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Old February 26th, 2009, 05:12 AM   #21
ghost
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Ohhh sorry Nuxius! I mis-read your post as well instead of We Will, my bad.
I should have added a :P with that "HOW COULD YOU" post, because I wasn't being serious at all. Heh, darn internet.

Looking forward to your reviews FATAL, and the community's output. Nothing's better than reviews and demos. Keep up the good work Pumpy.
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Old February 27th, 2009, 02:38 PM   #22
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The textures LFALL1-LFALL4 and ACE_LAV1-ACE_LAV4 need to be animated. Dunno how to do that myself...

Also, MAP24 and MAP30 have some unknown garbage textures. Don't know if that will affect compatibility with any ports or not.
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Old March 1st, 2009, 03:06 AM   #23
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Animated textures

Hi for the LFALLS and the other texture you wanna animate,You should make an ANIMDEFS lump in XWE,its very easy to understand and its the easiest way to animate textures. For a tutorial just google Doom animdefs .
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Old March 1st, 2009, 03:10 AM   #24
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for the animdefs lump go to ZDOOM wiki.
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Old March 1st, 2009, 04:05 AM   #25
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Considering they were aiming for BooM compatibility I would have recommended the ANIMATED lump from BooM.
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Old March 1st, 2009, 06:56 AM   #26
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ZDoom and GZDoom are fully BooM compatible. I don't think any new lumps from ZDoom will crash other ports like Boom, PrBoom, etc.
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Old March 1st, 2009, 08:20 AM   #27
ace
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Yes, but if the textures are only animated with ANIMDEFS, then they will not be animated in Boom, or any other non ZDoom-based port for that matter.

I did attempt quite some time ago to get an ANIMATED lump to work, but it didn't take. Perhaps I'll try again today.
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Old March 1st, 2009, 08:41 AM   #28
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I've never animated any textures, so if someone knows how to do that, I would appreciate it.
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Old March 1st, 2009, 11:05 AM   #29
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If it's a falling liquid texture, just scroll the texture instead. Personally, I think it looks better like that anyway.
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Old March 1st, 2009, 12:08 PM   #30
Logan MTM
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@Ace
Loading the 2 lumps ( ANIMATED and ANINDEF ) should work?
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Old March 4th, 2009, 06:22 PM   #31
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I have to say this while the project is nearing completion. It honestly hasn't felt like 3 years or w/e since this started... kind of scary huh?

As for the Animated lumps, Um.. well I think if you look at CC1 and CC2 you might see some custom animated textures, see how they did it? Heck, I thought rocket knew how... where is he right now anyways?

Ah well, I am excited and wetting my pants daily in anticipation for this things release, if need be I can take a look and see if I can get the textures to animate.

Again, good work by PS, Rocket, Jetflock and other mappers
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Old March 4th, 2009, 09:29 PM   #32
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Quote:
Originally Posted by Macro11_1
I have to say this while the project is nearing completion. It honestly hasn't felt like 3 years or w/e since this started... kind of scary huh?....
Heh, I have moved twice and went through 3 girlfriends since I joined this project (not to mention a few "crisis" events,lol)....and at the time, I had joined late.
In any case, I have a steady internet connection and I am awaiting the release!
Good job kids! Can't wait to try it in co-op!
Mmmmm....
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Old March 4th, 2009, 09:36 PM   #33
Raptor Jesus
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Lol, we should have 1 huge epic coop of this with EVERYONE who helped out on this xD.
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Old March 5th, 2009, 04:39 AM   #34
FATAL
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I can see it already:


HALT HALT HALT HALT HALT GUTEN TAG GUTEN TAG HALT HALT GUTEN TAG HAHAA HAHAA UHH HALT HAHAA HAHAA UHH UHH UHH GUTEN TAG HALT GUTEN TAG GUTEN TAG HALT HALT HAHAA HAHAA...
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Old March 5th, 2009, 03:59 PM   #35
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Fixed map31; http://www.dvdflick.net/storage/ndcp2map31.zip

Some things I noticed in a quick look through; map02 (at least when sidedefs were compressed) crashed ZDoom 2.3.0. map03 has a bunch of unconnected lines though this isn't anything serious. Also, don't forget to apply sidedef compression to the WAD once it's done. Saves 12 Mb off the final size. And lastly, I apologize for the sub-par quality of map12. I have no idea what I was thinking at the time!
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Old March 5th, 2009, 09:01 PM   #36
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Keep going! I'm sure this project will be legendary!
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Old March 7th, 2009, 01:25 PM   #37
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Alright, so someone pm me a location we can coop in. ;P

Edit:
We need to take the link down and update the site first, until this thing finally gets quality check updated.
Plz.

Last edited by MR_ROCKET; March 8th, 2009 at 08:44 PM.
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Old March 10th, 2009, 12:35 AM   #38
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Oh yeah, http://legacywiki.net/index.php/ANIMATED
Actaully I think the animated and switches lumps were working or had all the fixen's around res7 so I'll see if I can find those backups.
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Old March 10th, 2009, 07:32 AM   #39
ace
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Aha! Well that's a right pain in the ass, though, you have to create a new DAT file every time more animated textures are added. D:|

I'm not sure I had submitted my second map with the extra animations before RES7, but it's been so long I don't really remember. No harm in checking, though. If not, is there any chance that the last DAT file used to generate the ANIMATED and SWITCH lumps are still around? If so, that'd be the quickest fix.
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Old March 10th, 2009, 07:19 PM   #40
MR_ROCKET
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Well I'v found this version so far from a todo I had backed up for Res6.
Dated 2/12/2007:

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
1       jf_strb7    jf_strb1  

#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
But it looks like it might be missing some stuff, I remember making a few animated Lite flats myself but dont see it in here..
So I must have added those to Res7's animated dat resource. I wouldn't know if your lava fall versions were added at some point later.
At this point I'm wanting to agree with DooMAD about just making your lava wall scroll down with a line type instead of trying to recreate the dat with a question of what else would be missing in order to put it back how it is currently. you know? scrolling them would most likely look better anyway, as they can scroll as different speeds without hitch.
On top of that, I dont know if Jetflock did any more to it after that point either.
Your lava falls and my lites could be added sure, but would risk losing other animations and I really dont want to get into that either lol.
However, I havent got my CD's out yet, which should have res7 floating about..
Once I find res7 I'll have to view the ANIMATED lump with note pad and look for your lava names: LFALL1-LFALL4 and ACE_LAV1-ACE_LAV4. doubtful but I'll look.

Last edited by MR_ROCKET; March 10th, 2009 at 07:44 PM.
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