View Full Version : NDCP Released! Happy New Year!
Doom_Dude
January 1st, 2006, 10:11 AM
Ok the NDCP is a done deal, however the upload to my ftp space was slower than hell and the test download was so bad I had to close it.
So we have the following download links for now...
ndcp.zip on RapidShare (http://rapidshare.de/files/10217924/ndcp.zip.html)
Filefront Mirrors (http://files.filefront.com/ndcpzip/;4550251;;/fileinfo.html)
http://doomrealm.mancubus.net/ndcp/ndcp.zip
The fourwinds is slow and the RapidShare link loads a html page and you have to click on the Free button and then scroll down the next page to where it is counting down...
Please read the readme for info on the wad.
Now I gotta fix up the website.
aliceschain
January 1st, 2006, 10:44 AM
Hooray! The long wait is finally over. Thank you for letting me be a part of this project and I'm glad to see it make it to the light of day.
Good work everyone.
Doom_Dude
January 1st, 2006, 10:56 AM
Yay! Glad you could help out by making a map dittohead. Thanks to everybody who helped make maps and helped playtest. :D
Gotta upload to /idgames archive as well...
PumpkinSmasher
January 1st, 2006, 11:03 AM
Glad this is done. Hope the New Doom reviewers get to this one.
Fourwinds wasn't working for me, but I got it from the rapidshare link.
Here is another download site if anyone is having problems:
***NDCP @ Doom Zephyr (http://zephyr.doomrepublic.com/wads/ndcp.zip)****
Danimetal
January 1st, 2006, 11:10 AM
Congrats to everybody in the project!.
About the reviews, don´t worry, we will.
Doom_Dude
January 1st, 2006, 11:23 AM
Thanks PumpkinSmasher for the xtra link. :) I'll post that on the NDCP site if thats ok.
I'm so tired now all I want to do is play something and veg out.
PumpkinSmasher
January 1st, 2006, 11:26 AM
You can put the link on the site, that is fine. You may want to put it in the top post of this thread so people don't miss it.
Doom_Dude
January 1st, 2006, 11:35 AM
Thanks. Got both geared now. :)
aliceschain
January 1st, 2006, 11:37 AM
Heh, I think I forgot to delete the 3d mode start in map03 as it shows up as an invalid sprite right at the end by the exit. Oh well.
Map01 is fricken' awesome, btw.
FATAL
January 1st, 2006, 11:52 AM
Jolly good! Should be a fun wad to play. I'll try to manage every level with just pistol in hand.
Congrats to everybody in the project!.
About the reviews, don“t worry, we will.
Heh, there are few people who aren't involved in NDCP in our team.
Doom_Dude
January 1st, 2006, 11:59 AM
Heh, I think I forgot to delete the 3d mode start in map03 as it shows up as an invalid sprite right at the end by the exit. Oh well.
Map01 is fricken' awesome, btw. Thanks!
You sure the 3d mode start is in there? I went through all the maps looking for those things.... bleagh so we both missed it somehow. :/
Anyhow I added the file to Filefront. (download in main post above)
[edit] Crap it IS in there. I don't think it'll hurt anything tho. If you want I can do a quick fix and reupload a new version.
Aliotroph?
January 1st, 2006, 12:18 PM
Sweet. We finally got it done! Weeee! :D
aliceschain
January 1st, 2006, 12:21 PM
[edit] Crap it IS in there. I don't think it'll hurt anything tho. If you want I can do a quick fix and reupload a new version.
I won't cry if it doesn't get fixed, but it'd be nice ;)
Doom_Dude
January 1st, 2006, 12:29 PM
I'm working on it Ditto. All the links have updated versions with the 3d mode start removed from map03.
PumpkinSmasher can you update your link please.
aliceschain
January 1st, 2006, 12:42 PM
Thanks. I also updated the download link on Doomworld to mirror the filefront mirror.
Doom_Dude
January 1st, 2006, 12:59 PM
Hehe cool. :) Can I have a beer now?
MR_ROCKET
January 1st, 2006, 01:15 PM
I just downloaded it a bit ago, pretty sweet nipples so far!
I'm only on level 4 though heh
Grazza
January 1st, 2006, 02:28 PM
I've spotted a nasty bug on map19. It's easily fixable, fortunately.
Linedefs 9121, 9122 and 9123 need to be given sector tag 54.
I've put a couple of short demos here (http://gkburgess.mysite.wanadoo-members.co.uk/nd19_bug.zip) to show what happens as things stand.
In brief, in Boom, the lift simply doesn't work (you can't bring it down with these three linedefs). With a purely limit-removing port, the action is applied to every untagged sector, causing a real mess.
Agent Spork
January 1st, 2006, 02:32 PM
http://doomrealm.mancubus.net/ndcp/ndcp.zip
Here's a mirror of the WAD, since I can't stand RapidShare or FileFront (and I'm sure there are some others who are the same way). :P
Good to finally see this released. :)
Doom_Dude
January 1st, 2006, 02:35 PM
Yikes! Thanks for spotting that Grazza...
Danimetal
January 1st, 2006, 03:00 PM
Argh!!!. That is a really stupid bug in a place that I never bothered to test: to sum things up, the kind of bug that I use to make :(.
Thanks a lot for spotting and highligting the bug Grazza. I hope it´s fixed on next versions of the wad or my map will end up being... funnier than it was ;).
iori
January 1st, 2006, 03:33 PM
I can't believe it's finally done. If the thought of alcohol didn't disgust me right now I'd toast.
Doom_Dude
January 1st, 2006, 04:58 PM
Argh!!!. That is a really stupid bug in a place that I never bothered to test: to sum things up, the kind of bug that I use to make :(.
Thanks a lot for spotting and highligting the bug Grazza. I hope it´s fixed on next versions of the wad or my map will end up being... funnier than it was ;). I've had the same bug attack happen to me with the original Vilecore and it was ages afterwards that Deathgiver was playing in Doomsday and found the bug. When he crossed an abandoned trigger that was tagged to nothing the entire map squashed itself. I was pretty sure I had played the map before in earlier versions of Jdoom and never had that happen..... I know it sucks. :/ Ummm anyhow all we can do is fix the darned thing and upload a new version asap.
Thanks Spork for the linkage.
Grazza
January 1st, 2006, 05:36 PM
I've had the same bug attack happen to me with the original Vilecore and it was ages afterwards that Deathgiver was playing in Doomsday and found the bug. When he crossed an abandoned trigger that was tagged to nothing the entire map squashed itself.It isn't too hard to track down possible glitches of this type. WadAuthor's "Check Map" feature (Ctrl+K) will show them up as an "invalid tag", and the linedef info (shown at the bottom of the screen when you "View" the error) will have no mention of a tag number in it. You still need to investigate it further to see if it is a real problem of course, and it's easy to miss them if WadAuthor has claimed there are lots of other errors in the map.
BTW, you can find a funny error in Memento Mori map29 by this method - there's some random wall that causes the map to get screwed up in this way if you happen to "Use" it.
WinstonSmith6079
January 1st, 2006, 05:44 PM
Wow! This kewl! Heh, per-chance, the first I'd ever heard of this was from reading Phoebus's and ace's posts in the KDiZD thread on their forum like a couple of hours before release. I haven't even seen screenshots, news, anything else about this! :/
Upon release, I got it from PumpkinSmasher's link (opp! I care! I got--QUICK! :) ).
I'm reading about bugs. I'll re-d/l it from Agent Spork's link (the latest "revision"?). I'm gonna fire-up GZDoom (v0.9.21). I'm just a customer with like no technical knowledge. I guess I can report bugs if I see them....
This is gonna be fuckin' kewl! Thanx! You guys rock! :):):)
Doom_Dude
January 1st, 2006, 05:51 PM
I don't know if Agent Spork got the latest version or not.
What KDiZD thread? Oooh I'm sooo tired now. heh.
Thanks Grazza. I'm sure DeepSea reports the same error with it's error checker but I had forgotten about that. I don't happen to even have the free version at the moment.
FreeLanZer
January 2nd, 2006, 03:48 AM
This is so great! :D
DD, I will also host the ndcp.zip @ yaa.dk (my site) later today.
Doom_Dude
January 2nd, 2006, 11:55 AM
Ok FreeLanZer.
There will be an update soon. I'm just waiting now to see if any other bugs crop up. I think we nailed most of them. Then we can send it in to /idgames and update our links.
Right now I'm really tired and lazyfried.
iori
January 2nd, 2006, 11:55 AM
I'm glad it wasn't uploaded to the archives w/o a patch :)
Aliotroph?
January 2nd, 2006, 01:12 PM
It would be worth another release just to run through several of the maps and hit the upper/lower unpegged buttons. :p
Grazza
January 2nd, 2006, 03:35 PM
I'm just waiting now to see if any other bugs crop up.There's a problem in map09 that crashes (or causes a failure in) several ports.
Detail here (http://www.doomworld.com/vb/showthread.php?s=&postid=588491#post588491).
Edit: I've just tested the wad for any other such problems (by warping to the start of each map in Prboom 2.02 - "WinBoom"), and found none. However, I did find two more instances of what I presume is Doombuilder's camera object ("unknown thing 32000") left in a map:
map03 at coords (-252,1573) - this one was mentioned earlier
map07 at coords (485,-62)
map10 at coords (-5775,5706)
Doom_Dude
January 2nd, 2006, 03:54 PM
Thanks for the report Grazza.
FATAL
January 2nd, 2006, 04:05 PM
Man. Grazza is one community clockwork! I can't imagine how he does it. *drunk*
Aliotroph?
January 3rd, 2006, 12:13 AM
I think when DD went looking for those he didn't use the search jobby in DB. :p
My bad for leaving it in there though.
Nuxius
January 3rd, 2006, 01:44 AM
I fixed the problem in my map and emailed it to you, DD. Probably happened right before I switched this map over to Slade, when DB was going completely bonkers on me. :\
Anyway, glad to see this finally be able to be released. Glad I could be a part of it. :)
Aliotroph?
January 3rd, 2006, 02:13 AM
How is Slade feature and stability-wise? Anything in DB that I would really miss in Slade? And for that matter, how is it with GTK? I worked on a project using GTK once and found it to be the most unstable, most poorly-documented, and least compatible with it's own specs toolkit I'd ever used! It scares me that production apps are made with GTK and that it was made by the GNU guys who usually put out really reliable stuff.
Nuxius
January 3rd, 2006, 04:55 AM
Slayer is currently in the process of moving Slade over to wxWidgets, so the whole GTK interface should be hasta la vista soon. :D
Moving on...
GTK sucks. End of story.
O.K., well maybe not. :p So far, Slade seems pretty stable for me, I haven't had it crash once (yet). However, all I have used it for so far is to add some finishing touches to my NDCP map, do my part of the Coglom map, and add some stuff to a GZDoom map I've been working on. So I haven't "dug knee deep into it" yet, if you will. Some other people have reported some crashes, but nothing major that I have seen.
As far as the interface goes, the "open/save wad" dialog box is absolutely atrocious. Inside the program, everything seems to be O.K. as far as layout goes, but it feels sort of... sluggish. Might just be my 4 year old computer that needs upgrading though.
Using the program itself, my main complaint is that it seems as though every button can only have one function in the program. For example, in DB, a right mouse click will start a line in line mode, but add a thing in things mode. In Slade, on the other hand, you can only have it do one thing or the other. If there is some way you can have it do both, I haven't figured it out yet.
Moving on to the 3D Mode, I can easily say it kicks DB's 3D modes ass. No contest. Not only does it have slopes, but it displays your spots for things like "thing slopes", "polyobject anchors", etc., etc.
But my favorite feature of Slade's 3D mode is that it will place a light blue highlight around whatever linedef, sidedef, sector floor/ceiling, etc you are currently aiming at, so you will know what you're getting ready to edit. It might sound a bit trivial at first, but once you use it, you can quickly see what a difference it makes.
Doom_Dude
January 3rd, 2006, 05:49 AM
Wowzers your making Slade sound spiffy. ;)
I got your map Nuxius. I'll update on the weekend or something. I'm hoping for a final bug slaying pass.
PumpkinSmasher
January 3rd, 2006, 08:33 AM
BTW...i did update my download link last night, but I guess I'll have to update it again once you fix all these things.
EDIT: I Updated the version on my site and fixed the errors Grazza posted. I removed the other 3D mode objects, and fixed line 5067 in Map09.
Doom_Dude
January 5th, 2006, 05:51 AM
Ok I will downgrab that later PS. ;) Right now I gotta run......
ace
January 5th, 2006, 02:56 PM
Argh, I missed it! As well as New Year's really... heh. I was too damned tired to stay up that extra 10 minutes. But meh. I'll be playing this and enjoying every second of it I bet... whee! :D
Grazza
January 9th, 2006, 01:55 AM
The original 01/01/06 release (with none of its bugs fixed) is the one that has been uploaded to the idgames archive. That's somewhat unfortunate.
Doom_Dude
January 9th, 2006, 06:29 AM
Ahhh crap, somebody uploaded it. :/
I'm still debugging it as much as I can but I find weird shit and wonder what the hell..... For instance I found in map 06 that lines 1327, 1328, 1329 and 1330 that are part of a teleport, are tagged to two different sectors. How the heck can that even work. Doesn't Doom just port you to the lowest sector #. or am I missing some weird editing trick.
In map 07 theres a big square that has no textures, which doesn't seem to have a purpose.
Not to mention a zillion unclosed sectors that are parts of editing tricks.
Its just a mess to debug I find.
Anyhow I'm going to fix the reported bugs and upload soon. Wish I had done that sooner.
Danimetal
January 9th, 2006, 08:10 AM
Not me, for sure... I think you should take the charge of "official uploader" and do the official uploading.
Doom_Dude
January 9th, 2006, 08:27 AM
DeepSea is handy in finding errors. It just takes time to sort out what really needs fixing and what is just something I don't have to worry about like the oodles of uneeded textures.
FATAL
January 9th, 2006, 09:45 AM
In map 07 theres a big square that has no textures, which doesn't seem to have a purpose.
It was used in my copy paste stuffage. :p
I didn't find a reason to delete it, because I thought it would be a nice little present for someone taking a thorough look at the map.
Doom_Dude
January 9th, 2006, 10:04 AM
Bad Fatal..:P
One could go insane error checking 32 maps, so guess what. I'm fixing the crap that is screwing up when you play through, which is done now. Sooo I'm going for a beer or 2 or three.
I should be able to do a maitenance release tonight. Moo.
iori
January 9th, 2006, 11:39 AM
Who the fuck uploaded it?
RE map06: yeah that's a funny bug, I wonder why I tagged it like that. Anyway, it defaults to the lower sector #, which is fine I guess.
Doom_Dude
January 9th, 2006, 11:49 AM
I dunno who uploaded it. :/ I just emailed Ty about it. I should have the bug fixed version uploaded in 24 hours (probably less).
As long as the funny bugs don't hurt anything. ;)
PumpkinSmasher
January 9th, 2006, 12:01 PM
Hope you get all the nasty bugs fixed. I certainly didn't upload it.
Doom_Dude
January 9th, 2006, 12:14 PM
Yeah I don't think it was anybody who knew we were fixing bugs. It was probably somebody who figured it should be in the archive. Anyhow once I get done I'll do an upload to the archive. Ty said he would replace it with the fixed version...
iori
January 9th, 2006, 12:34 PM
good stuff
Yeah that funny bug's been there since I made both tagged areas, which was since about july. So I've been testing it with the bug intact for that long, it's no problem.
Doom_Dude
January 9th, 2006, 01:20 PM
Hehe Now that I think about it, I remember ages ago trying to get a teleport to send monsters from one line to multi tagged sectors before. It certainly didn't work and it didn't hurt anything either.
Grazza
January 9th, 2006, 01:38 PM
Yeah I don't think it was anybody who knew we were fixing bugs. It was probably somebody who figured it should be in the archive. Anyhow once I get done I'll do an upload to the archive. Ty said he would replace it with the fixed version...There's no need to allow yourself to be rushed by an irresponsible uploader, or to leave this non-current version in the archive. If you need more time to perfect the wad, you could ask Ty to nuke the upload (on the grounds of no uploader e-mail address, if nothing else) and then submit the finished work when you're happy with it. Unless it is already very close to that point, of course.
Doom_Dude
January 9th, 2006, 02:00 PM
Yeah I'm pretty close to being done with it actually.
PumpkinSmasher
January 10th, 2006, 12:43 PM
So when can we expect it?
hawkwind2
January 13th, 2006, 07:48 PM
For the life of me I cannot seem to find how to get to sector 1167 for the yellow skullkey in map 9. A bug ? Or if it is just me can someone tell me how to get the key without cheating.
@Nuxius - So it is a bug - ok.
Nuxius
January 13th, 2006, 07:55 PM
It's supposed to be fixed in latest version. I'm not sure if Doom_Dude has finished his other bug fixes for the other maps yet though. He hasn't said anything about it being uploaded, so I guess you'll have to wait a bit longer.
For the meantime, you can just cheat though.
hawkwind2
January 13th, 2006, 10:21 PM
I don't know if this minor bug has been reported but map 3 secret sector 193 cannot be accessed.
Nuxius
January 14th, 2006, 03:10 AM
Use Lindef #3681. It's a switch on the first platform with the 2 rad suits on it.
Doom_Dude
January 14th, 2006, 09:42 AM
I don't know if this minor bug has been reported but map 3 secret sector 193 cannot be accessed. Sector 193 in map03 is a small light detail and it's not tagged as secret so I'm not sure what you mean.
...also, no I'm not done yet. I'll make a new topic when I upload it.
doomjedi
January 15th, 2006, 03:29 AM
Whoever made the map 09 - it's a masterpeice, both music and level design.
One of the best Doom maps I ever played (using Vanilla doom mapping).
This is the map I'm currently stuck at (I play with no cheats but with alot of saving), but I don't want tips (really), I'll find how to get that key myself :)
PumpkinSmasher
January 15th, 2006, 10:57 AM
Map09 has a bug, that may be why you can't complete it.
doomjedi
January 15th, 2006, 11:19 AM
Bug? :( :(
Now I like this map less... :)
iori
January 15th, 2006, 11:40 AM
Aw :( :) It's ok :):D the bug will B fix:)ed soon! :burn: :):()
MR_ROCKET
January 16th, 2006, 01:31 AM
ST:)P TH:pT I:)RI !1
The Lost Soul
January 16th, 2006, 02:16 AM
Theres an error I think it was map 5.. in one of the rooms a part of a sector cuts a chunk out of a floor.. where you should be able to walk forward it hinders your movement until you 'push' though.
Will try for screen shots later..
Nuxius
January 16th, 2006, 04:29 AM
Sector 193 in map03 is a small light detail and it's not tagged as secret so I'm not sure what you mean.
I think he meant Sector 913 (which is one of the secrets) and just made a mistake when he typed it out.
Whoever made the map 09 - it's a masterpeice, both music and level design.
One of the best Doom maps I ever played (using Vanilla doom mapping).
Why thank you! :)
Bug? :( :(
Now I like this map less... :)
Yeah, sorry about that. :(
Doom_Dude
January 16th, 2006, 07:47 AM
Sorry for the delay in getting the NDCP bug finished. I got sick Saturday night and Sunday I did nothing but lay around on the sofa watching crap television. Bleagh.
I'll look into that sector 913 thinghy later and please do post some screens Lost Soul.
If theres any other bugs please post them.
[edit] I checked out sector 913 in map03. There's nothing wrong with the secret. The door opens from the nearby switch near the rad suits but it closes if your not fast enough to get in the room and have to hit the switch again.
Nemesis
January 17th, 2006, 12:46 PM
Damn, and I've been looking forward to playing this WAD. Shame I can't play it yet, thanks to my home being damaged by Hurricane Rita. The screenies I've seen look awesome, though. I can't wait to get a chance to play it. :)
Doom_Dude
January 17th, 2006, 01:01 PM
You can play the slightly buggy wad or wait a day or so for the re-release. :)
Hello Nemesis. Sucks you got hit by Hurrican Rita. :/
hawkwind2
January 19th, 2006, 03:49 AM
Sector 193 in map03 is a small light detail and it's not tagged as secret so I'm not sure what you mean.
EDIT - So sector 913 is ok. Sorry DD I should have checked line 3681 and tag 17 - D'oh !
Danimetal
January 19th, 2006, 05:34 AM
Finally I was able to finish map09. Nuxius created there a real nightmare for those who don´t like to use savegames: there are 9 demos of my failed attemps recorded, I was stuck for days on this one!. After that, I nearly devoured map10, wich I enjoyed a lot. You know, I didn´t know it was Alio´s work until I finished it and read the txt file. It only took one try, that is recorded :).
Nuxius
January 19th, 2006, 05:39 AM
So I guess that means you're making a demo pack for this? If so, I can't wait to see it! :D
Danimetal
January 23rd, 2006, 03:55 AM
Well, not exactly a demo pack: I´m just recording each of my tries on each map so you can see me die repeteadly (up to 8 tries in map09 XD!). Sometimes I drop a comment here and there and well, surely I´ll end up zipping it and uploading if anyone wants to take a look at it. Sadly it starts in map08 so I´ll record map 01 to 07 soon.
The whole point of that was to allow mappers to have a "first person look" to player´s reactions on their maps.
Edit: Also, I´m recording them with Legacy and mouselook too so I don´t know how much this could be on the way of the "demo pack value". That also means that some demos could get out of sync, as Legacy likes to do :P.
Doom_Dude
February 10th, 2006, 02:35 PM
Wow I got away from messing with this bug fix thing and took a long break away from it. I'll see if I can get the NDCP re-release uploaded tomorrow. :p
Nuxius
February 14th, 2006, 06:21 PM
Wow I got away from messing with this bug fix thing and took a long break away from it.
Well, with all the work you've done on it, you deserved it. :)
I'll see if I can get the NDCP re-release uploaded tomorrow. :p
*pats Doom_Dude on the back* Take your time, take your time. ;)
vBulletin® v3.8.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.