View Full Version : Jdoom Arena
Hexagon
April 5th, 2004, 10:59 AM
The first Beta version of Jdoom Arena is avaible with [only] one level.The goal is to make a serie of DM maps which use the specific JdooM/DooMsday stuff.
Don't hesite to report me problems, bug, etc... ...If you make (fun/weird/buggy/other) ingame screenies, send me them, i'll be glad to show them.
As i already writted, i'll be glad to have other mappers maps in this serie (my imagination and my time are limited ;) ), i provide a mapping kit for that.
You can find screenies (olds) at the mapping page (http://fano.d-nation.org/mapping.html) and beta version at download page (http://fano.d-nation.org/JdaBeta.html)
DaniJ
April 5th, 2004, 11:57 AM
As a proof of concept I really dig this. As a deathmatch wad the layout doesn't really work IMO due to the sprawling, very narrow corridors. But that kinda thing is personal preference anyway.
I love the direction your heading with this. Keep up the good work. I hope you will have some more arena style wads in the pack.
Although I'm not a huge fan of the Quake II texture set I think your managing to use them well. Though I think you might have trouble creating a whole series of diverse looking maps with it.
BTW I couldn't find the Time counter anywhere. Am I just being blind?
Hexagon
April 5th, 2004, 12:05 PM
To be honnest, it's my first released level ;) .I've tried to mix corridors and open spaces with possible places to prepare ambush.
The time counter is not in the map cause it's too buggy for now, i didn't have the time to fix it (the lines are in the ded files 5000,5001 and 1000's).I think it will be for next releases.
Weenuk
April 5th, 2004, 01:26 PM
I just hope iD doesn't get mad for you using their textures (from the way it sounds you're using them). Go ask if you can use some from Quake 2 Evolved or Generations Arena.
DaniJ
April 5th, 2004, 01:28 PM
Would you mind if I made an edit of your map? I've just spent a bit more time playing it and it could be very good. It just needs the rooms moving around and merging some of them, a few corridors widening and relocating some of the cool tricks you've done.
Also the glows on the health / armour regenerators don't work for me. I get sort of a red cross hatch effect with no fade.
Hexagon
April 5th, 2004, 01:43 PM
I just hope iD doesn't get mad for you using their textures (from the way it sounds you're using them). Go ask if you can use some from Quake 2 Evolved or Generations Arena.
It's not really ID textures, it's a remake from Yves Allaires.look here :
http://evillair.net/textures/eq2.htm
The original Q2 textures have smaller resolutions compared to theses...
Would you mind if I made an edit of your map? I've just spent a bit more time playing it and it could be very good. It just needs the rooms moving around and merging some of them, a few corridors widening and relocating some of the cool tricks you've done.
If you want, there's no problemo for me, just post me it after :)
[EDIT] : I think i've not put enough ammo & bonus... ...i was waiting for my friends to test it but they didn't come this night ... :(
Also the glows on the health / armour regenerators don't work for me. I get sort of a red cross hatch effect with no fade.
Did you use the -pwadtex switch into the command line to allow uasge of Hires on Pwads ?
KuriKai
April 5th, 2004, 09:55 PM
sweet ill try and make a few and if i think they good enough ill send em to you
ill be playing this wad when its done. just cause i can:D
problem: i cant download the mapping kit
Hexagon
April 5th, 2004, 10:23 PM
sweet ill try and make a few and if i think they good enough ill send em to you
Great, i'm actually hunting good textures packs for Resurrection.If i find some new for Jda, i'll update ressources wad.
problem: i cant download the mapping kit
Fixed !! (just a relative bad link) Thx ;)
KuriKai
April 6th, 2004, 10:30 PM
can 3d florrs be implamented via models?
do u know how?
Hexagon
April 6th, 2004, 10:38 PM
Personnaly, i've never tried but i think it's only fake 3d floor, just appearance..
Jow has writted something interesting about this :
http://www.d-nation.org/viewtopic.php?t=71
Hexagon
April 7th, 2004, 02:32 AM
I'm actually working on new bridge template for JdooM Arena & Resurrection.It's not real bridge cause you can not go under but i'll try to make possible to see under using alpha textures...
I'll post a screenie when i'll get a correct result ;)
KuriKai
April 7th, 2004, 03:42 AM
cool
and ive made three maps i still got to test them against my friend
one of the levels is a roof top level another is just a jumpad room
KuriKai
April 7th, 2004, 11:55 PM
ok ive found a problem with jump pads
they all work fine single player
the all work fine for the host
most of them dont work for player 2
Hexagon
April 8th, 2004, 03:54 AM
I was afraid about the behaviour of my scripts on MP.
Has the second player the .PK3 file in the /auto folder ?
Is someone else has a problem of this type ?
oki, i'll take a look to the script to fix that, i've maybe found the weak point.
KuriKai
April 8th, 2004, 04:04 AM
i swapped hosts first my bro then me as host.
player one sees player 2 fly out of the screen and reapear on the pad then fly out again (happens real fast) but player 2 dosnt even go up in the air
Hexagon
April 8th, 2004, 04:14 AM
So, i'll try to provide a patch and an updated mapping kit this evening (GMT+1) , i'll PM you it before to test it.
DaniJ
April 8th, 2004, 11:14 AM
Yay, I'm glad you've got that fixed. I've only just gotten around to doing that edit I promised. I should have it done in an hour or two.
Hexagon
April 8th, 2004, 11:45 AM
Soo cool Dani, i'm working actually on new 'fake' bridge with simple MD2 (UV coords are nightmare).
I hope my fix will work on with multiple players.
Just one question, the Jpad make sound and take red light when using but doesn't make player go up, correct ?
If it's that , it's only flags in JarenaSectors.ded, sectors 8000,8011,8013,8015,8017...
they must be changed from :
flags="stf_friction stf_windplayer stf_windmonster";
to:
flags="stf_friction stf_windany";
The problem is my beta release pack is badly organized, i've grouped hi-res textures, models, and scripts in the PK3 , stupid i am.... *bug* ....i have to rebuild a complete release with better organisation...
DaniJ
April 8th, 2004, 01:06 PM
You can include your scripts with the wad. They don't need to be a part of the resources.
Open your wad in Doom Builder and add your scripts in the script editor (DD_DEFNS). This will also ensure that they overide any custom scripts the user might be using.
Also I found out why the hires textures weren't working. The path in the resource pk3 is data/textures when it should be data/jdoom/textures.
Hexagon
April 8th, 2004, 01:13 PM
After verification, you're right Dani, i made mistakes about this *what* .
I've tried to put my ded file in the Wad with XWE but DooMsday didn't accept it and made me errors (tried to allocate huge amount of memory but the .ded file is 27kb or something like this).
Finally, i've just finished to create a model for bridge segments (UV fixed, just have to make some skins now) so i think i'll update all in one time with definitive PK3 structures..
DaniJ
April 8th, 2004, 02:33 PM
To do it with XWE you need to make sure you name the lump DD_DEFNS and import it as raw text.
Nice to hear about the bridge thingy.
It's taking a little longer than expected on the edit but I'll finish it tonight.
Hexagon
April 10th, 2004, 06:24 AM
THx Dani, finaly found why XWE gave me error, i was loading ded file as new lump, the correct way is to create an empty lump and cut&paste text of the .ded.
I've found another texture set to add, it's Speedy speedtech v2.
http://www.planetquake.com/speedy/textures/speedtech1.jpg
just a preview, i have to adapt it now
It comes from Speedy website : http://www.planetquake.com/speedy/textures.htm
It's clean and lightning style will be white & cyan for this.
Bridge (platform to be exact) model it totally finished but i have noticed a DooMsday problem, it doesn't sort the alpha(ed) polys and solid polys.
Transparents or alpha(ed) poly needs to be render lastest.I've correct this when i re-organized my poly organisation but some glitches remain.
Last thing, i'm impatient to see modifications you made to 'introduction'...
DaniJ
April 10th, 2004, 12:23 PM
That's a nice looking texture set.
Maybe I could do a few maps for jDoom Arena as I really like the premise of this mod. Either that or I could do a few world models - stuff like statues, arches etc.
Glad to hear you got the XWE issue sorted.
The edit I've done is pretty much finished. I'm just having difficulty deciding where to put the big room with the conveyor belts. I think what I'll do is finish everything else then send it to you as is. I'll leave placement of that room to you. BTW I've not spent anytime aligning textures, as you'll probably want to add more detail.
What address can I send it to?
Hexagon
April 10th, 2004, 01:46 PM
Thx for the texture set, i'm waiting for Speedy's reply (this guy made greats skybox too, i've already adapted some).
I'm very happy to see your interest for Jdoom Arena and I'll be glad if you put some of your creations (maps, models or everything else) in this mod.Metal_Sonic & Wicked Anime Kid will add their maps too.
Don't care about texture misalignement or other little stuff, i'll plan to add one or two things in this map so i'll correct problems i'll encounter ;)
You can send me the map at my regular address : hexagon10@wanadoo.fr The only thing i don't know is how many Mbs it can accept in one time.
KuriKai
April 10th, 2004, 09:10 PM
ok here are my maps so far they are levels 2-6 right now
get em HERE (http://homepages.slingshot.co.nz/~dgar/previews.rar)
dont do any edits to the just tell me what to do and ill do it
there definatly not finished yet
like some are too dark
and other obvious things
take note of the things ive managed to do like on map 6 the deep water
and on map 5 the gravity on the roof
if you could have an update of the main wad that would be cool as its limited right now
Hexagon
April 10th, 2004, 11:46 PM
You have a lot of cool ideas, sonic.I like the idea to fight on the roof, i'll try to find adapted textures for that (buildings and skybox).
To review and correct MAP01-entryway- would be a good idea too.The map with the bfg on middle of the main room is cool too, maybe a little bit small.
Else the room with a lot of jumppads on the middle makes big slowdown on my PC (surely cause Dynlights).
I like this, continue as it.I'll post WIP screenies on my website soon as possible ;) .
KuriKai
April 10th, 2004, 11:51 PM
is there anyway to get the dynlights for the jumpads to turn of for that level?
Hexagon
April 11th, 2004, 12:28 AM
The jpad flats are binded with the light so u can not use it without lights.But i'll try to add something like a bouncing carpet texture for the usage you made of this script.
KuriKai
April 11th, 2004, 12:46 AM
breakable rooflights possible?
Hexagon
April 11th, 2004, 01:11 AM
breakable rooflights possible?
Only possible on a wall texture, i don't think it's possible to trigger a shooting script with floor.
A little question : Killing floors works good in MP ?
KuriKai
April 11th, 2004, 02:22 AM
shooting out the lights so you can hide hide better on those more strategic maps (ill try make some if none)
and it gives it more atmousfear
Hexagon
April 11th, 2004, 02:32 AM
Totaly agree with you, i've implemented theses breakables lights especially for this at start.If you want breakables light, you must use them on wall, on the midle texture.But you need to have a dark level for this.
Another thing, i'm looking for weapons icons (like in Q3) to put on weapons pad like you made in the roof level.Has someone idea where i can find this ?
KuriKai
April 11th, 2004, 04:10 AM
yeh i kow about the breakable lights on walls but i really wanted flats ones
i might have to look at the shootable wall script to see if i can make a special thing with it
When testing my maps i pulled down the console and noticed when i run over the plain jump pad ad the north jump pad it says this
Def_GetFlagValue: Undefied Flag 'spref_special'
it dont say that when i go over the east, south and west jump pads (there the ones that work with player 2 e,s,w)
Another thing, i'm looking for weapons icons (like in Q3) to put on weapons pad like you made in the roof level.Has someone idea where i can find this ?
You want a picture of that weapon for the flat?
Hexagon
April 11th, 2004, 04:37 AM
I was thinking to weapons flats like theses :
http://fano.d-nation.org/Images/rockammo2.jpg http://fano.d-nation.org/Images/plasammo2.jpg
[ripped from Quake3]
Or to use POV to create a weapon icon in with POV bumpmap.
spref_special is equal to spref_none, its value is 0, i'll correct that too ;)
this error doesn't happen with other Jpad cause they use a direct script, incrimined script is not executed
Hexagon
April 11th, 2004, 02:27 PM
I'm not a great modeller but i'm already happy with the result, here are the blobbing pads (up and down) & severals bridge segments.
http://fano.d-nation.org/Thumbs/plat.jpg
[Click here to enlarge] (http://fano.d-nation.org/Images/plat.jpg)
http://fano.d-nation.org/Thumbs/bridge.jpg
[Cleck here to enlarge] (http://fano.d-nation.org/Images/bridge.jpg)
And it's finished for today, let's go to bed....
KuriKai
April 11th, 2004, 11:58 PM
man thats cool
Hexagon
April 12th, 2004, 02:08 PM
Here are 2 new things using simple models, water and nukage layer:
http://fano.d-nation.org/Thumbs/water.jpg
[Click Here to enlarge] (http://fano.d-nation.org/Images/water.jpg)
http://fano.d-nation.org/Thumbs/nukage.jpg
[Click Here to enlarge] (http://fano.d-nation.org/Images/nukage.jpg)
I have a little problem to know who made the 'NUKAGE' and 'WATER' in the Jdtp, i used them as textures for this things.Does someone know who ?
KuriKai
April 12th, 2004, 02:38 PM
sweet but did you change the textures to get em like that?
no i can se proper looking water too not just that fake depth thing i had on my map 6
Hexagon
April 12th, 2004, 02:56 PM
It's not really like 'BooM Deepwater', it's a real transparent layer.It's only transparent polys added at 32 units (approx.) from the sector floor.They have nothing to see with classical floors, they are independants.
They are usable only on small sectors (128*128 to 1024*1024) cause DooMsday doesn't sort correctly transparent polys and using a lot of them could be framerate-killing.Note i have added sector type with water physics to run with theses new objects.
I just finished to build the PK3 for the new models, i have to add the correction for Jpad & some trims & Jpad texture and i'll release new Mapping Kit.
DaniJ
April 12th, 2004, 03:01 PM
It might be possible to add a splash effect as well...
Seeing as these are THINGS you could give them the hitable flag and define a pain state for them. Then you simply attach a generator to the THING using the Damage method. Don't forget to give the water plane things infinte health though.
Sorry Hexagon I totally forgot about sending that edit, I'll do it now.
I'll look forward to the updated beta release, I really wanna play with those bridge/water things.
Hexagon
April 12th, 2004, 03:11 PM
You idea to use this on that way is great, definitively great :)
I'm a little bit ennoyed about one thing, collision range is defined with the 'Radius' property, correct ?
In that case,it's a spheric test... ...Anyway, i'll try that...
Thx, i'm waiting your edit with impatience ;)
DaniJ
April 12th, 2004, 03:15 PM
Contray to the term radius, doomsday actually simplfies things to cubes for collisions. So you shouldn't have any problems. I remember disscussing this with Skyjake a while back.
I've sent that edit, hope you like it so far.
KuriKai
April 13th, 2004, 02:30 AM
those new textures are a god send
cant get the hires textures to work yet :(
heres a pic for those who aint seen my rooftop level
http://homepages.slingshot.co.nz/~dgar/roof.jpg
Hexagon
April 13th, 2004, 07:06 AM
Cool, that idea to add fog on rooftop ;)
So, i forget the skymap for this level :)
I'll release the hi-res textures with the next mapping kit.Metal_Sonic, don't forget to send me the best screenies you'll make when you'll have hi-res textures , i'll add them to the Jdoom Arena page.
Thx, I like what you did Dani, the level is more dense with a lot of apertures & severals ways, i have just to add some rooms to corridors you've closed.
Wicked Anime Kid
April 13th, 2004, 07:45 AM
those new textures are a god send
cant get the hires textures to work yet :(
heres a pic for those who aint seen my rooftop level
http://homepages.slingshot.co.nz/~dgar/roof.jpg
Put the textures into your high res textures map and load doomsday via kickstart with the command -pwadtex
Da_maniaC
April 13th, 2004, 03:12 PM
those new textures are a god send
cant get the hires textures to work yet :(
heres a pic for those who aint seen my rooftop level
http://homepages.slingshot.co.nz/~dgar/roof.jpg
Whoa, that map looks badass..
*cool*
KuriKai
April 13th, 2004, 08:35 PM
last night i had a great idea
when i get home ill try it and if it works ill post it up here
can i get a copy of the edited first map? so i can see the style
Hexagon
April 14th, 2004, 02:10 AM
i'm currently editing it so don't take care, a lot of things are misplaced and textures misaligned.So you'll see too the Dani modifications... ;)
[Here] (http://fano.d-nation.org/dl/Jda_D2.zip)
KuriKai
April 14th, 2004, 03:02 AM
its looking good
whats the name of that map called?
are you doing fog if not i can do it im doing it for mine
here goes that idea of mine from earlier
HERE (http://homepages.slingshot.co.nz/~dgar/map06.zip)
look for the red wall then wait there staring at it
Hexagon
April 14th, 2004, 03:23 AM
I'll reply for the map later, i have to go working for now... :(
For levels setting (fog, gravity, name, etc...), your are totaly free, all theses params depend of you vision of the map ;) .
I called first level '-INTRODUCTION-' but i think i'll change cause it was a beta level for Jdoom Arena.
Anyway, i'll re-organize all the levels to make a coherent serie by type and influence.
Last thing, you can make a little introduction for your level in text format.inspiration, story, funny thing , every text you want to bind with your map.
KuriKai
April 14th, 2004, 04:14 PM
Whoa, that map looks badass..
im gonna try and stick rain in the rooftop map too. cause of the fog you cant see the roof which is pefect as im gnna bind the rain to a unused texture so it wont interfere with any other map
how many maps are gonna be in jDooM Arena?
and should we have different guns for diferent skill levels? that should give it more replayability
Hexagon
April 15th, 2004, 03:46 AM
look for the red wall then wait there staring at it
Excellent :) it's a great way to use scrolling carpets ;)
Good idea to bind rain gen with another flat than F_SKY.Beware of your gen, it could be framerate killing.
At start, i planned 10 levels for Jda.If there are more, i'll increase this number.I think i'll release a second beta version with 5 levels in middle term to test stuff more before first release...
KuriKai
April 15th, 2004, 04:34 AM
have you fixed the jumpad problem yet
i also some more bugs with the jump pads lie whe exiting the jumppad it pushes you up again
example climbing the bttm right building in rooftops picthe lowest jumpad ends up pushing you to the 3rd floor
http://homepages.slingshot.co.nz/~dgar/roof.jpg
Here are some more pics of rooftops level
http://homepages.slingshot.co.nz/~dgar/roof2.jpg
Without fog
http://homepages.slingshot.co.nz/~dgar/roof3.jpg
With fog and rain (gotta optimise the rain)9 fps lol
DaniJ
April 15th, 2004, 04:49 AM
Looking good.
You might want to cut back on the fog a bit though, thick fog isn't much fun in deathmatch, also I think it would look better with just a light haze.
It looks like your using blending on your rain particles. This will also add to the framerate problems. You might be better removing the blending and adding a lot of alpha instead.
Any news on the updated mapping kit Hexagon?
KuriKai
April 15th, 2004, 03:42 PM
Hex
would i be able to get some (3) greyish flats textures (like the fog colour) cause now since i made it not as foggy the foor can be seen but i cant raise
thanks
KuriKai
April 15th, 2004, 08:02 PM
Take no Notice of this Post
im at cousre and need to know these links 4 home
they gonna be music in one of my maps
http://www.students.sonoma.edu/users/w/walz/ffmidi.htm#ff7
http://www.students.sonoma.edu/users/w/walz/ffmidi/FF7battl.mid
http://www.ffwa.org/ff7/midi/bat.mid
http://www.ffwa.org/ff7/midi/f7d1s10r.mid
http://www.fantasysquare.com/media/ff9/Battle_Theme.mid
http://www.vgmusic.com/music/console/sega/master/Sonic_SkyBase.mid
http://www.vgmusic.com/music/console/sega/master/
KuriKai
April 16th, 2004, 04:22 AM
Dosnt 3d models mean that we can impliment slopes with them?
Felix
April 16th, 2004, 04:57 AM
sweet looking stuffage! JDoom arena is a great idea, if only doomconnector supported it... so much has changed with editing doom now with XG lines and stuff, and I thaught legacy 3d was a big step in map making education... shootable lights! wicked
Wicked Anime Kid
April 16th, 2004, 09:22 AM
Exactly Felix, and the best thing is, you don't need half the much scripting as you do with zDoom:D
Hey Sonic, you are right, i talked about this with fano earlier. We can make map objects like things hanging from the ceiling, 3d walls, slopes and other things...
Try to imagine the beauty:D
Hexagon
April 16th, 2004, 10:50 AM
Hex
would i be able to get some (3) greyish flats textures (like the fog colour) cause now since i made it not as foggy the foor can be seen but i cant raise
thanks
I can find concrete and asphalt texture for the floor if you want and use skymap for ceiling and far walls (i found some greats for your level)
Dosnt 3d models mean that we can impliment slopes with them?
Sorry, i don't know exactly what are slopes *bug* .Does someone can explain to me what's exactly (with a picture example, it would be wunderbar ;) ) ? maybe you talk about 'rounded edges' ?
sweet looking stuffage! JDoom arena is a great idea, if only doomconnector supported it...
Thx Felix, but it works with DC i think (i didn't test it with DC cause my f.....g french DooM2 wad (unupdatable cause can not put the hand on my DooM2 CD *bawl* with programs) ...
Legacy has greats DM Maps which use Legacy habilities (Agent spork Sewer terminal & lava pit for example).Why not Jdoom/DooMsday ? it has great possibilities with XG , Infine scripting & other .ded stuff.
Hey Sonic, you are right, i talked about this with fano earlier. We can make map objects like things hanging from the ceiling, 3d walls, slopes and other things...
Right ;) , you can add models you want.If someone feels inpirated *bliss* ....
The only thing which causes me problems is the bridges.I can not find a regular doom trick which makes possible to walk over AND under ... ...Actually it's just possible to walk over (editor way+invisible sector (e.g Eternal MAP02)) or under (XG spawning way) *angry* I tried some but they doesn't work... ...and as i said before, mapping is relatively new for me (last november).
ToXiCFLUFF
April 16th, 2004, 12:00 PM
When is this gonna be released Hexagon?
Personally, I don't really like the rooftop shot with the dense fog and rain, but the first one looks better.
Exactly Felix, and the best thing is, you don't need half the much scripting as you do with zDoom:D Sorry to nitpick, but this isn't true AFAIK. Best not to make comparisons between ports when it comes to scripting, since some scripting languages are shared between ports.
Hexagon
April 16th, 2004, 12:22 PM
When is this gonna be released Hexagon?
Sorry, but i'm notable to give any prevision actually, the project stays open so i can not say how many maps will be added.The ressources are close to completion, surely some new models will be added...
I think i'll close the project in 2 weeks, maybe 1, depending of the number of maps avaibles.
After that, i think it will need an intensive beta-testing to fix problems before release...
Anyway, i think it will get its real potential with the DooMsday 1.8 release (especially with netcode improvement).
DaniJ
April 16th, 2004, 01:30 PM
Sorry to nitpick, but this isn't true AFAIK.
It's horses for courses. In what Hexagon's trying to achieve with JDoom Arena it is indeed easier to do via XG than via ACS.
But lets not get into it again;)
Map/world models yep I can help you here. Give me a few ideas (they're your maps after all) and I'll see what I can cook up.
I might be able to knock up a few maps depending on how long you intend to develop this. I've got jDRP 1.1 to concentrate on atm but I'd like to get into mapping again soon. My own levels are once again taking a back seat:(
I can not find a regular doom trick which makes possible to walk over AND under
I might have a solution to this problem. I'll see if it works once you've released the updated resource kit.
Have you looked at the jDoom sources Hexagon? Would you be prepared/comfortable/interested/capable of creating a (slightly) modified jDoom.dll for jDoom Arena?
I'd attempt it myself but for some reason Dev-C++ is just refusing to compile a working jDoom.dll, so I can't even get started.
ToXiCFLUFF
April 16th, 2004, 04:50 PM
It's horses for courses. In what Hexagon's trying to achieve with JDoom Arena it is indeed easier to do via XG than via ACS.
But lets not get into it again;)
I was talking specifically in reference to the shootable lights (follow the context from WAK back to Felix). In which case I am fairly sure a scripting language would be easier to use - I did this with 2 lines on my second day of messing with scripting. I don't really know what he is trying to achieve (certainly not like you do, being involved with the project and all) - I was just responding to what I read.
Wicked Anime Kid
April 16th, 2004, 11:23 PM
Yup you did:)
Ok now let's get on with the project.
Hexagon, when you release the mapping kit be sure to make a documentation so that people know how to insert for example bridges or water.
Can't wait to build some heavy deathmatch maps with this mapping kit:D
KuriKai
April 16th, 2004, 11:56 PM
u cant wait? shouldnt you be starting now?
im gonna try and make a ramp/ramps so i need the updated textures asap :D
EDIT- ok im stumped on how to get the model into doom
i got it as a md2 but cat script for Sh*t
Hexagon
April 17th, 2004, 06:21 AM
Done, the Jda Mapping Kit rev 1 is avaible.Check it out on the mapping page http://fano.d-nation.org/mapping.html
im gonna try and make a ramp/ramps so i need the updated textures asap.
No problemo, which type exactly ?
You can go to the WadFather ( [Here] (http://www.planethalflife.com/wadfather/) ) , if you find some interesting textures there, send me the link.
It's done my little WAK, i've updated the mapping kit.New things are pretty easy to use but i have writted a little usage page with pictures ;)
Dani, I took a look to the Jdoom.dll source but I didn't found a lot of doc... :(
Actually, i'm like you, i had MS C++ in the past but now, i've only DEV C++.Anyway, it's in my projects to create modified DLL but when ? god only can say (if he exists, lol).That needs a lot time and to update my C/C++ knowledge.And Jdoom plugin is only compilable under MS C++ (for Win32) , correct ? to be honnest, i'm little bit lost with that type of huge IDE...
it would be fantastic if you have another working trick for bridge & platforms :)
Last thing about model, i think it would be great to have exit portal and teleporters portal.Something like the Stargate with a texture deformation animation in the middle.
Have a good work with the Jdrp, make us a great release ;)
Wicked Anime Kid
April 17th, 2004, 07:20 AM
Weeeeeeee it's there, i've waited for this a long time:D
Now i can get to mapping and play jdoom on nice resolutions (got myself a new GeForce FX 5600 XT today:D, since my radeon is broken:(). Let the mapping begin:)
KuriKai
April 17th, 2004, 06:34 PM
ok youve changed the distace the jump pads push you ad its sorta bugged up rooftop map
Hexagon
April 18th, 2004, 01:14 AM
Sorry, i totaly forgot your roof top level needs exactly same pads.Just use this script and adjust the vertical wind for your level.Give it the ID you want from 9000.
Sector Type {
ID=From 9000;
Vertical wind=30;
flags="stf_friction stf_windany stf_floorwind";
Friction=1.1;
}
Wicked Anime Kid
April 18th, 2004, 04:57 AM
ok youve changed the distace the jump pads push you ad its sorta bugged up rooftop map
Try to make a specific XG file for your map, i know i willo heavilly edit the XG files for the maps i am going to do;)
KuriKai
April 18th, 2004, 05:02 AM
so what ids are assinged to which people in to add their own stuff?
we dont wat 2 people using 9001 for 2 different things
ill take 9010 -9019
Hexagon
April 18th, 2004, 05:13 AM
Oki, Metal_Sonic takes from 9000 to 9099, same thing for sectors , so you'll have space to derivate or create your own lines Metal_Sonic ;)
If someone else needs, just post here to warn other mappers.We'll take 100 by 100, it's mores easy :)
KuriKai
April 18th, 2004, 03:04 PM
im having trouble getting my ramp to work heres the ded for it (i just modified hex's one
Thing {
ID = "64x128";
DoomEd number = 9001;
Spawn state = "64x128ramp1";
See state = "NULL";
Pain state = "NULL";
Melee state = "NULL";
Missile state = "NULL";
Death state = "NULL";
Xdeath state ="NULL";
Raise state = "NULL";
See sound = "None";
Attack sound = "None";
Pain sound = "None";
Death sound = "None";
Active sound = "None";
Reaction time = 8;
Spawn health = 1000;
Radius = 128;
Height = 64;
Mass = 100;
Flags = "mf_nogravity";
}
State {
ID = "64x128ramp1";
Sprite = "PUFF";
Frame = 0;
Tics = 5;
Next state = "64x128ramp1";
}
ModelPath "models/64x128ramp/";
Model {
State = "64x128ramp1";
Scale xyz { 3.2 3.2 3.2};
offset xyz {0 0 0} ;
flags= "df_nomaxz";
# x <> y z==>profondeur
Md2{File = "64x128.md2";
Skin File="flat-Z2floor2.png" ;
Skin File="ZpanB1.png" ;
#Frame = "frame1";
};
}
-edit- i think i see the problem but im not sure
KuriKai
April 19th, 2004, 12:48 AM
i having trouble geting jumpads to work too do you have the original scripts?
-edit- never mind i was just not thinking earlier but ow that i am i fixed it :D
im trying to get a skybox working for rooftop aswell now it will look cool once its all done
Hexagon
April 19th, 2004, 05:28 AM
For your ramp, send me the file if you want, i'll try to find why it doesn't work (all the files).Maybe your model is mis-placed in the .md2 ...
It's weird jumpad doesn't work correctly... ...i use theses scripts for my levels and they work fine... do you use the lastest DB template (the Jpads sector numbers has been changed)
The original scripts are in the PK3, /def/jdoom/auto/JarenaSectors.ded at 8001,8012,8014,8016,8018.
Maybe you have a version conflict if you have olds scripts (delete JdaRes_*.pk3 in that case).Sorry, this was my first release,i made beginner errors so i had to correct entierely PK3s organisation.For next release, the problem will not be... ...and this time i can make patches to correct every errors or add new features ;)
For the skybox, i can adapt it if you want, if you want to do it yourself, you can take a look to the Jdep ;) ...
Hexagon
April 19th, 2004, 06:40 AM
Just one thing, lines and sectors from 9100 to 9199 are taken... ;)
Wicked Anime Kid
April 19th, 2004, 09:47 AM
so what ids are assinged to which people in to add their own stuff?
we dont wat 2 people using 9001 for 2 different things
ill take 9010 -9019
Make your ID's make specific, like 1000 (mapname, id number)
I.E. 1032 (map01 special linetyp/sectortype number)
Ok now me goes to make some maps!
Hexagon
April 19th, 2004, 12:14 PM
Make your ID's make specific, like 1000 (mapname, id number)
I.E. 1032 (map01 special linetyp/sectortype number)
Ok now me goes to make some maps!
Good thing Wak ;)
Happy to read you fixed that problem, Metal_Sonic :D
Just one thing, we can not select numbers by maps cause Jda has already common scripts and maps order is not defined.Please create after 9000 and post the lines you want by 100, i'll post taken lines each time here.
Please respect this else it will be a nightmare for me to compile all the maps and keep compatibility between them.
Current XG extra list:
9000==>9099 : assigned to Metal_Sonic
9100==>9199 : assigned already
Last thing : Metal_Sonic, check your PMs please ;)
KuriKai
April 19th, 2004, 03:32 PM
im getting sycraft to mix a midi for me for one of my maps havnt heard it yet but the originaly was the fight music from ff7
KuriKai
April 19th, 2004, 10:04 PM
more problems 4 me :(
hex
here goes the skybox images
http://ddayql.d-nation.org/other/rt.zip
DaniJ
April 20th, 2004, 02:52 AM
Oh bugger it I'm gonna make a map for jDA this week.
Hexagon - Can I use any style/theme I want?
KuriKai
April 20th, 2004, 03:03 AM
im changing the textures for the skybox and aranged them properly
and i know why the skyboxes didnt work (a simple thing was problem)
so just get the ded ready for the skys ill send u
oh and could you make 3 special roof textures that will get replaced by the skybox else the rain will apear in every map that has the normal sky in
Hexagon
April 20th, 2004, 03:40 AM
Oh bugger it I'm gonna make a map for jDA this week.
Hexagon - Can I use any style/theme I want?
:) great, you can use any style you want, it's open ;)
im changing the textures for the skybox and aranged them properly
and i know why the skyboxes didnt work (a simple thing was problem)
so just get the ded ready for the skys ill send u
oh and could you make 3 special roof textures that will get replaced by the skybox else the rain will apear in every map that has the normal sky in
Happy to see you've solved the problem :)
You should use a Map triggered generator if you want to not use F_SKY flat.I'd never try this way but i think it will work.
DaniJ
April 20th, 2004, 05:42 AM
Excellent, I'll see what I can come up with.
Map triggered generators can't be used instead of flats. They are locational.
You could always create a new sky flat if needed.
Hexagon
April 20th, 2004, 02:23 PM
You could always create a new sky flat if needed.
I thought it was hardcoded with the F_SKY1 flat... ...Do you know how to create another flat with the same behaviour as F_SKY1 ?
KuriKai
April 22nd, 2004, 07:00 PM
ok last night i tested my rooftop map there are some jumpad problems again. the west jump pads dont work properly 4 player 2 so ill tinkle around with the ded when i get home
Hexagon
April 28th, 2004, 01:52 AM
Oki, Jda page has been updated with your screenies, Metal_Sonic ;)
I didn't have time for now but i'll take a look to this f.....g Jpads script, or i'm not enough carefull, or something's wrong....
I'm thinking to close mappers list for the 30th April.Actually Metal_sonic, Wak, Dani, [a anonymous mapper] and myself made, make or will make maps.
After, i think one month seems to be a good range to have a interesting number of completed maps.
I think something like (from 9 to 15 maps) will be correct.
If someone else is interested to add maps, it's the last time ! ;) .
Wicked Anime Kid
April 28th, 2004, 02:01 AM
(Hex get online, i gotta talk to you.)
Good idea Hex:D
The Doomer
May 5th, 2004, 02:21 PM
These 3d bridge objects sound cool. I hope you can find a way to make it so the player can walk over and under the bridge at the same time such as it multiplayer. ;) Keep up the good work Hexagon.
KuriKai
May 6th, 2004, 03:36 AM
ok ive almost finished a mpa so if i send it to you hex can you fix up 4 of the jump pads as its to complicated for me to do (hint: it worked with the original jump pads you released)
DaniJ
May 6th, 2004, 03:44 AM
Excellent news Metal Sonic.
Hexagon : Can we get something worked out for JDA Developers so we've got the latest dev kit?
These 3d bridge objects sound cool. I hope you can find a way to make it so the player can walk over and under the bridge at the same time such as it multiplayer.
I've got that sussed now. If you want me to build you an example Hexagon just shout. You don't need any invisible sector tricks either.
Wicked Anime Kid
May 6th, 2004, 06:26 AM
A under passable and over passable bride Dani??
You are a genious man, i was thinking of a level and now i can map to the full extend:D:D:D
EDIT: Dani if you'd like can you build an example for me?
EDIT2: Anyway here's a shot of the map i am currently working on.
http://www.d-nation.org/1.jpg
Chilvence
May 6th, 2004, 07:34 AM
It's such a damn shame that Doom things cant have a z coordinate.
I hope 1.8/2.0/3.0 or whatever let us use the Hexen map format for mapping in Doom.
The Doomer
May 6th, 2004, 08:29 AM
Yeah an example wad would be cool. I'd like to try my hand at these also sometime. ;)
DaniJ
May 6th, 2004, 10:06 AM
#------------------------------------------------------------------
# THING DEFINITION
Thing {
ID = "BRIDGE"
DoomEd number = 7005
Spawn state = "BRIDGE1"
See state = "NULL"
Pain state = "NULL"
Melee state = "NULL"
Missile state = "NULL"
Death state = "NULL"
Xdeath state = "NULL"
Raise state = "NULL"
See sound = "None"
Attack sound = "None"
Pain sound = "None"
Death sound = "None"
Active sound = "None"
Reaction time = 8
Radius = 52
Height = 13
Mass = 100
Flags = "mf_solid mf_local mf_shootable mf_nogravity mf_noblood"
}
#------------------------------------------------------------------
# STATE DEFINITIONS
State {
ID = "BRIDGE1"
Sprite = "CAND"
Frame = 0
Tics = -1
Next state = "NULL"
}
Use the above then attach your model to your new THING. Put your bridge THING where you want it but raise the floor of sector it's in to the height you want your bridge at. Then at the start of the level drop the height of the "support" sector back down to the floor.
Or you can spawn them via XG at the correct z height and not bother with the support sector.
You will have to tweak the height + radius of the thing to that of your bridge.
Wicked Anime Kid
May 6th, 2004, 10:14 AM
Thanks dani, i owe you big time:D.
I see a new world opening to me:)
Hexagon
May 6th, 2004, 10:32 AM
You're really THE DD specialist DaniJ :D ... ...I finally understood how works theses height and radius parms :D
It's absolutely fantastic, that's open a lot of new possibilities like crossed bridges and a lot un-guessable (??) things more.
I'm going to update Jda's objects for now.I'll put the original ded of the bridge so everyone will be able to put it at the height they will want ;)
For scripts, i'm waiting your map Metal_Sonic to try to fix theses f.....g Jpads and a project member gave me some new textures for your rooftops level ;)
*winky* Please a standing ovation for Dani !!!!!
Thx The Doomer and keep up the good all ;)
Added:
Just don't forget to post this famous script at the ded section of DD database ;)
Wicked Anime Kid
May 6th, 2004, 10:37 AM
Yea, dani, if i am right we can build entire levels that are based on 3d models with this technique:D
DaniJ
May 6th, 2004, 11:58 AM
Heh, glad to be of service.
How are you planning on lowering the support sectors? The way I do it is with this XG type:
Line Type {
ID= 8124
Flags= ticker
Flags2= when_act | any
Class= plane_move
Ticker tics= 34
Ticker end time=1
Count= -1
Ip0= "lpref_my_floor"
Ip2= "spref_next_lowest_floor"
Fp0= 1000
}
Just give any (inward facing) line in your support sector the line effect 8124. The above will do all the sectors on the map.
The player can sometimes get stuck in them if you jump into the undrside of the bridge so be careful with the placement.
The Doomer
May 6th, 2004, 03:32 PM
Thanks Dani. ;) Nice level Anime Kid. Looks sort of like a Doom64 esq style map too judging by the screenie. :)
Wicked Anime Kid
May 7th, 2004, 12:12 AM
But it's only at 20% or something, the right platform is a platform where a player starts, and the middle platform is a connecting platform;)
Just wait till i begin to map the base:D
KuriKai
May 7th, 2004, 01:38 AM
can you guys message me with the maps youve made/making idd like to try em out in multiplayer
Wicked Anime Kid
May 7th, 2004, 03:40 AM
Oh i will when my map is done, but you gotta wait for that;)
Hexagon
May 7th, 2004, 11:42 AM
Just finish testing this new tricks ;) That's rock :D
I've finally understood how it works, you always need a high sector to support it, am i right ?
i'll add a general version of your stuff in jda, for specific usage.Mappers if you want to use dani's work another way, you'll need to make your own bridge and derivate the script.
Anyway, i have to rework the model, it's not very beautifull used in this way ;)
under and over example :
http://fano.d-nation.org/Thumbs/bridgeunder.jpg http://fano.d-nation.org/Thumbs/brigdeover.jpg
The Doomer
May 7th, 2004, 01:36 PM
So do the floors let you walk over and under them like the ones in Legacy? Just curious. ;)
Hexagon
May 7th, 2004, 01:42 PM
yes, you can walk over and under.It's not exactly like legacy floors but it's already interesting ;)
Weenuk
May 7th, 2004, 02:33 PM
Hey wow, you guys now that is looking good you guys. If you want a couple of models for stuff, lemme know ok.
DaniJ
May 7th, 2004, 03:08 PM
No you don't actually need the support sector once the map has started. That's what the little XG thingy does about 10 posts back.
That is looking nice already Hexagon.
The Doomer
May 7th, 2004, 03:30 PM
Sweet. yes, you can walk over and under.It's not exactly like legacy floors but it's already interesting
Yes theres the difference that you use 3d models for the 3d floor instead of taging a sector too a dummy sector with a line type. Never the less this looks to be a very neat way to make levels for Doomsday with true 3d floor stuff. :)
Wicked Anime Kid
May 7th, 2004, 09:31 PM
Oh you are right, Hex and me have been talking about stuff for a new map based on alot of 3d models.
Ever played the space rooftop level in UT2004? If you have then you might now how the leve will love:D
I also replaced my bridges with the new bridge and it's freakin sweet, especially for cutscenes for Res;)
KuriKai
May 10th, 2004, 09:57 PM
anyone having trouble loading up the maps with the new version of doombuilder
Hexagon
May 11th, 2004, 04:05 AM
It's normal, Wak made a new template file, i'll try made it avaible with new bridge thingie this evening ;)
Note i had serious problems with it.Or somethings's wrong, or i'm idiot but i didn't find a way to make it stay in air.When supporting sectors down, the thing follow :(
I've tried severals flags but it doesn't want to work.
Hexagon
May 11th, 2004, 12:31 PM
Oki, Wak finished the template file for DB 1.6, i've added the two new bridges segments too.
All is [HERE] (http://fano.d-nation.org/dl/news.zip) , it's not a new mapping kit for now, just a little update ;)
KuriKai
May 19th, 2004, 10:01 PM
how everyon doing with their mapping?
im creating a new map here are some pics
http://ddayql.d-nation.org/other/mar.jpghttp://ddayql.d-nation.org/other/mar2.jpg
im trying to get that advanced skybox working with it
Hexagon
May 20th, 2004, 12:15 AM
Actually, i'm working on 3 maps , 2 are close to completetion and the last is 20%.
The Jda template was little bit buggy, [HERE] (http://fano.d-nation.org/dl/Jda.cfg) is the fixed version, note some thingies in it has not been released cause they are not totaly finished...
Note, you can ask Wak, i think he has a working version of this skybox...
Hexagon
May 20th, 2004, 02:13 AM
The final design for the first level 'Introduction', just missing to correct small problems and add a lot of thingies...
http://fano.d-nation.org/intro.jpg
Wicked Anime Kid
May 20th, 2004, 02:56 AM
JDA official Logo:
http://fano.d-nation.org/Images/JDA logo.jpg
KuriKai
May 20th, 2004, 03:03 AM
Cool!
that gave me an idea
i gonna stick a pi in my maps to say its made by ME:D one of the uys in my avata perhaps or a drawing of an anime character
-edit- my friends coming ound on staurday morning to play some dmatch with me. so if you want your maps tested send em to me*monkey*
Hexagon
May 20th, 2004, 04:45 AM
Good idea, metal sonic, i'll try to finish my work on 'introduction' and send you with 'crazy maurice' too...
i gonna stick a pi in my maps to say its made by ME:D
Good idea, I plan to add a room in introduction with mappers and their av.
KuriKai
May 21st, 2004, 01:48 AM
im having troble editing my rooftop map since the update of doom builder i can save it but it wont run in doomsday (might be the nodes (i think i used to use zbsd (now i use the normal bsd)))
anyone wanna try and find the problem in it? if so here's the file
http://homepages.slingshot.co.nz/~dgar/map03.wad
its now 8:45pm on friday for my so you have 12 hours to send the maps to me or i wont get them in time :D
Vermil
May 21st, 2004, 02:04 AM
Probably a very long shot but I'm guessing (please corret me if I'm wrong) your running the map with scripts.
The download doesn't have said scripts and works fine for me so it might be a script error? (though I've never known Doomsday to crash if it doesn't like a script...)
KuriKai
May 21st, 2004, 02:22 AM
try editing it then playing it
it crashes when loading the map
Vermil
May 21st, 2004, 02:58 AM
It still works fine for me. Strange.
Have you tried running it with different graphics options disabled/enabled? Dday might be running out of memory (no offence meant).
Hexagon
May 21st, 2004, 04:04 AM
try editing it then playing it
it crashes when loading the map
Weird, it runs perfectly on my pc... ...maybe scripts problems...
Try to run you map in low-res (without -pwadtex switch), if it works correctly, the problems is the file 'flat-uplight2.png' in the textures pk3.Just convert it from greyscale to true colors (or suppress it) to fix that problem.I've fixed that in the actual mapping kit but a bad version has been uploaded and stayed one or two hours before fix.
Anyway, it's a Nice map ;)
KuriKai
May 21st, 2004, 04:23 AM
Found the problem :D
its to do with the sky
so now i gotta find a way around the problem to find a solution so that all above you is sky and dosnt have any visible roof :|
Hexagon
May 21st, 2004, 12:48 PM
Done Metal Sonic :D
Here are my two maps close to completetion.I've added the skymaps so it's a little bit big.I hope you'll have fun with theses ;)
MAP01 : 95%
-Introduction- (http://fano.d-nation.org/current/NewIntroduction-Map01-.zip)
MAP15: 80%
-Crazy Maurice- (http://fano.d-nation.org/current/Crazymaurice-Map15-.zip)
Note i named it MAP15 to avoid conflict with other mappers, i'll re-organize map order after...
The Doomer
May 21st, 2004, 01:38 PM
I'm having trouble running the introduction wad Hexagon. :( It tells me R_FlatNumForName: ZFLAT3 not found. Is there a special texture pack I need to run this map?
Hexagon
May 21st, 2004, 01:46 PM
I'm having trouble running the introduction wad Hexagon. :( It tells me R_FlatNumForName: ZFLAT3 not found. Is there a special texture pack I need to run this map?
yes, sorry , i forgot to tell , it's just test versions for theses wads so you'll need to download the mapping kit with Jda stuff to use them properly.It's avaible on my website, mapping section... you'll need too the lastest bridges thingies (http://fano.d-nation.org/dl/news.zip) ...
The Doomer
May 21st, 2004, 01:57 PM
Damn it. I installed that pk3 file and it still complains about the missing texture. :( Can you give me step by step instructions where I'm supposed to put each thing from the zip files for the mapping kit and texture pack and anything else? Also is it necessary to extract the .pk3 files? I'm using Doomsday 1.14.11 btw incase that helps.
sLydE
May 21st, 2004, 02:41 PM
introduction: pure genious, i only wish i had a faster computer, i get some serious hangups going on.
gonna go test out crazy maurice now
KuriKai
May 21st, 2004, 04:36 PM
introduction: pure genious, i only wish i had a faster computer, i get some serious hangups going on.
you might not like plaing my rooftops map then :D
KuriKai
May 21st, 2004, 10:13 PM
ok we played the maps. my rooftops had a few problems with the jump pads. introduction was fine, generation was fine, not named yet was fine, i couldnt play muarice cause no deathmatch starts but over all the maps were good :D
Hexagon
May 22nd, 2004, 12:25 AM
i couldnt play muarice cause no deathmatch starts but over all the maps were good :D Sorry *bug* , i'm totaly idiot , i forgot to add dm starts..... (ouch, ouch, sound of a head hitting a wall)
Damn it. I installed that pk3 file and it still complains about the missing texture. Can you give me step by step instructions where I'm supposed to put each thing from the zip files for the mapping kit and texture pack and anything else? Also is it necessary to extract the .pk3 files? I'm using Doomsday 1.14.11 btw incase that helps.You have just to extract the .Wad and the .pk3 files in your '[doomsdaydir]/data/jdoom/auto' folder.Normally, it's not necessary to extract the .pk3s just don't forget to allow hi-res textures for pwads (-pwadtex).
Glad to see you liked -Introduction-, sLydE,we worked hard on it.
Vermil
May 22nd, 2004, 01:13 AM
Should there be some form of ded that lowers the gravity included with with Crazy Maurice? With the default gravity, the player can't jump from platform to platform.
Hexagon
May 22nd, 2004, 05:14 AM
Should there be some form of ded that lowers the gravity included with with Crazy Maurice? With the default gravity, the player can't jump from platform to platform. Weird, i've inclued the .ded in the skymap's PK3.Good idea, I'll make some new platforms... ;)
sLydE
May 22nd, 2004, 07:37 AM
yeah, i was going to mention that, but i got off on a tangent and didn't have an oportunity to get back and tell you that. maurice freaks me out for some reason...
The Doomer
May 22nd, 2004, 10:11 AM
Ok. I got the map running but there's a new problem. When I try to run with the newbridge file i get the following error:
Def_ReadDEDFile: Error in Newbridge.ded:
Line 42: Unknown label. (Skin File)
KuriKai
May 22nd, 2004, 01:40 PM
Originally posted by The Doomer
I'm having trouble running the introduction wad Hexagon. It tells me R_FlatNumForName: ZFLAT3 not found. Is there a special texture pack I need to run this map?
yes, sorry , i forgot to tell , it's just test versions for theses wads so you'll need to download the mapping kit with Jda stuff to use them properly.It's avaible on my website, mapping section... you'll need too the lastest bridges thingies ...
look for this post a few posts up
Hexagon
May 23rd, 2004, 12:47 AM
Ok. I got the map running but there's a new problem. When I try to run with the newbridge file i get the following error:
Def_ReadDEDFile: Error in Newbridge.ded:
Line 42: Unknown label. (Skin File) theses models have been tested under dd 1.7.14 & 1.7.15, surely you need to update you dd version
The Doomer
May 23rd, 2004, 07:26 AM
Ok. I'll do that. Thanks Hexagon. ;) I just realized that I've got version 1.7.6 of Doomsday so thats probably the problem.
KuriKai
May 24th, 2004, 07:07 PM
what program did u guys use to make you models in?
Hexagon
May 25th, 2004, 03:35 AM
Personnaly i use Milkshape.Note i make very simples models so i don't need an advanced modeller...
Wicked Anime Kid
May 25th, 2004, 12:11 PM
Sorry guyz, sad news, real life and school are being a pain atm and I think I can't make any more maps for the JDA.
Better luck next time I guess
Hexagon
May 25th, 2004, 12:20 PM
Sad to read that Wak, i hope you'll have more time in the future... ...The door will be open if you have possibility to contribute to this project in the future....
KuriKai
May 25th, 2004, 05:54 PM
wak
if you cant finishe what youve alread done send it to us. we could complete it 4 u.
hex
can i send you a 3ds max model and skin and could you make it into a md2 4 me? i cant seem to get it working
Hexagon
May 25th, 2004, 10:43 PM
Oki, Metal_Sonic, if it's an animated model, that will give problem 'cause milkshape doesn't import bones & animation else if it's static, it will be alright.
Note i found what was wrong with 3dbridge.Maybe it's a Jdoom bug but when you down a sector, all objects on its surface will follow , Jdoom doesn't take care about mf_gravity flags.So you 2 solutions.Or you use the spawn way with lines of this type :
Line Type {
ID=5500;
Flags= ticker;
Flags2= when_act | any;
Class= "ltc_command";
Ticker tics= 34;
Ticker end time=1;
Count= -1;
Sp0 = "spawnmobj DBRIDGE 900 800 50 0";
}
Or you wait a little bit, i'm working on Jdoom.dll to make a new HUD so i'll try to correct the proc which have this behaviour ;) .
Last thing, please warn me if you want to use extra XG/OBJS to add you to the current list.It's just to avoid conflict between the map and to warn other mappers about the lines number you use...
Current XG/objs extra list:
9000==>9099 : assigned to Metal_Sonic
9100==>9199 : assigned already
9200==>9299 : assigned to Hexagon
EDIT: Found for the 2nd solution , it's done.Just have to wait a little bit ;)
KuriKai
May 26th, 2004, 02:24 AM
cool here it goes
http://ddayql.d-nation.org/other/lamp.zip
Hexagon
May 26th, 2004, 02:40 AM
Done ;)
[HERE] (http://fano.d-nation.org/current/lamp.md2)
I've not inclued the skin.Normally the orientation and postion are corrects.You just have to write the script now ;)
KuriKai
May 26th, 2004, 03:45 AM
um did you flip the model round? if so can you send it to me agian unfliped
as the part with the deleted polygon is supposed to be on top. its a roof light
Hexagon
May 26th, 2004, 01:13 PM
ooopppssss , i believed it was a floor lamp *rolleyes*
So now you have a floor and a ceiling version *bliss*
The correct model is [HERE] (http://fano.d-nation.org/current/ceillamp.md2)
The WIP dll is [HERE] (http://fano.d-nation.org/current/jDoom.zip)
it fixes the problems with the bridges.Just rename (as jdoom.bak for e.g) the original dll before to use this one.Note it's an experimental version so it's based on 1.7.14 code (but works correctly with 1.7.15) and HUD should seems weird... Please don't take care about that ;)
KuriKai
May 26th, 2004, 02:17 PM
cool
ill take a screenshot after school today and show you where its going :)
DaniJ
May 26th, 2004, 02:20 PM
Hmm I didn't know you were playing with the jDoom.dll Hexagon I like the idea of a new HUD.
Something like this would be cool :
http://modelyard.newdoom.com/MyHUD.png
Optional of course.
Hexagon
May 26th, 2004, 02:44 PM
Cool Metal_Sonic, i'm waiting theses screenies ;)
Yes, dani , I've finally decided to exit my fingers from my nose *bliss* and to restart (slowly) my rusty brain...
Damn, this hud idea is absolutely superb... i was thinking to something with transparents parts too but this one is too much cool.
It's beautifull but still respect the classical doom style, i really love it *crazy*
Did you start to implement it ?
DaniJ
May 26th, 2004, 03:09 PM
Glad to hear it Hexagon.
That screen was just a (very) quick mockup. I haven't even touched the dll's yet. Do you think something like that would be easy to do?
Thanks, I quite like it too. What I don't like is the way I've put the keys on there. Something better could be done with them.
I can do you some proper images if you'd like to try and implement it.
What would be great is if the possition of the HUD elements and the background images could be defined in a ded. If you could do that then I'm pretty sure Skyjake would add it to Doomsday. It would make an excellent feature for mod authors.
BTW that level was generated in SCUDD*bliss*
KuriKai
May 26th, 2004, 06:57 PM
ok i got the model woking but ant get the light to work, ive tried all sots of things. i dont cae bout the colou cause i an change that.
Thing {
ID = "LAMP1";
DoomEd number = 9020;
Spawn state = "LAMP";
See state = "NULL";
Pain state = "NULL";
Melee state = "NULL";
Missile state = "NULL";
Death state = "NULL";
Xdeath state = "NULL";
Raise state = "NULL";
See sound = "None";
Attack sound = "None";
Pain sound = "None";
Death sound = "None";
Active sound = "None";
Reaction time = 8;
Radius = 64;
Height = 7;
Mass =100;
Flags = "mf_solid mf_local mf_shootable mf_nogravity mf_noblood";
}
State {
ID = "LAMP";
Sprite = "CAND";
Frame = 0;
Tics = -1;
Next state = "NULL";
}
ModelPath "models/light/";
Model {
State = "LAMP";
Scale xyz { .9 .9 .9};
offset xyz {0 80 0} ;
flags= "df_nomaxz";
# x <> y z==>profondeur
Md2{File = "ceillamp.md2";
Skin File="light.png" ;
}
};
Light{
State = "CAND"
Y Offset = 50
Size = 3
Color { .9 .9 1}
}
DaniJ
May 26th, 2004, 09:29 PM
You need to set Frame to 32768;
That should fix it. :)
KuriKai
May 27th, 2004, 12:29 AM
cool thanks to you guys help hee goes another map
http://ddayql.d-nation.org/other/p.jpghttp://ddayql.d-nation.org/other/p1.jpg
those lights are the only light source :D
Hexagon
May 27th, 2004, 04:10 AM
That screen was just a (very) quick mockup. I haven't even touched the dll's yet. Do you think something like that would be easy to do?
Thanks, I quite like it too. What I don't like is the way I've put the keys on there. Something better could be done with them.
I can do you some proper images if you'd like to try and implement it.
I see no major problem against the implementation of this type HUD.The only ressource i'll need to do that is the transparent bar, else the other ressources are already avaible in Jdoom.
I thought too to a .ded definition of the HUD but didn't studied the ded implementation for now.If i think i'm able i'll try to do that...
BTW that level was generated in SCUDD*bliss*
cool :D
Theses lights seems cool, Metal_Sonic
they give to this level a good ambiance...
The Doomer
May 27th, 2004, 08:13 AM
Wow!! Cool looking level there Sonic. :) I agree those lights really give the level a sort of Quake feel to it.
KuriKai
May 28th, 2004, 07:14 PM
hex can you convert some more models 4 me?
http://ddayql.d-nation.org/other/ramps.zip
thanks
Hexagon
May 28th, 2004, 10:19 PM
I can not use .max files for that, Milkshape has no importer (or i don't find it).Could you post the files in .3DS format ?
KuriKai
May 29th, 2004, 01:23 AM
done.
http://ddayql.d-nation.org/other/ramps.zip
Hexagon
May 29th, 2004, 03:43 AM
Done, i've added two bramps 'cause i wasn't sure of the orientation...
[HERE] (http://fano.d-nation.org/current/ramp.zip)
KuriKai
May 29th, 2004, 04:37 AM
can i have another version of tramp but this way up
./|
|_| (pointiest part on top)
thanks
Hexagon
May 30th, 2004, 03:24 AM
Done : [HERE] (http://fano.d-nation.org/current/tramp_2.md2)
KuriKai
May 30th, 2004, 03:44 AM
thats the wrong orientation
came out like the pic on left
i need it like the pic on the right
http://homepages.slingshot.co.nz/~dgar/ramp.jpg
Hexagon
May 30th, 2004, 06:20 AM
I hope it's this this time ;)
[HERE] (http://fano.d-nation.org/current/tramp_2.md2)
Off topic but excellent av :D
KuriKai
May 30th, 2004, 03:40 PM
cool but i found that i made the models to big so
can you do the ones in this zip file?
http://homepages.slingshot.co.nz/~dgar/meshes.zip
i need the orientation like this
http://homepages.slingshot.co.nz/~dgar/o.jpg
DaniJ
May 30th, 2004, 03:47 PM
Sorry to butt in. Couldn't you just scale them with Scale XYZ { X Y Z} in the model definition?
KuriKai
May 30th, 2004, 03:58 PM
i did but they ae solid objects
and the solid part is where the original size was.(so you coming t the object then you just get a bit higher when you not even ontop of the object)
and there are two more models (longer versions) in that zip
Hexagon
May 31st, 2004, 11:42 AM
Normally it's good...
[HERE] (http://fano.d-nation.org/current/tramps.zip)
KuriKai
June 1st, 2004, 02:34 AM
what do you guys think of this?
http://homepages.slingshot.co.nz/~dgar/exit1.jpg
hex can you convert it to md2?
http://homepages.slingshot.co.nz/~dgar/exit.3DS
Hexagon
June 1st, 2004, 03:35 AM
looks pretty cool :D
[HERE] (http://fano.d-nation.org/current/EXIT.md2)
That gives me an idea, is someone knows iif WARP command works in netplay ?
KuriKai
June 1st, 2004, 03:38 AM
-Edited- (stupid post before)
yeh it works i dont know how it works if you have lag thoe
DaniJ
June 1st, 2004, 10:47 AM
That looks pretty good. Try using one of the inverse blending modes for the portal itself. I think it'll look pretty cool.
Wicked Anime Kid
June 1st, 2004, 11:03 AM
Try adding a texture to the portal and make it rotate or add a particle effect on the model:D
KuriKai
June 2nd, 2004, 03:01 AM
i have no idea how to o thoese things you guys mentioned
-Edited- (stupid post before)
yeh it works i dont know how it works if you have lag thoei misundestood the question again
nah i dont know if it works
DaniJ
June 3rd, 2004, 04:15 PM
If the portal surface is a seperate model then to apply different blending modes you just need to add eg:
Flags = revsubtract
Within your submodel definition.
KuriKai
June 4th, 2004, 04:53 AM
here goes some pics of my maps for ya all to enjoy
http://homepages.slingshot.co.nz/~dgar/dmpics.htm
Tormentor667
June 4th, 2004, 05:35 AM
@the mappers : Add more detail, guys! This is really, really important and don't mind about low-performance machines. This project could be a real success for the JDoom community but it is important, that you turn your main attention not only to special effects like amazng skyboxes, great fog and light effects and 3d models. You also really have to consider the levels "real" look without all that special effects in it. Here some new corners, there some computers, etc. Add a lot of sectors or corners to every wall which looks plain in your favorite editor (in this case obviously DoomBuilder).
Tormentor667
June 4th, 2004, 05:41 AM
Some comments on screenshots and what could be done better:
http://homepages.slingshot.co.nz/~dgar/01a.jpg
This is absolutely too plain and looks boring. Add some metal bars to the floor, to the ceiling and to the wals, maybe also some light sources (CEILX_Y) to the ceiling or to the walls, add some decoration objects!)
http://homepages.slingshot.co.nz/~dgar/06a.jpg
(and all the other screenies from the map)
They are alll looking damn stupid and much too empty. Add some kind of border to this water-sector, add some more height-differences to the ceiling of this large and plain room. Add more detail to the marble pillars (more sectors) And algn the textures of the smaller pillars (auto align in DoomBuilder wprks great)
http://homepages.slingshot.co.nz/~dgar/09.jpg
Veni Vidi Vici? Not without detail! It's not enough to put up some dark rooms, take in some lightning and thinkning, that this might do the job. Add some indentations to the walls with different textures (maybe some gray, green or light-brown stuff), add some sectors with height differences of ceiling and floor (small plaforms or light sources).
...I hope some of these tipps will help ;)
Tormentor667
June 4th, 2004, 05:44 AM
More info:
http://homepages.slingshot.co.nz/~dgar/04.jpg
Also too fucking plain. My suggestion: Add some more sectors to the rooftops like flues or light sources or even crates might do the job (or other platforms with height differences). Add also a border around the complete rooftop, looks much more detailed and better!
KuriKai
June 5th, 2004, 12:41 AM
thanks for the comments :) (even thoe they are all negative:() no "great work so far:)" :(:(:(
Wicked Anime Kid
June 5th, 2004, 12:57 AM
@ tormentor:
You have to keep in mind that the JDA is a mod to keep the doom feeling alive but with a little flavour of q3 style deathmatch options;)
As far as I know, all the levels in doom are rather plain then very detailed, and I think that feeling should be kept in the JDA
Tormentor667
June 5th, 2004, 05:31 AM
@ tormentor:
You have to keep in mind that the JDA is a mod to keep the doom feeling alive but with a little flavour of q3 style deathmatch options;)
As far as I know, all the levels in doom are rather plain then very detailed, and I think that feeling should be kept in the JDA
I think this is a lame excuse. You can't keep the feeling of the original Doom, if you use new textures , a 3D engine, special lightning effects, 3D models and other kind of things like that. And although if you mappers tried to create a plain doom feeling like we had it in the original maps, it would still look better than this, sorry, but I think a honest comment is more helpful then just saying how beautiful your light effects look.
And why do you people want to stay in the world of retro.mapping with no detail and plainness if today's engines can do much more? Don't be lazy :) Work on your maps! :) Put more effort in detail!
Hexagon
June 6th, 2004, 03:56 AM
All comments are welcome ;)
Your franchise honors you tormentor667 but diplomacy is not your best quality ;)
You came with hard comments but you came with solutions too, it's honnest...
You are right, we need to work our maps to have a quality result.As i already said (drivel papy drivel), i prefer to have 5 good maps in Jda than 15 ordinary maps.....
Just keep in mind, Metal_Sonic maps are in progress and he'll give importance to comments.I found them good, it's not structural problem, just appearance...
I like your franchise, do you want to help us and review Jda maps before releases ?
Personally, i'm a young mapper so i'm interested by every opinions , everything able to make me progress...
EDIT:i was close to forget: Metal_Sonic, can i use you exit portal as standatised for Jda ? If you have nothing against, could you post the skin too ?
KuriKai
June 6th, 2004, 04:36 AM
sure but i was thinking of changing the portal a bit. because you cant make it solid, but i have a way to sorta fix it.
im also trying to get the sound of thunder (as ambiant noise) into one of my maps:)
i have basically totaly redone the generations map and made it into a castle setting. i reckon it looks alot better like that too :)
@hex Soon ill send you my veni vedi veci map to see what you think of it.
oh and the troble with having detailed maps is that it can slow your computer down:(
Hexagon
June 6th, 2004, 04:59 AM
You could try to use invisibles sectors trick to give consistance to your map...
The idea is to put an exit portal in each map which allow to return to the first map.This first map would be simply a portal map with portals to every level (note i'll put weapons in this map so players will be able to fight where they want to go ;) ).I would like to change the center texture (transparent cyan) to a picture of the destination level with a wave (or something like this) animation....
I'm waiting Veni-Vedi-Veci ;) i have the same problems with my maps (Introduction runs at 30/35 fps and the level i'm working on (15/20 fps in the most detailled places) i need to cut fakeradio to run correctly :( )
Wicked Anime Kid
June 6th, 2004, 04:59 AM
The portal can also be used to enter the arena like in q3 level 1;)
A small area where you can pick up some armor and a shotgun or something:D
KuriKai
June 6th, 2004, 05:07 AM
ill send you the map tomorrow when i write the script for the music that acompanese the map.
off to bed now thoe
Tormentor667
June 6th, 2004, 05:56 AM
@Hex - Thx for the flowers *hehe* but I think now you are on a better way. As you said: The important thing is not quantity, it's quality :) and it's good too see that you are insightful. About my reviewing help: No problem I can do that, but you have to kepp me informed via my email (webmaster AT tormentor667.de) because I'm not very activ at these forums anymore. And I'm always glad if I can help so you can really feel free to send me an email :)
DaniJ
June 6th, 2004, 06:15 AM
Well I've just downloaded the current version of JDA plus Introduction and Crazy Maurice...
Introduction:
I love what you've done to my edit of your map :D
This is a very good map and flows very well. It's big but not so big as you get lost. All the areas are different enough so that you always know exactly where you are. I do have a couple of issues though. The slippery floor I think is a bit over used, especially in areas that don't look like they should be slippy. The freezer room is too over crowded. I think if there was one (bigger) freezer in each corner it would be easier to navigate because with the slippy floor as well this room will be a nightmare in a tense fight.
Crazy Maurice:
Heh. LOVE IT. I really like what you're doing here, very interesting and unique (for Doom). Personally if it were my map I'd add a square ring of bridge platforms under the floating platforms with perhaps a jumpad in the center.
The only problem I can see is that there isn't enough solid ground. Also you might want to add a few huts on those walkways, or a covered tunnel.
So far JDA is looking good. I'm looking forward to trying some of the upcoming levels.
I'll try and get my wad for JDA done soon.
KuriKai
June 7th, 2004, 02:06 AM
ok ive uploaded my 4 maps they are not complete
possitive critisisim welcome
get it -HERE- (http://ddayql.d-nation.org/other/jdams.rar)
11mb in size
Hexagon
June 8th, 2004, 03:15 PM
Oki, Thx T667, i've taken your email, i'll send you the link to the maps when needed ;)
Thx Dani ;) I'm working final edit (i hope, it's 4th) of Introduction so i'll remember that.For Crazy Maurice, i need to rework it too 'cause something was missing for me, i think more walkable surface and new platforms will make it better (srry i forgot it was DooM not SuperMario *bliss* )
Testing your maps Metal Sonic ;) I like the dark lightning in veni vidi vici.i think irregular walls (with holes to hide, small passages to other corridors and small rooms) and one or two big rooms will make a very interesting map.
The Doomer
June 8th, 2004, 04:00 PM
Not a bad set of maps there Metal Sonic. It would be cool to have a 3d walkway from one set of buildings to the next in the skyscraper level. Just a suggestion. ;)
KuriKai
June 9th, 2004, 03:25 AM
do you guys think the music goes good with the maps?
and any tips for me for the generations and/or salvus lacus map/s?
OT-hex i noticed your 10 posts away from a custom title above your avatar*monkey*
oh and im thinking of adding another level/story to veni vedi veci by using models
Vermil
June 9th, 2004, 04:18 AM
No offence is meant by the below. These are just my opinions
Also I only know the correct name for the last map, as you've only included a custom title for the last map.
Castle Map: My only game play criticism would be the ajar doors. Possibly to easy to get stuck on.
Also have you considered using some Heretic, HeXen or Eternal Doom textures to add some texture variety? The music fits perfectly to me.
Rooftops Map: With some obstacles on the roofs this map would be great instead of just good. Though I think having the floor around the buildings visible perhaps spoils the illusion of height. Again good music.
Marble Map: I would suggest some lighting variation. The basic layout is also perhaps too similar to the castle map. I think the music on this level would suit Veni Vedi Veci better than the current one for that level.
Veni Vedi Veci : Veni Vedi Veci sounds like it would be a great map with multiple levels. I think a large multi level lava filled chamber would make an excellent centrepiece for it.
ToXiCFLUFF
June 9th, 2004, 08:35 AM
Veni Vedi Veci : Veni Vedi Veci sounds like it would be a great map with multiple levels. I think a large multi level lava filled chamber would make an excellent centrepiece for it. Definitely. Multi-levelled maps are often some of the best in DM.
Hexagon
June 9th, 2004, 12:34 PM
yea music !!!!!!! i play without it....
Using Carmina Burana for Veni Vidi Vici is excellent :D .For other levels, the music fits with the themes used...
The rooftops level stays a good concept as i already said, i like the theme of this high altitude battle...
For me, Generation & salveo lacus need more communication between corridors with windows and alternative paths.In the new version of generation , why not make ramparts walkables ? i think it should give a lot of fun *bliss*
OT-hex i noticed your 10 posts away from a custom title above your avatarYea great ;) I like yours *bliss* ...9...
Hexagon
June 10th, 2004, 11:54 AM
I do have a couple of issues though. The slippery floor I think is a bit over used, especially in areas that don't look like they should be slippy. The freezer room is too over crowded. I think if there was one (bigger) freezer in each corner it would be easier to navigate because with the slippy floor as well this room will be a nightmare in a tense fight.
http://fano.d-nation.org/current/doom2-333.jpg
Modified the freezers room, I think this time it would be more playable :D
Deathmonkey7
June 10th, 2004, 02:28 PM
OMG, this is amazing you guys.. nice job figuring out how to make 3d bridges... and if I had a better internet connection or another computer that could run Jdoom I would certainly download this when it's done and play DM all the time.
KuriKai
June 13th, 2004, 03:43 AM
@hex. Is the version of milkshape your using the full version or the shareware version?
-edit- i just saw the picture properly (no glare on screen) and that looks beutifull :)
Hexagon
June 13th, 2004, 10:29 AM
yea, i use the registered version of MS
KuriKai
June 22nd, 2004, 01:13 AM
ok i havnt done to much on this latley because i cant convert to md2 myself (i need to for trial and error stuff)
ut ive redoe part of salva lacus (still doing it too)
http://ddayql.d-nation.org/other/042.jpg
KuriKai
July 3rd, 2004, 03:00 AM
ok heres some more pics of my generations it is now going to be a castle map http://homepages.slingshot.co.nz/~dgar/a1.jpghttp://homepages.slingshot.co.nz/~dgar/a2.jpg
Hexagon
July 3rd, 2004, 03:16 AM
Nice, you can walk on the remparts *bliss*
The roof and the walk paths are a little bit flat.
for the bridge, why not making a wood bridge model ?
Just a little question, how you took theses screenies ? looks like taken with a freelook cam ....
Vermil
July 3rd, 2004, 03:41 AM
You can take screenshots using the "screenshot" console command while in "makecam" mode (enter "makecam x" in the console, where x is the player number).
Hexagon
July 3rd, 2004, 04:25 AM
Thx Vermil ;) A little 'makecam 0' gives some great screenies *bliss*
DaniJ
July 3rd, 2004, 08:44 AM
Heh. Looking good Metal_Sonic. I'm not a big fan of the textures though.
That big open center area is crying out for something. Perhaps a fountain or something.
I was going to do a castle for my JDA map. Oh well I'll have to come up with something else.
KuriKai
July 3rd, 2004, 04:12 PM
you could always do a old city in the mountains map like on top of a mountain or built into the side :)
KuriKai
July 6th, 2004, 11:27 PM
the idea i posted just above this, i decided to do it
so here goes a screenie from it (w.i.p)
http://homepages.slingshot.co.nz/~dgar/c1.jpg http://homepages.slingshot.co.nz/~dgar/c2.jpg
no custom textures added yet and not much detail added.
Hexagon
July 11th, 2004, 08:17 AM
I've talked with Lee David Ash yesterday, he allowed me to adapt some his Q3 weapons *bliss*.
You can find packages for Q3 and pictures : [HERE] (http://www.planetquake.com/violationE/)
I've just finished to adapt the plasma gun (see screenies below), just have to reduce a little bit the polycount on HUD version.I think i'll adapt Machine Gun too maybe grenade launcher or rocket launcher and probably BFG *bliss*
http://fano.d-nation.org/current/mini-doom2-479.jpghttp://fano.d-nation.org/current/mini-doom2-480.jpghttp://fano.d-nation.org/current/mini-doom2-481.jpg
[1st FULL SIZE] (http://fano.d-nation.org/current/doom2-479.jpg) [2nd FULL SIZE] (http://fano.d-nation.org/current/doom2-480.jpg) [3rd FULL SIZE] (http://fano.d-nation.org/current/doom2-481.jpg)
Note the blue core has animated texture and the weapon has a full shiny map (note that doesn't give the same result as Q3, naturally (snif..) )
A big thanx to you, guy ;)
Hexagon
July 11th, 2004, 01:45 PM
Now the chaingun :
http://fano.d-nation.org/current/mini-doom2-500.jpg http://fano.d-nation.org/current/mini-doom2-501.jpg
[1st FULL SIZE] (http://fano.d-nation.org/current/doom2-500.jpg) [2nd FULL SIZE] (http://fano.d-nation.org/current/doom2-501.jpg)
I love theses shiny maps *bliss*
Harry
July 12th, 2004, 07:51 AM
And they're converted from MD3? WOW!
KuriKai
July 16th, 2004, 03:56 AM
how many skys does doomsday allow?
i think the limit might be 3 for doom2
so does that mean we are limited to 3?
Vermil
July 16th, 2004, 04:07 AM
In Doom2 you are limited to 3. But in Day you can have a different one for each map by editing the "texture" field in the ded which contains the map info.
Hexagon
July 16th, 2004, 04:10 AM
No, i don't think it's limited.You can define a skymap per level or more (multi-layered sky).You have just to change name of your sky model.Just name them as 'MSSKYxx' or something like this avoid conflicts.
KuriKai
July 17th, 2004, 01:57 AM
ok im was doing another level (a Train Yard) but i accidently saved it over the rooftops map so i will have to make a new rooftops map after the trainyard
the trainyard will be a smallish type map for lots of frags :D
Hexagon
July 17th, 2004, 03:26 AM
arrghh !!!
Don't have Backups ? I can send you the map you sended me if you want...
Cool idea, a train why not ? you fall , you die *diablo*
DaniJ
July 19th, 2004, 03:26 AM
I've decided on what my JDA level will be : Oil Refinery/Works
Not much progress on it so I won't post any pics yet (basic layout and interconnections only).
Hexagon
July 20th, 2004, 09:45 AM
Glad to read that :D , don't forget to send me screenies with a description of the level when you'll have showable pics ;)
PumpkinSmasher
July 22nd, 2004, 03:00 PM
woot...this project is looking great guys, keep up the good work, and I can't wait to play these maps.
KuriKai
July 27th, 2004, 11:57 PM
new vesio of dbuilder means jda.cfg dont work no more. can i get an updated one?
Hexagon
July 28th, 2004, 01:29 PM
Thx, PumpkinSmasher ;)
No problemo MS, i'll try to fix that asap ...
primus1236
August 1st, 2004, 12:32 PM
Could you re-make JDA for Doom II? I have Doom II and Doom shareware and whenever I try to run JDA it says I'm missing texture AASHITY or somthing like that. Is there something else I'm doing wrong? if not, could you re-create it for Doom II?
-Thanks
Harry
August 1st, 2004, 12:47 PM
Ummm, it is for doom 2 *spin*
Wicked Anime Kid
August 1st, 2004, 12:53 PM
LoL!!!
Like harry said it's specifically for DoomII (Plut & TNT too since they both use the D3 engine:D)
Hexagon
August 1st, 2004, 12:54 PM
The Jda released levels were just for testing purpose but they were designed for Doom2.Be sure to have Jarena.wad & the concerned level in your doomsday/data/jdoom/auto folder...
KuriKai
August 2nd, 2004, 12:19 AM
the jda.cfg 4 duilder is easily fixed. You need to replace the spaces between words with _'s
Hexagon
August 2nd, 2004, 03:20 AM
Thx MS, i'm sorry i didn't have time to check Jda template for now...
primus1236
August 13th, 2004, 04:49 PM
LoL!!!
Like harry said it's specifically for DoomII (Plut & TNT too since they both use the D3 engine:D)
Oh, in that case, my question is Why doesn't doom arena work with my wad? I got it past the TEXTURE AASHITY error, but now when I start doom II, it just loads the first level. Is there something I forgot to read?
mikmak87
August 13th, 2004, 07:53 PM
how do i get that pistol for jdoom?
http://fano.d-nation.org/Thumbs/spacebase4.jpg
KuriKai
August 13th, 2004, 11:54 PM
Oh, in that case, my question is Why doesn't doom arena work with my wad? I got it past the TEXTURE AASHITY error, but now when I start doom II, it just loads the first level. Is there something I forgot to read?
when making your map make sure its map name is like this "MAP01" not "MAP 01" qoute marks not included
Xerxes
August 14th, 2004, 12:24 AM
how do i get that pistol for jdoom?
http://fano.d-nation.org/Thumbs/spacebase4.jpg
Go to the site of Fano : http://fano.d-nation.org/ ;)
Hexagon
August 14th, 2004, 04:30 AM
Note it's hosted on my website but it's didi's work.He made a nice SPAS12 too...
mikmak87
August 14th, 2004, 08:31 AM
were do i put these file?
mikmak87
August 14th, 2004, 08:34 AM
ok i got em working!! thank you, who ever made these is a god!! they ar so cool, is there anymore weapon model for jdoom out there?
Xerxes
August 14th, 2004, 08:49 AM
They are other weapon in fano website ;)
At the moment, i was make a wepon pack but is not finish ; Also you can found new weapon with the mod of Joow (Alien Dimension)
And You can try the ABBS weapon pack, is excellent *thumbs*
Link to Alien Dimension (http://koti.mbnet.fi/jeejeeje/)
Link to abbs weapon pack (http://risen3d.newdoom.com/downloads.htm)
mikmak87
August 14th, 2004, 11:39 AM
wow those alien weapons look cool as hell, but what file do i d/l just to get the weapons? and not the game?
Xerxes
August 14th, 2004, 12:47 PM
these weapon are not compatible with the original jDoom because joow was need make and change a new jDoom.dll for make the reload system and other
mikmak87
August 14th, 2004, 01:00 PM
ok so if i d/l the the alien game it wont overwright my doom game? like i mean ill be able to turn it off right?
mikmak87
August 14th, 2004, 01:01 PM
and can you post all the nesacary files i need for the alien game?
sLydE
August 14th, 2004, 01:07 PM
why dont' you just make a new install for the alien dimension game?
mikmak87
August 14th, 2004, 02:09 PM
? me ? i dont know how to or know what your talking about. lol, im an idoit when it comes to stuff like this.
Wicked Anime Kid
August 15th, 2004, 04:54 AM
Just re-install doomsday, download the ZooW alien dimension mod and install it.
Next time use the edit button instead of double posting!
Jaquboss
August 15th, 2004, 05:42 AM
Will someone make dll file of jdoom arena for 1.8.1 or it will need a bit tricks?? :-)
mikmak87
August 15th, 2004, 05:59 AM
but i dont know which files to d/l. can you please tell me which ones. thanks
Hexagon
August 15th, 2004, 09:04 AM
Will someone make dll file of jdoom arena for 1.8.1 or it will need a bit tricks?? :-)
I think i'll ask skyjake if i can build a complete package for Jdoom Arena with DD1.8.1 to avoid versions conflicting so the only thing needed to run it will be Doom2.wad
Jaquboss
August 15th, 2004, 09:26 AM
Will be nice if skyjake will support jdoom arena. Curently bad controls under 1.18.1 but still playable . No reasons to use 1.18.1 1.7.15.1 is not so much worse..
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