View Full Version : Legacy Alpha Version
Rollerskate
September 6th, 2006, 05:26 PM
Pretty much a simple question here, where is it? Where is the Alpha Version? I finally found my old Hexen cd and got the wad out tried it with the recent full Legacy verison, but it didn't work...'cus it just doesn't work. Then I found out that the Alpha version would run it...if I could find it.
Helpless in Minnesota (oh ya?)
Natenaterollerskate
MR_ROCKET
September 6th, 2006, 06:10 PM
weeeee (http://img174.imageshack.us/my.php?image=l2wootagevj9.png) :D
Rollerskate
September 6th, 2006, 07:12 PM
All I see is a picture, where's the download?
rustyslacker
September 6th, 2006, 07:58 PM
hahaha awesome!
Roller, check out the Legacy wiki. If you look, you can see it in that pic MR ROCKET posted.
Osiris's_Legacy
September 6th, 2006, 10:53 PM
Rocket, that's whacked out, LOL
Rellik_jmd
September 7th, 2006, 03:05 PM
LOL, nicely done Mr.Ron.
MR_ROCKET
September 7th, 2006, 03:20 PM
Thanks guys and Dr.Jim.
I'v made a 32x24 version of it also. Yes you can actually read it too ;)
Look out Doom3 :D
The original texture is 1024x768 raw PNG. Everything you see there is that same texture scaled using NTEXTURE, other than the big one on the wall back there of course.
Anyways, I reframe from spamming anymore of this stuff for awhile.
xbolt
September 7th, 2006, 09:14 PM
LOL, that's the funniest thing I've seen all day, great job MR_ROCKET!
iori
September 8th, 2006, 10:58 AM
nice job, yay for NTEXTURES :D
g6672D
September 8th, 2006, 07:34 PM
I thought I was looking at Windows Vista for a minute... ;) Very cool picture!
Logan MTM
September 9th, 2006, 02:22 AM
Hehehe! I love sarcasm LOL
MR_ROCKET
September 9th, 2006, 02:47 AM
Btw Rollerskate, ;) no harm intended.
It was just a test using hi-res textures in the alpha in software mode to begin with. When I saw your post, I just had to upload the shot. :) notice it doesn't only have the url, it also has the version and date displayed in the console, so it was actually informative, just not very clickable.*wacky*
jetflock
September 9th, 2006, 06:25 AM
whats the story with hi-res sprites?
g6672D
September 9th, 2006, 06:56 AM
Please show us the actual PWAD MR_ROCKET! I have the image on my desktop now. ;) Also the Windows Vista thing wasn't a joke. It actually looked like a 3D window for a moment...
MR_ROCKET
September 9th, 2006, 07:01 AM
I can not release the source pwad :D
g6672D
September 9th, 2006, 07:31 AM
:( Now don't be like R3D...
MR_ROCKET
September 9th, 2006, 08:10 AM
j/k actually it's pretty easy to do as Smite explained to me in the other thread.
Just save the screenshot as a PNG image. in this case it's size will be 1024x768
Make a big room in a map, 1024x768 xyz sized room should do?
Now select a line in the room and apply a texture to it, call it something like SHOT1
Add a player start and save the map.
Now open the map up in Xwe and select Entry>Load(raw data) and load your Png image. - it should show up in Xwe as a PNG.
Right click it and Rename it to SHOT1.
Now select Entry>New. Xwe will create the new entry, name it NTEXTURE.
Xwe created it as a MARKER, right click on it and change it's Type to type 1. changing it to a normal LUMP type.
Now put this in it's editable area:
//NTEXTURE for PNG scaling
texture SHOT1
{
data SHOT1;
worldsize 1024 768;
}
Thats it, save the changes to NTEXTURE and your done.
run the map:
glbsp it and run in software mode.
________________________
The above script doesn't really need a worldsize in it, because there's no scaling being done in this case. As you can guess changing the worldsize changes the scale of the image. -but the script needs to be there in order for the engine to know what to do with the image.
Note this is a rather large image. I don't suggest placing it on all the walls rofl, you'l notice a load time just using the single large texture like this.
So here's something I'd like to add about working with hi-res textures.
A suggestive standard would be a 256x256 PNG vs. a 128x128 BMP and 128x128 PNG vs. 64x64 BMP. -and so on, you get the idea.
While we'r at it, most textures really don't need to be 24 bit do they? how many shades of colors could it possibly have to begin with? lets change its color amount to 256 color and still have a good quality.
In worldsize you can scale the 256x256 to 128x128: worldsize 128 128;
NTEXTURE scales the image without the pixelation like you might get in a paint program.
jetflock, I haven't had a chance to mess with NSPRITE yet, but Smite says it's basically the same setup as NTEXTURE other than working with sprite names. But currently, without PNG transparency.so that's sorta why I haven't messed with it yet heh.
g6672D
September 9th, 2006, 07:36 PM
Well I'm only getting HOM where the texture should be. I'm sure I followed those instructions to the letter. Is there a paticular build I should be using? I'm currently with the August 25 2006 one.
MR_ROCKET
September 9th, 2006, 09:23 PM
Yeah that's the right build.
Here (http://home.comcast.net/~mrrocket/temp2/L2wad101.zip) ya go ;)
Only run in software mode:
Read the Readme.txt
There will be a bit of a pause once in game due to such a large texture.
Oh btw, you will have to refresh the browser page in order to pickup the BFG :D
g6672D
September 9th, 2006, 09:44 PM
Thanks a bunch. I got it to work properly this time. :) Running it in OpenGL means it can't be resized is all. The way you said it, I though I'd be seeing some LegacyCrash™ instead.
I think I stuffed up the resource ordering. Or maybe it was the GL optimizing.
NTEXTURE
<Textures>
MAP##
MR_ROCKET
September 9th, 2006, 10:37 PM
Yeah XWE can have a fit sometimes if you click on things to fast or is it xwe creating things to fast, I donno rofl. but it does do that..
The ordering doesn't seem to matter in this case seems how it's the only piece of additional resource in the wad so far, the engine wont have far to look whether it's before or after the map. :) eg. before the MAP or after it's BLOCKMAP.
LegacyCrash© rofl, isn't that based on some bozoo not being able to get his configurations right?
Yeah, currently, in opengl NTEXTURE works partly "displays the PNG" but it's scaling isn't in this build. = use software mode for now :D
Mike.Reiner
September 11th, 2006, 04:40 AM
haha, nice way of informing him rocket. *cool*
Just took a look at the latest alpha.. slowly but surely coming together...
smite-meister
September 11th, 2006, 04:57 AM
jetflock, I haven't had a chance to mess with NSPRITE yet, but Smite says it's basically the same setup as NTEXTURE other than working with sprite names. But currently, without PNG transparency.so that's sorta why I haven't messed with it yet heh.
It's NSPRITES. Eight chars. At least according to the current draft;)
Yesterday I added full PNG transparency for OpenGL, so now the alpha channel in PNG images works as intended.
After Pate adds texture scaling to the OpenGL renderer, it would be a good idea to make a new CVS snapshot build for testing.
Rellik_jmd
September 11th, 2006, 12:46 PM
Eh Mr.Reiner, long time no see. :-)
Sounds great Smite, things are really clicking along now.
MR_ROCKET
September 11th, 2006, 06:48 PM
Oh thats right NSPRITES, I guess it wouldn't be much use if it only did things to 1 sprite. :D
Great news and Awesome work Smite, man I can't wait for the next build.*bow*
To all thee above, Hey and Yes and PIE..
You guys Rock!
Rollerskate
September 13th, 2006, 08:42 AM
Well, thanks guys for a very derailed descussion about the alpha versions. I finally found where they were kept (for those of you who still don't know where it is: http://legacywiki.net/index.php/Development. So, I downloaded the most recent one, and successfully loaded my Hexen.wad (I was so excited) but when I tried to set up a lan game, it wouldn't properly connect, though the computer that found the server hosted on my other one, it wouldn't connect. Anyone know how to get the multiplayer working on the most recent alpha version? Or does it just not work?
MR_ROCKET
September 13th, 2006, 10:54 AM
Derailed, how so Rollerskate? the first reply tells you everything you need to know. But I suppose if we put our suit and tie on and enjoy a bit of classical piano, then yeah somewhat.:D Sorry bout that, I guess I'm just excited about the alpha also :)
I didn't really want to post a direct link without someone else posting about it first, mainly the team developers.
But I imagine it's ok, now that it's been added to the wiki.
It is an alpha and a pretty good reason why the netcode isn't working to well yet.
smite-meister
September 14th, 2006, 01:59 AM
when I tried to set up a lan game, it wouldn't properly connect, though the computer that found the server hosted on my other one, it wouldn't connect. Anyone know how to get the multiplayer working on the most recent alpha version? Or does it just not work?
Netcode does not work yet. We're working on it. Single player games should be OK.
Rollerskate
September 14th, 2006, 03:42 AM
Heck yeah, the single player works. It works freekin' sweet. I tried a different Doom port to try to get hexen to work (I know, I know, but I needed my Hexen fix for the decade) and it looked a lot better than the Dos version that I got to work in a Dos shell in XP. But, for some reason, non of my friends wanted to try the Dos version, something about it not looking very good, even though they are used to the N64, 4 player split screen version. (shake head) Anyway, when I got the Legacy Alpha version to work, I was amazed. It looked so freekin' good, even on my old Gateway lappy. Good job, guys. I'm very excited for 2.0.
Jaquboss
September 14th, 2006, 07:35 AM
I always used to run Hexen on Doomsday which is great for it, vavoom was just way to slow and quake-I-ish ( not the lightmap rendering, but the UI, model rendering and such ), I think it also run nicely on GZDoom, it'll be cool on legacy when it's done
Rollerskate
September 14th, 2006, 11:01 AM
I tried all of those ports (accept for gzDoom) and, although I could get some of them to run, I couldn't even keep a LAN game running. When we'd warp to a different par to fthe level, the server would either drop a couple of the players or crash all together. I really like Legacy because it seems to be the cleanest and most stable port out there, let alone the easiest one to set up as far as multiplayer goes. Which port would you say is the most stable to run Hexen in a LAN environment that can run Hexen?
MR_ROCKET
September 16th, 2006, 08:10 PM
Well due to the location of this thread, only Legacy is the best most stable by far of any other sourceport out there when it comes to the stability of Hexen LAN games. :D
Ok, well maybe not yet, but it sounds good and it may not be long until the above is true. :)
I think the last stable Hexen LAN game I had was in jhexen using the Doomsday engine, However! this was some years ago before it's (re-write) and I have no idea how well it would do now.
Rellik_jmd
September 17th, 2006, 06:47 AM
Download GZDoom and give that a try. Because it's Hexen and there hasn't been nearly the work done for it as Doom or even Heretic, you might end up having to use the original Hexen engine. :\
Osiris's_Legacy
September 17th, 2006, 05:43 PM
GZDoom works really well. I checked out the demo using that and it works. :)
MR_ROCKET
September 17th, 2006, 07:54 PM
Gzdoom's netcode is identical to zdoom's afaik and there isn't any open entry spawning.
In other words, you'll all have to connect at the same time in order to connect at all.
Rollerskate
September 19th, 2006, 08:12 AM
Thanks guys, I'll give those a try and report back. Other Hexen news, I recently re-descovered my Hexen2 copy and have been playing around with it. I got the UQ something Hexen to work and it looks amazing and runs great.
Jaquboss
September 19th, 2006, 08:43 AM
OT:// I am trying to get Korax to put there model frames interpolation, otherwise I still stay on newhexen
Last time I played hexen on doomsday it was quite ok, there were few sync problems though ( and don't use latest - beta4 ) cos it has broken MP
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