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November 11th, 2007, 04:41 PM
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#21 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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November 11th, 2007, 06:27 PM
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#22 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Ok now wait a min. Why is the resource wad all the sudden messed up?
Res7 was fine, what's going on now? |
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November 12th, 2007, 05:38 PM
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#23 |
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Purpletacular
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Something you guys missed?
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November 12th, 2007, 07:19 PM
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#24 |
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Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
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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.
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November 12th, 2007, 11:55 PM
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#25 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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? Last edited by MR_ROCKET; November 13th, 2007 at 12:37 AM. |
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November 16th, 2007, 07:43 PM
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#26 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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??
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November 16th, 2007, 10:09 PM
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#27 |
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Commander Keen
Join Date: Mar 2004
Posts: 256
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Take PRboom and check JetFlocks maps
![]() And my map. |
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November 16th, 2007, 10:17 PM
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#28 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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. Last edited by MR_ROCKET; November 16th, 2007 at 11:15 PM. |
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November 16th, 2007, 11:26 PM
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#29 |
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Keen For Life
Join Date: Apr 2004
Posts: 1,381
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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.
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November 16th, 2007, 11:35 PM
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#30 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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. ![]() I guess in this case, from what I remember has been fixed, even runs in the NDCP2 launcher lolz ![]() 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.. Last edited by MR_ROCKET; November 17th, 2007 at 02:10 AM. |
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November 17th, 2007, 08:10 AM
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#31 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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Okeydokey gonna fix that
maybe I'll tweak gameplay an bit also.
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November 17th, 2007, 07:08 PM
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#32 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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?
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November 17th, 2007, 08:44 PM
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#33 |
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Commander Keen
Join Date: Mar 2004
Posts: 256
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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.
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November 17th, 2007, 09:53 PM
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#34 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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.. ![]() *Note Xwe is a bit buggy, PS found that out the hard way, so make sure all prudent entries have been properly copied over. Last edited by MR_ROCKET; November 17th, 2007 at 10:36 PM. |
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November 17th, 2007, 10:04 PM
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#35 |
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Commander Keen
Join Date: Mar 2004
Posts: 256
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http://macro111.googlepages.com/PRBoom_withNDCPMAC.zip
Still getting the same errors. 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. Last edited by Macro11_1; November 17th, 2007 at 10:10 PM. |
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November 17th, 2007, 10:19 PM
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#36 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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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 and it runs fine. lol No I'm not mad at you lol, not yet anyways. ![]() Now back to square 1, test it with prboomGL and run Zennode on it. NEXT !!! Last edited by MR_ROCKET; November 17th, 2007 at 10:37 PM. |
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