[Project] "Knee-Deep in ZDoom"

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Risen
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Post by Risen »

Okay, I am downloading everything from the server now. I assume that everything there is the most recent versions. Do not upload or dowload anything else until I have finished.
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Risen
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Post by Risen »

!!!

I am encountering a severe hardware issue, I think it is related to my new 80GB drive. Working on the problem now.

!!!
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Tormentor667
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Post by Tormentor667 »

*waiting* ... I hope everything works fine :|
Last edited by Tormentor667 on Tue Jan 25, 2005 8:20 am, edited 1 time in total.
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Risen
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Post by Risen »

I think I have resolved it. I expect to finish the updating tonight.
I will also have a working "action locator" system.
farlowj
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Post by farlowj »

Yeah, I meant for the first week for both of those slots, e1m03 and e1m06, sorry about the confusion. Thanks, too.
Vile1011
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Post by Vile1011 »

Btw, not to dissappoint you all, but I didn't manage to fix up e1m3 as much as I would've liked (but thankfully ellmo did). Hopefully the next people who get the map into their hands will do better. Although the areas I fixed do like kinda cool, especially the no-detail underground part in the far north-west. I also noticed ellmo DELETED the -0- room above the nukage, but I put it back (although I didn't delete what he made).
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Nmn
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Post by Nmn »

Sorry to go offtopic-but Tormentor & friends, how about we invite MoD to KDIZD :lol:
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GeeDougg
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Post by GeeDougg »

That's like inviting John Kerry to take part in a Republican rally....

My point being that since he (MOD) doesn't like over-detailed maps having proiority over "gameplay" then he really wouldn't be a valuable addition to this project. Unless he wants to add detail for some reason.
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Risen
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Post by Risen »

This project is not only about detail. My primary focus is on gameplay.
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Risen
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Post by Risen »

Okay, I've done it!

Each map has intermap support. In order to compile scripts on these maps now, you will need to have the "import.acs" file. It can be found on the ftp. Link it to the script by changing the path on the import line in the script from my 'intermap.acs' to wherever you've saved this 'import.acs' file.

I built a basic system for action pointers. It will spawn an actor of type 'locator' which I have defined in DECORATE. The key to activate it can be defined in the normal key section (I have set up KEYCONF). As an example, there is a point at the beginning of M7. Feel free to provide other appearances for the 'locator' object, but I will reiterate that I do not think FLOATBOB is appropriate.

For mapping, remember to set the z-height of this pointer. You can use it by placing a map spot at each location in the map which needs an action pointer. Give these map spots a tid of 31000. If you use TIDs 31000/31001 in any other place in the map, something will break. Even if you do not include any of these points, please ensure compatability with the TIDs.

Everyone working on maps, please download the updated resource file, import.acs, and your map.
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Bio Hazard
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Post by Bio Hazard »

um, whats an "action pointer"?
Ninja_of_DooM
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Post by Ninja_of_DooM »

OK, just to clear things up Risen, in XWE, I after this is done, the file called SCRIPT01 should only contain this:

#include "..\ZDOOM\ZE1M9\import.acs"
I sthat what you're getting at? I just need to make sure as I've never done this before.:)
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Risen
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Post by Risen »

Bio: Read back a few pages. Torm wanted a system to show where things that are not switches could be activated.

NoD: Have you done much ACS scripting at all? You don't need to do anything in XWE unless you're not using an editor capable of handling ACS. the SCRIPTS lump would contain the import directive, but it must be compiled into a BEHAVIOR lump for that map in order for it to function. If you don't modify the map's scripts at all, you don't need to worry about any of this.

Is anyone going to work on M7 for week 2? I was looking at it, and I think perhaps it might be a good place for Lee's map fragment. While it is very good, it is not very large compared to the other maps. It's okay if M1 stays smaller.
Ninja_of_DooM
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Post by Ninja_of_DooM »

OK weel I'll just leave it for whoever's doing the map next week then.:) I'll focus on the detailing right now.
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Tormentor667
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Post by Tormentor667 »

Risen wrote:Is anyone going to work on M7 for week 2? I was looking at it, and I think perhaps it might be a good place for Lee's map fragment. While it is very good, it is not very large compared to the other maps. It's okay if M1 stays smaller.
I'd be ok with this idea at all :)
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