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April 9th, 2004, 07:41 AM
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#1 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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jDoom Zero Tolerance TC (Official Thread)
Alright, so most of you probably remember the announcement of this little gem a few months back. Well, due to real life shenanigans (sp?), i have been unable to update the tc...pretty much at all. So far, i just have the layouts for the first two levels, and some textures done by Slide. But the good news is, i've gained some free time, and am getting back into the swing of things. I will update this thread, as well as update the official webpage as i get things done.
Check out the webpage if you have a chance, i've updated it a bit, and have added an Original Game Information page. This page will house all the information i can find about the original game, as well as for the unfinished sequel. There are links to reviews, screenshots, and downloads for the genesis roms (which i am hosting) as well as mirrors for those roms. If anyone finds any information concerning the games (other than cheat codes, there are WAY too many sites containing those) that i have neglected to post, feel free to email me. Now, i know what you're saying, "aren't roms illegal?". Yes and no, these roms are not, because they have been released as public domain according to the Technopop Webpage. So, you can get them, and enjoy the original game and it's unfinished sequel in all their pixelated goodness while you wait for more work to be done with the tc. I recommend the gens emulator, but it appears the official webpage is not in working condition at this time. Alright, there you have it, visit the Official Webpage for continuing information, as well as checking back here. Any comments are welcome .
Last edited by sLydE; April 9th, 2004 at 07:50 AM. |
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April 9th, 2004, 11:00 AM
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#2 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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Excellent - keep up the good work. I'll try and get some more bits for the project done soon; including an updated version of that logo I did for you ages ago.
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April 9th, 2004, 11:25 AM
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#3 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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sounds good
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April 9th, 2004, 01:55 PM
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#4 |
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Commander Keen
Join Date: Feb 2004
Posts: 268
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sLydE
Tried to dowload from your site and the mirrors several times - file not found. |
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April 9th, 2004, 02:24 PM
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#5 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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hmmm, i will have to check that out.
ok, i got that fixed, apparently i was violating some sort of agreement at the mirror 2 site (tripod) and my account no long exists. I'm unsure what that's all about. I fixed the links on the downloads page, and i updated the mirror 1 links. When you click on mirror1, it connects you to the page where the roms can be downloaded, you just have to look on the page. anyway, i guess i was reported for having public domain roms?? or maybe i just used too much bandwidth? i couldn't imagine either of those happening, but whatever, i never liked tripod anyway. The downloads should work, so go ahead and try again. Last edited by sLydE; April 9th, 2004 at 02:35 PM. |
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April 12th, 2004, 03:11 PM
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#6 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Yay! I'm glad to hear your still working it.
I wouldn't worry about making the levels 100% authentic though because lets face it, they were a bit bland. |
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April 12th, 2004, 03:14 PM
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#7 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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well, i agree, but i think i've formed a new strategy at this point: there is a two-fold mission of this project. First and foremost, i would like to make a faithful recreation of the original game (quite possibly with a little help from an original technopop member
(maybe a little more on this later)), then i would like to make an updated version using models, better lighting, more interesting architecture, etc.
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April 12th, 2004, 03:24 PM
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#8 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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I had a few ideas on fleshing out the storyline on the train the other day - adding a little background to the attack on the station etc... I'll look at writting them down when I have a spare moment.
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April 12th, 2004, 05:03 PM
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#9 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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sounds good, at this point, any help is good
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May 11th, 2004, 05:57 PM
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#10 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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whoa, almost lost the thread to the second page of this forum. i don't have any news at this point, i was called away to a business trip at the last second, so i have been in ohio since wednesday. anyway, i have plenty of time now that school is out, so we will see what i can pull out of thin air
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May 26th, 2004, 03:43 PM
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#11 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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alright, i have a question for whomever would like to field it: how do i edit the jdoom.dll file? what program should i use? I need to add some stuff to it. thanks in advance
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May 26th, 2004, 03:58 PM
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#12 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Hexagon is probably better placed to help you here as he's currently doing the same.
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May 27th, 2004, 10:30 PM
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#13 |
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Commander Keen
Join Date: Jan 2004
Location: World ->Europe ->France ->Champagne ->Troyes
Posts: 400
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I used MSVC++ 6 to edit and compile it.Generally i don't use this type of IDE but i had no serious difficulty to compile it...
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May 28th, 2004, 07:23 AM
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#14 |
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Join Date: Oct 2002
Location: Mount Savage, MD, USA
Posts: 1,736
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so, did you get all of the doomsday source and compile it, or just the dll?
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May 28th, 2004, 10:09 AM
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#15 |
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Commander Keen
Join Date: Jan 2004
Location: World ->Europe ->France ->Champagne ->Troyes
Posts: 400
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I've downloaded the whole dd source but it's possible to compile Jdoom alone, skymake made a workspace for that
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