View Full Version : RES9 and Pre-Merge
PumpkinSmasher
July 31st, 2007, 12:50 PM
Res9 is now uploaded. Same link/password.
I also have compiled another Pre-Merge of the megawad. The current version contains the 15 completed maps, as well as 6 other incomplete maps that I have. I have not fully tested it, so errors may exist (but hopefully not). A text file is included telling which maps are included, and which are complete.
I will not post a link, but if you post here saying you would like to download the Pre-Merge, I will PM you a link to it. I don't want this to be given to anyone outside the project. Also, the link is different from the last one.
Use this thread to discuss RES9, and the pre-merge compiled with RES9.
MR_ROCKET
July 31st, 2007, 01:18 PM
Awesome and the DEH is working again. ;)
Yeah pm me the link PS.
Logan MTM
July 31st, 2007, 03:53 PM
I'd lost my PM with the link... :(
PumpkinSmasher
July 31st, 2007, 05:37 PM
Awesome and the DEH is working again. ;)
I thought you would enjoy that. hehe
DooMAD
August 3rd, 2007, 08:25 AM
The pre-merge looks fantastic so far, can't wait to see the finished product.
MR_ROCKET
August 3rd, 2007, 08:59 AM
Agree's with all thee above.
and stuff..
PumpkinSmasher
August 3rd, 2007, 11:20 AM
Yes I thought it looked great, except for my map.
Macro11_1
August 4th, 2007, 01:43 AM
Hey, any chance on getting a link to that shizz?
PumpkinSmasher
August 4th, 2007, 08:49 AM
hey macro showed back up, where've you been?
I'll send the PM your way.
ace
August 4th, 2007, 11:00 AM
I wouldn't mind getting a look at that fancy pre-merge myself.
MR_ROCKET
August 4th, 2007, 03:17 PM
No ace your not allowed until the conglom map is finished. :D
rofl j/k
Macro11_1
August 4th, 2007, 03:40 PM
hey macro showed back up, where've you been?
I'll send the PM your way.
Ive been around... just been having a lot of trouble with mapping lately. Its past now though. Any who, to comment on that October release date... well map02 wont take long hopefully (I know i've said that before, but shit is happening, a-bit slowly though) That other map though, I probably wont be able to finish it in the given time frame. I will try, but just line up a back up map just in case :)
Sorry for the bad news dude. I do actually have a map started for that part, but the size and scope of it is quite large, and I don't have much done on it since I wanted to finish map 02 first. I will try to finish it though.
"Lets Keep on trucking!"
{EDIT}
OH yeah, got to keep this in theme with the thread. >_> <_<
Thanks for the pm pumpkin, Ill be looking at the pre-merge so on!
>>>[EDIT]<<<(again!?)
W00000T 150th' Post!!! :)
PumpkinSmasher
August 6th, 2007, 12:56 PM
Thanks for the info Macro. Maybe you could team up with someone who has finished their map(s) for working on the second map of yours.
Hope everyone likes the Pre-merge, and i think DooMAD cheated when he got it.
Also if you notice anything missing in this that should be in it please let me know.
Macro11_1
August 24th, 2007, 03:40 AM
I hope this isnt a problem.... but... I had to go and Mirror doom 2 textures, 4 of them to be exact. The Brick textures. The patch names are RW24_1, RW24_2, RW24_3, and RW24_4. I have checked and Named the New Mirrored versions as RW24_A, RW24_B, RW24_C, and RW24_D.
The reason why I did this was simply because I wanted to make a brick section in my map (not that my map does not have enough different styles as it is)
If this is a problem I will just chop off the final area and work on placing the things in my map. Sorry :(
MR_ROCKET
September 24th, 2007, 11:40 PM
Surprised I didn't notice this earlier heh.
Well you named them something different so (that's good), but you really should have put your initials on what you'v modified.
jetflock
September 26th, 2007, 09:32 PM
october my ass. that is all. (j/k)
Macro11_1
September 27th, 2007, 06:12 PM
I loled, but seriously, I am actually making progress. I have placed a bunch of monsters~! so be happy about that.
Most of the traps are going to be warp in traps though, sorry.
Other than that, all I have left to do is set up scrollers, place more items, and test! *heart*
PumpkinSmasher
September 27th, 2007, 06:12 PM
yes October.
Macro11_1
November 11th, 2007, 01:15 PM
I am having some trouble testing in PR-BOOM with rez-9, It seems that when I launch it, it has some sort of problem with:
R_GenerateLookup: Column xxx is with out a Patch in Texture JF_REACT
R_GenerateLookup: Column xxx is with out a Patch in Texture JF_ND8
Hopefully some one can help :P cause this is making me *krezy*
MR_ROCKET
November 11th, 2007, 02:49 PM
Looking at res9 now.. from a glance it looks like it's missing at least 1 of the 2 textures. And the other may be missing from the deh or not in the right order, but I haven't looked at the deh yet.
PS, if you could verify this with res7 because this was all working when I compiled it.
It maybe some things that didn't get copied over when you compiled res9, like the deh.
If you want, you could just use res7 as a whole and then just copy any new resources over.
Dutch Devil
November 11th, 2007, 03:41 PM
http://img144.imageshack.us/img144/4001/doom00dj3.th.jpg (http://img144.imageshack.us/my.php?image=doom00dj3.jpg)
Sorry for the dark shot but DU_STEP1 uses DU_ROCKB, could DU_STEP1 be renamed to DU_ROCKB.
I see there is also an texture DU_STEP in the recource wad I have to change every step in map01 to that texture.
MR_ROCKET
November 11th, 2007, 05:27 PM
Ok now wait a min. Why is the resource wad all the sudden messed up?
Res7 was fine, what's going on now?
Doom_Dude
November 12th, 2007, 04:38 PM
Something you guys missed?
PumpkinSmasher
November 12th, 2007, 06:19 PM
hmm odd, since this was based off of Res7. Which resource were the new monsters added. I know I had to mess with the .deh file on that one. But everything else I thought should be fine.
MR_ROCKET
November 12th, 2007, 10:55 PM
Yeah me too, weird though, because I remember those texture names and didn't I fix that already?
I mean we made like ah 7 threads about it and the damn thing was fine.
But If it's teh brokenz we muzt fix itz, zimmediately!
First off, lets see some map versions. ~ to verify and finalize the resource wad with given map(s).
Hopfully this weekend, instead of 6 months later lol?
MR_ROCKET
November 16th, 2007, 06:43 PM
If three are any maps that seem to be having a problem with the resource wad in one way or the other, could you please send them in so it could be looked at and resource wad updated accordingly.
Thankys. ;)
Doom_Dude, whats up with all the pink man?? :D
Macro11_1
November 16th, 2007, 09:09 PM
Take PRboom and check JetFlocks maps :)
And my map.
MR_ROCKET
November 16th, 2007, 09:17 PM
I know why jetflocks map06 will crash in prboom and there's nothing I can do about that. - in res7 his map would crash due to vis-plane limitations..if he doesnt fix it, I can't help that.
Why whats your map doing?
Macro your map runs fine if you merg it..
DEH animations/switches just wont work right if the resource is loaded separately like that in prboom. ~ even though some other sourceports wouldn't have any problem with it.
Now I didn't go through it much, I saw your new areas ;P,
For now, only thing I suggest is you run a Zennode build on it for Glboom.
jetflock
November 16th, 2007, 10:26 PM
my maps were working until now. i am not re-installing doom2. if you take one of my maps out, then take them all out.
good luck.
*arrr*
MR_ROCKET
November 16th, 2007, 10:35 PM
If they aren't working now, then something has been changed or not fully added in the resource wad since res7. And res7 was the last version I compiled. - 8 months ago?
No jet, it's to late for that, I spent to much time making your wad work properly with the resource wad back then lol.
Or actually making the resource wad work with your maps resources, there were 2 TEXTURE1 lumps, from that point the resource wad was compiled around map06.
Therefore it would be pretty impossible for your maps not to work with the resource lol.
Thing is, a vis-plane limitation doesn't have anything to do with the resource wad.
if I remember right, this would only happen in one central part in your map, next to the ceiling fans? and the crash would only happen in prboom.. legacy and jdoom aside.
Edit: Just tested the merg of map06, lol it runs fine in prboom. played it to the end, even got my fill up on the health potion vending machine. :D
I guess in this case, from what I remember has been fixed, even runs in the NDCP2 launcher lolz :D
Macro check your configuration..
Now what is up with Dutch's map/texture names again?!?1
Dutch, if you have a way of fixing that by editing the texture names in your map that would be awesome of you.
Due to some authors changing texture names in the process of resource compilation.. well you know what happened, some dumb ass changed a texture name and screwed other authors from using the old version of the texture "name" or "texture" it's self. So yeah if you could change some of the steps to the new version of the texture I created for you at that time,(old texture new name DU_STEP) that would be cool of you. ;)
There is a quick way of doing that in DoomBuilder btw, goto Edit>Find and Replace>Search Type>linedef texture.
This will let you replace all DU_STEP1 that's showing up as ROCKB, to DU_STEP.
And then yeah, send the thing back in..
Dutch Devil
November 17th, 2007, 07:10 AM
Okeydokey gonna fix that :D maybe I'll tweak gameplay an bit also.
MR_ROCKET
November 17th, 2007, 06:08 PM
Ah good, thanks Dutch ;)
Ok anyone else?
We got to make sure the resource is up to par and put a lock down on the sucker.
Thanks!
Also whos up to making a new help screen? :)
Macro11_1
November 17th, 2007, 07:44 PM
I dont know exactly what was wrong, but your saying if I merged my map with the resource wad it would work?
:| some how that makes little sense to me :(, the error I got from it was "R_GenerateLookup: Column xxx is with out a Patch in Texture JF_REACT"
And your saying that will go away when I merge my map with the resource????
some how im not 100% shure on that, but ill give it a try, but in any case can you post what ever you have working? that way I have a fail safe?
Thanks in advance rocket :)
And I just suggested your map Jetflock, because the texture in the error in my post is one of yours, so I thought it would make a good controll map to start with. :)
MR_ROCKET
November 17th, 2007, 08:53 PM
I just told you:
DEH animations/switches just wont work right if the resource is loaded separately like that in prboom. sometimes you can get away with the -file wad1 wad2 etc. cvar, but that doesnt always work either. ~ in prboom, used to have a -merge heh.
Yes Macro it's simple.
Make a backup of your map and the resource wad.
Make a New folder and copy and paste the resource and your map into it.
Open your map in XWE, select all it contains, select Edit>Copy.
Now without closing XWE, open the resource wad in XWE, scroll down until you get to the last MUS lump in the resource and highlight/select it.
Select Edit>Paste
Now goto File>Clean up
Close XWE, rename the resource wad to something like macro_merge.
Run the merged wad.
Check your configuration and don't question me again..:D
*Note Xwe is a bit buggy, PS found that out the hard way, so make sure all prudent entries have been properly copied over.
Macro11_1
November 17th, 2007, 09:04 PM
http://macro111.googlepages.com/PRBoom_withNDCPMAC.zip
Still getting the same errors.*radio*
Also, are you mad at me? just seems like it when you ask me not to question you again, im not trying to be a pain in the ass or anything, im just having trouble with doing this thats all.
EDIT, ill take a screenshot of what im talking about.
http://macro111.googlepages.com/Untitled-1.jpg
Like I said, im not trying to be annoying... and as a final note, I am running on 2 hours of sleep right now so if I do miss anything please be understanding.
MR_ROCKET
November 17th, 2007, 09:19 PM
Check it with a little newer version of prboom.
I tested it with your prboom version 2.0 you sent and it crashes..
I test it with my version of prboom, little newer 2.4.7 (http://sourceforge.net/project/downloading.php?group_id=3396&use_mirror=easynews&filename=prboom-2.4.7-win32.zip&88805374) and it runs fine. lol
No I'm not mad at you lol, not yet anyways. :D
Now back to square 1, test it with prboomGL and run Zennode on it.
NEXT !!!
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