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Old March 11th, 2009, 11:19 AM   #41
MR_ROCKET
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From the looks of it ace, your textures that you wanted to be animated were not added to the resource wad until some time after res7. they show up in the latest build which I'd imagine didn't get added to the animation lump.
I had no luck at finding the .dat, jetflock may have it though.
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Old March 11th, 2009, 07:10 PM   #42
jetflock
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Quote:
Originally Posted by MR_ROCKET
....I had no luck at finding the .dat, jetflock may have it though.
I may but I am uncertain....what exactly should I be looking for?
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Old March 11th, 2009, 07:15 PM   #43
MR_ROCKET
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Lightbulb

A dat that has ace's lava flats and wall texture names in it.
But I think I found the old one finally, my lites are in it so that was the last time I looked at it, so it must be it. Thing is I don't know if you or someone else has added anything to it since then.
Never the less I added aces texture names in the dat list below, can you and everyone else verify this please? before I make the new lumps.
Code:
#
# This file is input for SWANTBLS.EXE, it specifies the switchnames
# and animated textures and flats usable with BOOM. The output of
# SWANTBLS is two lumps, SWITCHES.LMP and ANIMATED.LMP that should
# be inserted in the PWAD as lumps.
#
#switches usable with each IWAD, 1=SW, 2=DOOM2, 3=registered/Ultimate DOOM
[SWITCHES]
#epi    texture1        texture2
1       SW1BRCOM        SW2BRCOM
1       SW1BRN1         SW2BRN1 
1       SW1BRN2         SW2BRN2 
1       SW1BRNGN        SW2BRNGN
1       SW1BROWN        SW2BROWN
1       SW1COMM         SW2COMM 
1       SW1COMP         SW2COMP 
1       SW1DIRT         SW2DIRT 
1       SW1EXIT         SW2EXIT 
1       SW1GRAY         SW2GRAY 
1       SW1GRAY1        SW2GRAY1
1       SW1METAL        SW2METAL
1       SW1PIPE         SW2PIPE 
1       SW1SLAD         SW2SLAD 
1       SW1STARG        SW2STARG
1       SW1STON1        SW2STON1
1       SW1STON2        SW2STON2
1       SW1STONE        SW2STONE
1       SW1STRTN        SW2STRTN

2       SW1BLUE         SW2BLUE 
2       SW1CMT          SW2CMT  
2       SW1GARG         SW2GARG 
2       SW1GSTON        SW2GSTON
2       SW1HOT          SW2HOT  
2       SW1LION         SW2LION 
2       SW1SATYR        SW2SATYR
2       SW1SKIN         SW2SKIN 
2       SW1VINE         SW2VINE 
2       SW1WOOD         SW2WOOD 

3       SW1PANEL        SW2PANEL
3       SW1ROCK         SW2ROCK 
3       SW1MET2         SW2MET2 
3       SW1WDMET        SW2WDMET
3       SW1BRIK         SW2BRIK 
3       SW1MOD1         SW2MOD1 
3       SW1ZIM          SW2ZIM  
3       SW1STON6        SW2STON6
3       SW1TEK          SW2TEK  
3       SW1MARB         SW2MARB 
3       SW1SKULL        SW2SKULL
3       JF_SKSW1        JF_SKSW2
3       JF_RK1          JF_RK2
3       JF_OVER1        JF_OVER2

#animated flats, spd is number of frames between changes
[FLATS]
#spd    last        first
8       NUKAGE3     NUKAGE1      
8       FWATER4     FWATER1      
8       SWATER4     SWATER1      
8       LAVA4       LAVA1        
8       BLOOD3      BLOOD1       

8       RROCK08     RROCK05                  
8       SLIME04     SLIME01      
8       SLIME08     SLIME05      
8       SLIME12     SLIME09
2       ANILT1_4    ANILT1_1
2       ANILT2_4    ANILT2_1
1       ANILT3_4    ANILT3_1
4       ANILT4_4    ANILT4_1
1       jf_strb7    jf_strb1
8       ACE_LAV4    ACE_LAV1  

#animated textures, spd is number of frames between changes
[TEXTURES]
#spd    last        first
4       jf_jim6     jf_jim1 
4       jf_beam6    jf_beam1 
3       jf_gass4    jf_gass1
8       walk25      walk1
1       jf_jack4    jf_jack1
2       jf_stat3    jf_stat1
6       jf_sina2    jf_sina1
1       jf_cars2    jf_cars1
4       jf_tiki3    jf_tiki1
1       jf_sire7    jf_sire1
2       choir3      choir1 
2       bhoir3      bhoir1 
6       jf_wild3    jf_wild1
8       jf_baby1    jf_baby3
5       jf_rad4     jf_rad1
4       JF_REV4     JF_REV1
5       JF_SHE3     JF_SHE1         
8       BLODGR4     BLODGR1      
8       SLADRIP3    SLADRIP1     

8       BLODRIP4    BLODRIP1     
8       FIREWALL    FIREWALA     
8       GSTFONT3    GSTFONT1     
8       FIRELAVA    FIRELAV3     
8       FIREMAG3    FIREMAG1     
8       FIREBLU2    FIREBLU1     
8       ROCKRED3    ROCKRED1     

8       BFALL4      BFALL1       
8       SFALL4      SFALL1       
8       WFALL4      WFALL1       
8       DBRAIN4     DBRAIN1
8       LFALL4      LFALL1


ace is this all about your map23? if so, ok..
The only thing I'm worried about is some other texture losing it's animation that may not be in the list.
All that's left is to extract both the switches and animation lumps from the current ndcp2 wad and check that each texture name is there in both lumps and the above dat.
If all checks out ok, then it's just a matter of replacing the current animation lumps in the wad with the new ones.
The more eyes to look at it the better, at least if you want to heh.
Then I'll post the new animation lumps here.

EDIT:

ok I'v verified and added ace's texture names to the animation dat file.
~ replaced the SWITCHES and ANIMATED lumps in the mega also and all looks good.

But there's a new problem, the textures ace_lav1-4
(as shown at the in the image at the top of the page)
were added as patches instead of flats..

These textures are 64x64 and look like flats to me.
The quickest and easiest way I can see to fix this is to re-add
them to the mega wad as flat textures with different names..
eg. acelava1-4. and the changes can be made to the animation dat also.

EDIT:
Ok, changes have been made and the mega wad has new SWITCHES and ANIMATED lumps along with acelava1-4 as flat textures.
Here's download link:
disregard last download link..I made another small update so the texture will be animated at a flat or wall.. Here's new download link::
http://rapidshare.com/files/20846495...date2.zip.html
Same pass..


*Note rapidshare only allows for 10 downloads or something like that, so if PS can't get it, someone make sure to send it to him.
Thanks!

Last edited by MR_ROCKET; March 12th, 2009 at 01:40 PM.
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Old March 12th, 2009, 02:25 PM   #44
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It was intended just to be as a texture, as the flat already exists in the IWAD. No worries though, that fixes it! I think my stuff is all set then.

Thank you very much, sir!
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Old March 12th, 2009, 05:19 PM   #45
MR_ROCKET
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Hey np man, your work deserves it.
My work here is done then.

NEXT!
I refuse to fix texture name errors having to do with actual map editing, the original authors should see it fit to fix things like that in their own map(s) etc.
I'm sure you agree, this goes for you too..if the above applies. :P
Texture name fields filled with gibberish has nothing to do with the texture resources or resource wad.

Last edited by MR_ROCKET; March 12th, 2009 at 05:25 PM.
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Old March 12th, 2009, 08:30 PM   #46
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I got that Downloaded Rocket.
I'll combine that with Jetflocks updates, and fix map13.
I'll try to look into some of the other minor issues, but I may not be able to fix all the little problems with everyone's maps.
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Old March 12th, 2009, 10:23 PM   #47
MR_ROCKET
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Sounds good, I'm up for getting this thing out to the public too!
~ just a few minor tweaks then, and I hear the readme needs updated, I'd imagine the site needs it too.
Ok a few major tweaks but it shouldn't take long.

*Here's a bunch of map screenshots for the web site if you need them, also converted them to 256 color for better load time.
http://rapidshare.com/files/20864780..._3_09.zip.html

Again the link at the site should be taken down until this thing's finalized, ya know?

Last edited by MR_ROCKET; March 13th, 2009 at 11:10 AM.
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Old March 13th, 2009, 03:40 PM   #48
MR_ROCKET
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I decided to go ahead and fix most of the things that Nuxius mentioned on page 1:
MAP02 NOT-APPLICABLE//Macro11_1
- Missing DM starts
+fixed

MAP07 NotsoSimple//LoganMTM
- DB's 3D mode start needs to be removed
+fixed

MAP15 Down the Drain//Osiris's_Legacy
- DB's 3D mode start needs to be removed
- Missing DM starts
+fixed

MAP16 Conglomerate Complex//Various
- Missing DM starts
+fixed

----------------------------------------------------------------------------------------------------------------------

MAP21 Second Attention//Danimetal
- Thing 601 stimpack outside of map
- Missing DM starts
+fixed ~ actually it was thing 603 stimpack, which was outside of the map.


MAP24 ???//CrazedImp
-----------Crazedimp says it's ok to add random DM starts to his map------------------------------------

MAP30 Icon of Chaos//Logan MTM
- That weird missing texture name is still there.

---------------------------------------------------------------------------------------------------------------------


I wont host the fixed version unless all above authors are good with it..
The DM starts were just placed in at random to avoid a crash during online play.

Last edited by MR_ROCKET; March 15th, 2009 at 02:16 PM.
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Old March 13th, 2009, 10:56 PM   #49
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I already sent Pumpkin the map fixes for my maps.
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Old March 14th, 2009, 12:46 AM   #50
MR_ROCKET
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Ok, updated the list.
Alright Exl, I removed you from the list too.

Last edited by MR_ROCKET; March 14th, 2009 at 11:56 AM.
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Old March 14th, 2009, 05:07 AM   #51
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I already posted my fixed maps earlier.
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Old March 14th, 2009, 12:03 PM   #52
MR_ROCKET
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Well good, then it's mostly just adding some DM starts to some of the maps then.
~ I doubt that anyone would mind having their 3D mode start removed as well heh
PS should be able to do that, with respect to the authors, if you guys could post some coordinates for about 4-8 DM starts that would be good.
For these maps:
map02
map15
map16
map21
map24

Example:
X,Y : 192,-416 | Angle ~ NE
X,Y : 608,-800 | Angle ~ W
X,Y : 1748,-352 | Angle ~ SW
X,Y : 1984,-672 | Angle ~ E

Which ever is easiest for you, posting DM start coordinates or just updating your map with DM starts and sending it in one last time.

Last edited by MR_ROCKET; March 14th, 2009 at 06:52 PM.
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Old March 14th, 2009, 09:54 PM   #53
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Just randomly add some angles to the DM starts in mine, I'm not really fussed about how they are placed. My map isn't exactly DM friendly anyway.
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Old March 15th, 2009, 11:36 PM   #54
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Quote:
Originally Posted by MR_ROCKET
Stuff
Theoretical Spots for just Death Match.
X, Y
480, -1376
-1376, -128
-992, -2752
-704, -2752
-1376, -1696
192, -1824
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Old March 16th, 2009, 12:31 AM   #55
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Ok I'v updated the list here: http://forums.newdoom.com/showthread.php?t=36256
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