing my interest in DOOM on doing textures for the jDTP.
As I said before, I'm an Alien fanatic. At the height of the DOOM craze with all the Alien mods being made, I had every single Alien conversion installed on my PC back then. Right now, I have just about every Alien PC game installed and just about every Alien game made for other systems installed and running using console/computer emulation. I'm slowly workiing on the conversions for Doom to have them installed too. Crazy, huh?
Aliens T.C. obviously took the total conversion movement to a new level and is the one everyone knows but others like Aliens: The Second Nukage, and Alien Invasion came after Aliens T.C., I believe. Those became my favorite ones. So far, I've only set up Aliens: The Second Nukage to run with a Doom source port. I've only gotten Doom Legacy to work pretty much as originally designed; Doomsday doesn't display the graphic of the title of the mod which replaces the second episode title in Ultimate Doom. Having said that, Doomsday's lighting really helps darker levels of the mod. Doom Legacy's lighting looks wrong on this mod so I turn it off dynamic lighting when using that port.
FOR ANYONE INTERESTED:
I'm uploading my Aliens: The Second Nukage to my webspace. There are some notes to get it working on both Doom Legacy and Doomsday. Besides that, it's pretty much set, i.e. you don't have to use those doom utilities you needed long ago to patch the files. Of course you do need your own DOOM.WAD to run it.
http://mysite.verizon.net/mpantig/ALN_TSN.zip
I don't know how long I can keep it posted though. My ISP only gives me 10MB so space is obviously very limited.
DaniJ
January 16th, 2004, 05:35 PM
Cheers for this ravenlot...
Can anyone manage to get Doomsday to load the deh file in this pack? It just keeps telling me that the file cannot be found! *angry*
I'm using Kickstart 2.10
ravenlot
January 16th, 2004, 09:00 PM
Dani,
Where can i download Kickstart 2.10? I thought only 2.09 was available.
Anyway, make sure your DEH file is in the \Run\jDoom directory. Then in Kickstart, go to Games; Other Options and type in the following command line parameter:
-deh aln_tsn.deh
Make sure you have all three WADs selected and that you're running Ultimate Doom. That should be it. If it doesn't work correctly as stated in the text file that I included, there's probably a setting of some sort that's interferring. High resolution textures, models, add-ons, etc. may interfere with the mod running correctly. If that happens, try installing Doomsday by itself along with the Ultimated Doom DOOM.WAD and then following the procedures. Then, it should definitely work.
Also, Doomsday doesn't display the title of mod in the menu (if you use Doom Legacy, it will). So, just select the second episode - The Shores of Hell, to play.
DaniJ
January 16th, 2004, 11:03 PM
Thanks a lot ravenlot this is great (even better now it works correctly :D ).
I wonder why Doomsday could only find the deh file if it's in the run folder? I'll have to investigate this further...
BTW I've found out why you can't use it with your main Doomsday install. You wouldn't happen to use Sambo9000's soundpack.pk3 do you? If you do remove it from the auto folder and you should find AliensTSN works perfectly! I'm not sure at this stage what it is in Sambo's pack that fuxors AliensTSN but I've got a hunch he's modified some of the default thing definitions...
Anyway I knocked this up for anyone wanting to use AliensTSN:
[Addon]
Name=Aliens The Second Nukage TC
Profiles_To_Apply=doom
Command_Line=-deh aln_tsn.deh
Ded_List=
Wad_List=run/jDoom/aln_tsn1.wad run/jDoom/aln_tsn2.wad run/jDoom/aln_tsn3.wad
Runtime_Folder=
Definitions_Folder=
Doomsday=
DLL=
Do_not_use_standard_definitions=0
Class=fulladdon
Conflicts=fulladdon
Story= The story begins shortly after the Aliens fiasco on LB4-26, on the planet
LB4-28. This planet, better known as either Dustball or Dirtclod by its
inhabitants, is the site of one of the Colonial Marines' ammunition dumps,
and they're having a sewage problem. It seems that the water system for
the base (including the main power supply) was no longer flowing. Thinking
that is was the result of some overgrown algae, a team of technicians was
sent down to drain the system and unclog whatever was blocking the water
supply. Strangely enough they never returned. A squad of Colonial Marines
was sent to investigate and find the poor, lost technicians. The marines
entered into the hydroelectric station and find it taken over by an unknown
strain of xenomorphs - unknown because the Yutani-Weyland Corporation kept
the whole incident on LB4-26 (or, at least what they could piece together
about it) a secret. The marines were driven back and reinforcements were
dispatched immediately to rush to their aid. One squad was sent to protect
the entrance of the water system to make sure that none of the alien menace
makes it into the base. The rest of them were sent into the water system
to eradicate the xenomorphs. Twelve hours later all transmissions from the
ammunition dump cease.
Here's where you come in. You were ordered on a routine patrol mission on
the far side of the planet before the discovery of the xenomorphs. When
you emerge from the radio distortions of the nearby mountains, you can't
make contact with the marines at the base. Assuming the worst, you head
back into The Second Nukage.
Simply save the above as AliensTSN.ksa and copy it into your kicksprofiles folder. Then anytime you want to play AliensTSN all you've gotta do is select it in the Addons tab of KickStart. It's also a good idea to deactivate any other addons your using too.
NB I would've created a ksp (game profile) instead but it didn't seem to work for me.
RE KickStart 2.10
It's available @ TheModelYard (http://modelyard.newdoom.com/) on the KickStart page.
Slide - Sorry bud, I guess we kinda hijacked your thread *rolleyes*
I'd really like to try out what you've done with Aliens TC, can you send me the link?
Slide
January 17th, 2004, 03:42 AM
No worries - it 's all alien TC stuff - I'd never heard of this pseudo sequel before so it's interesting to me as well.
I haven't updated the Aliens TC anymore than the first beta (because of the new jDUI mainly) but I will soon - your help would be great on this Dani as you know far more about most of this than me. The one thing I'd love to do is add more md2 models to the pack - there are a few out there for aliens - especially the Pulse rifle and with their author's permission they could really help the pack - and maybe could be adapted to this second TC as well. I'll PM you the link.
Ton80
January 17th, 2004, 05:15 AM
[Profile]
Name=Aliens: Total Conversion for Doom
DLL=jDoom.dll
Runtime_folder=jDoom
Definitions_folder=jDoom
WAD_List=doom.wad
DED_List=jDoom.ded
Treat_As=
Order=J
Doomsday=Doomsday.exe
Story=The Story so far...\n\nLB4-26. The terra forming colony has stopped transmitting or responding. There is a possibility that this is the result of an unknown parasitic alien species. Against this possibility, a military force has been mobilised to investigate.\n\nThis information comes from Flight Officer Ripley, she claims the Nostramos set down on LB4-26 in order to investigate a transmission, an unidentified alien ship was discovered. While exploring the ship, a crew member was disabled by an alien parasite, which deposited an egg inside him before dying. He became host to an embryo and was killed as it exited his body. The alien quickly grew and began to attack crew, usually capturing them, we assume for food. Flight Officer Ripley was the only survivor, she destroyed the xenomorph by opening an airlock when the alien was inside.\nAccording to Officer Ripley, the original parasite came from a large "egg", and that there were thousands of such eggs in the hold of the alien vessel. If this is correct, and members of the colony found the alien ship, there may be hostile alien activity in or around the colony. Your job is to find out why the colony has stopped responding, and if a xenomorph is involved, destroy it.\n\n[CLASSIFIED] Ensure that live samples are secured for laboratory study.
save as *.ksp (* being what you want to name the file)
Slide
January 17th, 2004, 06:38 AM
That profile won't work with the TC update.
Ton80
January 17th, 2004, 07:18 AM
It works for me. Allows me to set options that I need to play it.
You do have to add the appropriate aliens_main.ded and wads since everyone will have different folder setups and /or different doom versions. That's why the ksp is "incomplete" like it is.
And I made a ksp for TSN for me using Dani 666's story info for those who need to set game specific options for it too.
[Profile]
Name=Aliens: The Second Nukage
DLL=jDoom.dll
Runtime_folder=jDoom
Definitions_folder=jDoom
WAD_List=doom.wad
DED_List=jDoom.ded
Treat_As=
Order=J
Doomsday=Doomsday.exe
Story= The story begins shortly after the Aliens fiasco on LB4-26, on the planet LB4-28. This planet, better known as either Dustball or Dirtclod by its inhabitants, is the site of one of the Colonial Marines' ammunition dumps, and they're having a sewage problem. It seems that the water system for the base (including the main power supply) was no longer flowing. Thinking that is was the result of some overgrown algae, a team of technicians was sent down to drain the system and unclog whatever was blocking the water supply. Strangely enough they never returned. A squad of Colonial Marines was sent to investigate and find the poor, lost technicians. The marines entered into the hydroelectric station and find it taken over by an unknown strain of xenomorphs - unknown because the Yutani-Weyland Corporation kept the whole incident on LB4-26 (or, at least what they could piece together about it) a secret. The marines were driven back and reinforcements were dispatched immediately to rush to their aid. One squad was sent to protect the entrance of the water system to make sure that none of the alien menace makes it into the base. The rest of them were sent into the water system to eradicate the xenomorphs. Twelve hours later all transmissions from the ammunition dump cease.\n\nHere's where you come in. You were ordered on a routine patrol mission on the far side of the planet before the discovery of the xenomorphs. When you emerge from the radio distortions of the nearby mountains, you can't make contact with the marines at the base. Assuming the worst, you head back into The Second Nukage.
Again you need to ADD those three wads in the WADs tab. and the deh file per "how to start" file in zip.
Also deselect all but the first in Model options and enter -noauto in Other and disable high resolution patches. This would go also for AliensTC. Take it from me, I learned the hard way.
I also have ksps for Eternal and Icarus. :)
ravenlot
January 17th, 2004, 07:38 AM
Hey Dani,
Is Kickstart 2.10 just that single executable that's zipped into kicks.zip? I just replaced the old executable with this one but it still says Kickstart 2.09. Did I get it wrong?
As for the kickstart profile, it worked alright but not without problems. Could this be because I may be still using 2.09? I still had to turn off high resolution textures, external music files, and 3D models either in the control panel or within kickstart.
I wanted to have some sort of profile that wouldn't require me to switch off stuff just to play the mod - one that would have all that stuff shut off already. I tried making a new kickstart profile by copying the Doom one and making some changes but Kickstart wanted the wads to be in the same folder as DOOM.WAD despite the fact that the relative path was stated.
After that failure, I tried seeing if I could limit the settings I had to change to kickstart settings so I wouldn't have to go into the game control panel to change things but it ulimately didn't work. Here's the settings I tried and their result just in case anyone can figure it all out:
I disabled FMOD because I knew that would prevent Doomsday from trying to read external music files since the mod has its own music. That worked. I disabled 3D Sound: Doppler Effect hoping that the alarms in the first level wouldn't sound weird but it had no effect. I disabled all models in the model section of Kickstart but I still got hud models for some reason. I've got both jDoom model packs and jDUI installed; one or the other may be interfering still. And I disabled high resolution textures in the graphics section. That worked.
So basically, I can get the mod running fine. I just have to go through a series of switches in both kickstart and the control panel to get it working correctly.
Ton80
January 17th, 2004, 08:35 AM
try -noauto (prevents the deds in defs\jdoom\auto folder and other auto folders from loading) for the hud models because I get the ones for alienstc and tsn.
Heh didn't know there was music in tsn.
Edit: Pink Panther music??? Hehe! Jeez I'm old to be able to remember that music. :D
Edit: Wonder if we can use the hi rez textures from the AliensTC for AliensTSN?
Wicked Anime Kid
January 17th, 2004, 09:34 AM
To Ravenlot:
It still says that but you can load pk3's the same way you load wads (you open the wad open, click open and try to open up a pk3)
Slide
January 17th, 2004, 09:43 AM
Hey we are going off topic here - and Ton80 I said your file won't work with the update - not the original TC.
The idea of the update is to get round these problems (as well as improving the look).
Andrew
January 18th, 2004, 08:06 AM
excuse my ignorance, but how do you get this to work properly?
if i put the pk3 in the auto folder and load Ultimate Doom through kickstart as normal then the game loads, but some of the graphics are wrong, (ie, theres barrels that bleed when you shoot them, i presume they are eggs?)
I've tried to make a kickstart profile using the template provided above by ton80, but it wont even show up in KS
DaniJ
January 18th, 2004, 09:25 AM
There seems to be a problem with ksp's in KickStart 2.10 (even though it still says it's 2.9 it is indeed 2.10*rolleyes* ).
You can try creating a ksa similar to the one I posted above.
TO FIND OUT IF YOU HAVE 2.09 OR 2.10 OF KICKSTART
Go into the wads tab and if you can load a pk3 instead of a wad then you have 2.10
If not 2.10 can be gotten @ TheModelYard (http://modelyard.newdoom.com/) on the KickStart page.
Darmuss
January 18th, 2004, 10:57 AM
A bit off topic...
Remember you can put deh files in wads.
Just name the lumb DEHACKED
Then you can select this wad along with the belonging ones, avoiding worries about the runtime directory.:)
Andrew
January 18th, 2004, 11:24 AM
There seems to be a problem with ksp's in KickStart 2.10 (even though it still says it's 2.9 it is indeed 2.10*rolleyes* ).
You can try creating a ksa similar to the one I posted above.
Ok i've made a KSA file like so...
[Addon]
Name=Aliens TC
Profiles_To_Apply= doom
Command_Line=*data\jDoom\alienstc.pk3
Ded_List=
Wad_List=
Runtime_Folder=
Definitions_Folder=
Doomsday=
DLL=
Do_not_use_standard_definitions=0
Class=TC
Conflicts=
Story=The Jdoom UI pack
I presume that i dont have to specify anymore paths because the deds and other things are all in the auto DIR within the pk3.. or am i wrong?
however i still get barrels instead of eggs, and other weirdness.. is this normal behaviour at this stage of development?
Slide
January 18th, 2004, 11:40 AM
Well maybe not normal - but to be expected...
If you mean barrels that don't explode but drip if you shoot them - that's normal - the huge blood spurt ain't.
I'm going to have to retest this with the new jDRP anyway so we will see how it goes.
Andrew
January 18th, 2004, 11:42 AM
Well maybe not normal - but to be expected...
If you mean barrels that don't explode but drip if you shoot them - that's normal - the huge blood spurt ain't.
I'm going to have to retest this with the new jDRP anyway so we will see how it goes.
thats ok then :D i thought i'd done something wrong setting it up..
ok cool, i can test more now.
DaniJ
January 18th, 2004, 12:15 PM
Yeah you should really disable the jDRP when playing this TC as you'll get some really weird things happeing otherwise.
Slide
January 18th, 2004, 12:31 PM
I'm trying hard to work with the auto folder load order to ensure that the jDRP files are overidden - but there are glitches.
DaniJ
January 18th, 2004, 12:37 PM
One thing you can do to automatically disable the jDRP is by putting this in your ksa/ksp file:
Conflicts = fulladdon
That way you can only run it without the jDRP.
David_OSU
February 25th, 2004, 01:18 PM
I've done an update to the Aliens TC by Justin Fisher and updated the high resolution patches done by T. Frusti then lumped the lot into a pk3 that can be dropped into \auto or hopefully included with -file command or kickstart.
Oh no, I had planned on doing this myself (guess I don't need to do it now). But I have already redone most of Frusti's textures and added a bunch that are in the WAD but not in Frusti's pack. I haven't seen yours yet, but here's a sample of one of the textures that Justin did from scratch:
http://www.freewebs.com/david_osu/marbfac3orig.png
And here's Frusti's hires version:
http://www.freewebs.com/david_osu/marbfac3.png
And here's my retouched version:
http://www.freewebs.com/david_osu/marbfac3new.png
I'd like to beta test your pack, and I'd like to send you the textures I've done for your review.
Slide
February 25th, 2004, 03:36 PM
Cain said he'd like to have a go at doing some Aliens TC stuff - So I've no problem with you doing textures - although to be honest I'd prefer redone rather than retouched - but beggars can't be choosers.
PM me you want the Beta link - I warn you though it's very incomplete - I don't plan on working on it again at least until the jDRP is fairly stable as it will probably break as Dani sorts that pack out.
While I'm here if anyone could convert some Q2 Aliens models (there are quite a few both character models and weapons) to jDoom that'd be great - I know Cain was going to do somthing on this but I don't know how far he has got.
DaniJ
February 25th, 2004, 05:17 PM
Send em my way too slide I'll have a look at em for ya. They all got skins yeah?
BTW I'm pretty sure the structure of the jDRP is unlikely to change much now other than I'm now adding other extra deds to the virtual defs\jDoom in the route of the pk3 (eg decor lights) they'll be prefixed jDRP.
hawkwind
February 25th, 2004, 07:32 PM
however i still get barrels instead of eggs, and other weirdness.. is this normal behaviour at this stage of development?
Does alienstc.pk3 have a deh file included? If so then kickstart is not loading it. For now, just extract the deh file to jdoom\run and include it in the command line i.e -deh *.deh.
Hope this helps.
Slide
February 26th, 2004, 12:52 AM
The update does away with the DEH - it's just a glitch at the mo.
Dani - I'll try and dredge up the links but most of them are over on Polycount - the authors' permission has still to be sought - but there are some class pulse rifles over there (some good alien warrior one's too).
Cain
February 26th, 2004, 04:46 AM
Hi...
yes i'm start to fix some thing.. in it to use it better with doomsday / kickstart... but I put this project of dimensioned because I am too much to busy with hexen stuff... *rolleyes*
Stimpee
February 26th, 2004, 08:12 PM
Where can i download Kickstart 2.10? I thought only 2.09 was available.
You can easily tell the version number by clicking the Kicks.exe and pressing Alt + Enter (or right click and select properties). This brings up properties and you can select the Version tab.
The old version I have that states version 2.0.8.40 in the properties, and the new version states 2.0.10.2.
This technique will obviously work for all versions without haveing to launch the program.
Tormentor667
February 27th, 2004, 03:08 AM
Some ingame screenshots?
Slide
February 27th, 2004, 06:54 AM
Some ingame screenshots?
Hmm maybe - but it ain't finished yet... so I might wait awhile especially since others are now helping. Besides you don't want it to be spoiled do ya? ;)
Besli
June 5th, 2004, 06:28 PM
Some updates about the project? *confused*
Slide
June 6th, 2004, 11:55 AM
As far as I know Cain has been too busy to do anything on the project - I might feel inspired to do some stuff on it later in the year but I'm really too busy at the moment (I still haven't even finished the jDUI 2 *sigh*).
If somebody could get together some 3D models (enemies/weapons) for the game that would be a great help though - it's not my field really (coding yes, skinning yes but modelling no). Apart from the ropey looking sprites the games not actually that bad as is - actually gonna have to have a go with fakeradio on ;)
Slide
June 7th, 2004, 06:08 AM
I though that as this thing isn't making much progress at the moment I'd post the pack as it is. to get it head over to slidespace.
Naitguolf
June 19th, 2004, 01:24 PM
ummm.... are you working on Alients TC? :) That's a great idea!!! :) Maybe using Aliens 3 Arcade rips could make a better visual enviorment, since DooM is meant to use sprites, not models. (INMO)
DaniJ
June 20th, 2004, 04:11 PM
Wow I totally didn't notice you'd released a WIP. I'll go an down grab it now.
DaniJ
June 26th, 2004, 11:47 AM
Aw man it crashes every time I try to run it.
It says Patch doesn't have correct signature assuming bex. Then it says Unknown chunk PK and promptly crashes.
Slide
June 27th, 2004, 03:47 PM
odd - maybe it's incompatible with the latest Doomsday binaries or the archives corrupted - I'll have a look next weekend
Chilvence
June 27th, 2004, 04:39 PM
It says Patch doesn't have correct signature assuming bex.
Hmm, thats coming from zdoom's deh reader and its usually just safe to ignore in that. It just means theres nothing at the top of the deh to say what format its in, bex is backward compatible with deh tho so it shouldnt be that. I'd bank on it being something else.
Vermil
June 27th, 2004, 05:29 PM
The problem seems to be something in "Alien_Finale.ded", though I haven't had a look inside it. I deleted that ded (and the duplicate Z_xxxxx version) and everything appeared to work fine.
EDIT: It's the lack of quotations around the finale text in said ded, that is causing the crashes with the newer versions of Dday.
Riff
June 27th, 2004, 07:15 PM
Okay... I got rid of the finales.ded file and it runs, now... But, I don't get any of the sprites... not a single sprite shows up for me. I'm making sure to not load up any extra wads or pk3's or anything... i cleaned out all my auto folders except for any of the things that are useful for all the dooms, rest I set up to be added in when i start them up from kickstart...
Is there something missing from the alienstc.pk3 file?
Ton80
June 30th, 2004, 02:10 AM
There seems to be a problem with this armory texture. Not all of the bottom sign shows. There's no offset in the aliens1fix.wad. BTW Great work on it, Slide. Much better than the original Hi-Rez.
http://home.comcast.net/~ds1968/doom000.jpg
Ton80
June 30th, 2004, 04:34 AM
There is also a problem here but to fix it is to edit the aliens1fix.wad on the first map; wrong ceiling on that sector; hint for those that want to fix it on their own.
http://home.comcast.net/~ds1968/doom002.jpg
DaniJ
June 30th, 2004, 03:46 PM
So if I remove that ded, does this pk3 contain everything I need to play or do I need to download the aliens wads and deh file?
Vermil
June 30th, 2004, 04:03 PM
The TC looks like it includes the old Alien TC files.
The problem with Finalies.ded is that all the text strings are missing " 's around them and ; 's on the end, which newer versions of Dday require.
DaniJ
July 3rd, 2004, 11:14 AM
Nope still not running. The only way I can get it to run is by deleting the *main.deds and the *finales.deds
I've messed with it for a while now but it still won't run correctly *mad*
Da_maniaC
July 3rd, 2004, 04:06 PM
Pretty nice project. :)
I couldnt get the .ded working on Doomsday either...
But Doom Legacy worked fine.
I think its pretty cool, but one thing:
Your maps definetly need better music :p
Ton80
July 5th, 2004, 03:28 AM
To Dani
I had to move all deds in the pk3 from that subdirectory they were in to the Auto folder then recompile the pk3. It works for me.
Just a suggestion.
Slide
July 6th, 2004, 07:45 AM
Cripes didn't notice all the extra feedback - I've got distracted by Ninja Gaiden so haven't really done anything on the TC update.
However I can say a few things on the issues raised:
The Armoury graphic - this is a 'oh it's easy bug fix' - basically it was right then I noticed it going into the ceiling on another level where it was being used so I shifted down - without checking the other first level. Simple to fix though.
Apparent 1.8 doesn't support sub folders in the auto folder - I haven't had a chance to check this yet but I will have a play see what works.
The DED problem with Infines will be fixed, as was previously stated above.
Other graphical glitches are mainly due to little hacks that the original WAD did to get certain effects (often using funny offsets) - which I haven't been able to emulate properly yet.
Hopefully more soon - thanks for all the feedback
Ton80
July 7th, 2004, 01:00 AM
Something else I have noticed with Aliens.
The original tc when one installs it in DOS, one has three INSTALL options and those options modify the alitcsf.wad (which contain the sprites and flats) accordly which Doom version one has. Mine is 2.8 Meg for use in Ultimate Doom. The install readout said that it was "appending sprites and flats to Alitcsf.wad"
I replaced the one in the pk3 with mine and there are no bugs of any kind.
I'm wondering if that install still has to be done to get the correct alitcsf.wad even though the aliens1fix.wad is included.
Slide
July 7th, 2004, 04:07 PM
hmm could you send me your patched version so I can test it?
Ton80
July 7th, 2004, 11:15 PM
To Slide
check your website email for reply.
Ton80
July 20th, 2004, 10:46 AM
Slide did you ever get that reply?
Slide
July 22nd, 2004, 02:53 PM
Whoops sorry, teah I did thanks - I've just been busy (same old excuse) - I think basing the files off Ultimate may fix a few things but I'll see what the compatibility is for those running vanilla Doom 1.
Ton80
July 23rd, 2004, 04:38 AM
I'd say include just that UD version because the doom patches are still available.
http://www.3dgamers.com/games/doom . No reason why people shouldn't have patched already.
Is the resultant doom.wad from the 19_udpat.exe patch the exact same wad that is installed from the dos folder on "The Ultimate Doom For Windows 95" CD? I'm not sure.
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