Doom 64 Stuff (Update. 10/1/2010)

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Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Doom 64 Stuff (Update. 10/1/2010)

Post by Footman »

Temporarily removed for personal reasons.
Last edited by Footman on Fri Oct 01, 2010 10:15 pm, edited 19 times in total.
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Enjay
 
 
Posts: 26539
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Doom 64 Stuff

Post by Enjay »

Excellent! I've been planning on doing something like this myself for some time now and never had the time nor the motivation to actually get around to it. So thanks. I'll check it out when I get home. :)
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Enjay
 
 
Posts: 26539
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Doom 64 Stuff

Post by Enjay »

I've just grabbed it and first impressions are pretty good. It seems to be done really well.

I noticed this though:

Code: Select all

Authors may NOT use this wad as a base to build additional content.
May not use a resource WAD to build additional content? :?
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amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Doom 64 Stuff

Post by amv2k9 »

Enjay wrote:I've just grabbed it and first impressions are pretty good. It seems to be done really well.

I noticed this though:

Code: Select all

Authors may NOT use this wad as a base to build additional content.
May not use a resource WAD to build additional content? :?
That's gotta be a typo. I mean, I hope it is. Not much point in having a RESOURCE wad that you can't use as a source, right? And he provided example maps, so either:

1. He wants people to use it.

or

2. He's gonna build on it and make maps himself.

But if he's gonna make maps himself, and he doesn't want people to use it, why release it to the public?
Spoiler:
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

Enjay wrote:I've just grabbed it and first impressions are pretty good. It seems to be done really well.

I noticed this though:

Code: Select all

Authors may NOT use this wad as a base to build additional content.
May not use a resource WAD to build additional content? :?
Oh shoot you're right. You're free to use it for additional content. I forgot to remove that part of the line when I used the template. Sorry! :oops:
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Enjay
 
 
Posts: 26539
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Doom 64 Stuff

Post by Enjay »

OK, thanks. I wonder how many of the other notorious "must not" wads end up with their text files like that by accident?
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Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: Doom 64 Stuff

Post by Orangewaggs »

Pretty Good stuff..
On a side note The minigun sprites... Could i get credited on those i remember doing those for you a while back but never heard back from you back on the skulltag forums...
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

Orangewaggs wrote:Pretty Good stuff..
On a side note The minigun sprites... Could i get credited on those i remember doing those for you a while back but never heard back from you back on the skulltag forums...
Thought I put your name in the readme. Whoops! I'll add it in later.
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Chris Neilson
Posts: 160
Joined: Tue Sep 25, 2007 6:45 am

Re: Doom 64 Stuff

Post by Chris Neilson »

I get error:
Image
I use Gzdoom when loading goto error. on decorate actor are missing or not found.
help plz
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TheMistress
Posts: 304
Joined: Mon Jan 04, 2010 12:18 pm

Re: Doom 64 Stuff

Post by TheMistress »

Chris Neilson wrote:I get error:
Image
I use Gzdoom when loading goto error. on decorate actor are missing or not found.
help plz
i think its for st since it nsays STdecorations :/
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Zhs2
Posts: 1284
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: Doom 64 Stuff

Post by Zhs2 »

Holy shit, that's an old revision of GZDoom. Have you tried updating lately, sir?
Footman
Posts: 97
Joined: Tue Jul 15, 2003 6:20 pm

Re: Doom 64 Stuff

Post by Footman »

Chris Neilson wrote:I get error:
Image
I use Gzdoom when loading goto error. on decorate actor are missing or not found.
help plz
D64STMons.pk3 is for use with Skulltag only. Not GZDoom.
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Chris Neilson
Posts: 160
Joined: Tue Sep 25, 2007 6:45 am

Re: Doom 64 Stuff

Post by Chris Neilson »

On Skulltag get error:

Skulltag Fatal Error
---------------------------
Script error, "decorate/STdecorations.txt" line 30:
Invalid state parameter a_spawnitemex

I use skulltag 0.97d-beta4.3 when loading goto error. fix it decoration plz.
Gez
 
 
Posts: 17906
Joined: Fri Jul 06, 2007 3:22 pm

Re: Doom 64 Stuff

Post by Gez »

Your Skulltag is seriously outdated. Grab 98a, or a 98b beta.
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Chris Neilson
Posts: 160
Joined: Tue Sep 25, 2007 6:45 am

Re: Doom 64 Stuff

Post by Chris Neilson »

Skulltag 98a has crash on windowxp too many mem

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