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March 11th, 2009, 11:19 AM
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#41 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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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March 11th, 2009, 07:10 PM
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#42 | |
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Keen For Life
Join Date: Apr 2004
Posts: 1,381
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Quote:
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March 11th, 2009, 07:15 PM
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#43 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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 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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March 12th, 2009, 02:25 PM
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#44 |
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Keen For Life
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
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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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March 12th, 2009, 05:19 PM
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#45 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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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March 12th, 2009, 08:30 PM
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#46 |
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Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
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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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March 12th, 2009, 10:23 PM
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#47 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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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March 13th, 2009, 03:40 PM
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#48 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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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March 13th, 2009, 10:56 PM
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#49 |
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Keen For Life
Join Date: Apr 2004
Posts: 1,381
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I already sent Pumpkin the map fixes for my maps.
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March 14th, 2009, 12:46 AM
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#50 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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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March 14th, 2009, 05:07 AM
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#51 |
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Commander Keen
Join Date: Aug 2002
Location: Lolland
Posts: 868
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I already posted my fixed maps earlier.
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March 14th, 2009, 12:03 PM
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#52 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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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March 14th, 2009, 09:54 PM
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#53 |
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Keen For Life
Join Date: Mar 2005
Location: In a wall glitch.
Posts: 2,176
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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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March 15th, 2009, 11:36 PM
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#54 | |
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Commander Keen
Join Date: Mar 2004
Posts: 256
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Quote:
X, Y 480, -1376 -1376, -128 -992, -2752 -704, -2752 -1376, -1696 192, -1824 |
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March 16th, 2009, 12:31 AM
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#55 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Ok I'v updated the list here: http://forums.newdoom.com/showthread.php?t=36256
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