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PostPosted: Mon Dec 20, 2004 1:17 pm
by Csonicgo
don't worry about that-= just convert those midi files to mus and let it play using the opl2 synthesis.

PostPosted: Mon Dec 20, 2004 4:00 pm
by AFADoomer
Excellent! That worked GREAT! All of the music sounds just like the original now... (Well, except for the percussion...)

Thanks Csonicgo...

[EDIT]OK, So apparently it didn't work.... It definitely sounded different last night... Odd.[/EDIT]

PostPosted: Mon Dec 20, 2004 4:12 pm
by MasterOFDeath
cutmanmike wrote:Why is everyone going retro avatar anyway?!

I think I started that recently when I came back and decided to use my old southpark avatar that I havent even looked at since like, summer. :P

PostPosted: Mon Dec 20, 2004 8:28 pm
by HotWax
This is possibly the best direct conversion of Wolf 3D I've ever seen. A few things to perfect it:

- The walls need to be sliding. You can do this with polyobjs (I've done it in the past) and we'll be glad to help you get them working if you have questions. For something as easy as this, they should be a breeze.

- The doors need to be sliding as well. While you can't make them paper-thin, you can make them just a few units thick and have them slide "into" the wall. That'd be really, *really* cool.

- Why are all the secret walls pushed in a unit or two? It makes the secrets too easy to find, IMO. Also, the walls need to be marked "secret" on the map so you can't see right into them. (Of course if you really wanted to emulate Wolf 3D, ALL the walls should be marked secret. :twisted:)

- Some sounds are still Doom sounds. Off the top of my head... the pain sound, the "use fail" sound, the pistol sound (though they might just sound the same in both game), etc.

- The lives counter is b0rked, which I think you already mentioned. Even when autosave is off, your lives reset to 3 every time you respawn.

PostPosted: Mon Dec 20, 2004 9:40 pm
by Risen
HotWax wrote:- The doors need to be sliding as well. While you can't make them paper-thin, you can make them just a few units thick and have them slide "into" the wall. That'd be really, *really* cool.


Actually you can. You can make a polyobject that consists of only one line, sometimes referred to as 2-sided polyobject. Making it impossible to shoot through and also impossible for monsters to see through might be a bit tougher, but perhaps the block everything type is enough?

PostPosted: Tue Dec 21, 2004 3:41 am
by Chilvence

PostPosted: Tue Dec 21, 2004 5:41 am
by Ixnatifual
Bashe wrote:
cutmanmike wrote:Why is everyone going retro avatar anyway?!

Heh, I don't even remember what my first avatar was. I do remember the one after (Ed banging his head on the ground).
Hey, that Sub-Zero image was the avatar I first used when I came to the boards.

PostPosted: Tue Dec 21, 2004 6:21 am
by Bashe
Really? Well, I'm really starting to like Mortal Kombat, so I just put Sub-Zero in place of Marth.

PostPosted: Tue Dec 21, 2004 6:36 am
by Chilvence
Yes we were talking about how to do the MUSIC properly?

PostPosted: Tue Dec 21, 2004 11:44 am
by AFADoomer
Hotwax - Thanks for the suggestions. I hadn't even remembered the pain sound... I'm waiting (hopefully) for custom weapons so that I can change the weapon firing sounds to the correct ones. Right now, I can't change one without changing them all.

Polyobjects are no problem as far as making them, and sometimes they work just fine... Other times, though, they push in, and look fine, but when you walk up to them, they disappear (but still block you).

I've experimented with various ways to do the doors... I may try polyobjects there also...

PostPosted: Tue Dec 21, 2004 4:41 pm
by Chilvence
Sure you can change them, dig around inside sndinfo in the zdoom wad file.

By the way, did you check out that IMF music player in that thread I linked?

PostPosted: Tue Dec 21, 2004 5:16 pm
by AFADoomer
Right now, I can change the pistol and the chaingun just fine. Unfortunately, the Shotgun replacement uses the Chaingun code pointer to fire... So it uses the Chaingun sound.

I could sub in a weapon from another game, I guess, but I was planning on just waiting a while for custum weapons...

The Winamp plugin still doesn't recreate the percussion correctly. And there's no way (that I could tell) to export the file in another format, anyway (I don't use Winamp normally, so I may be mistaken.

PostPosted: Tue Dec 21, 2004 6:42 pm
by Arcane
Cheats plus running out of ammo equals suddenly having a weirdass plasma gun. o.o

PostPosted: Tue Dec 21, 2004 8:46 pm
by AFADoomer
What cheats are you using? Are you sure you don't have another .wad loading?

If I use 'give all', then nothing like that happens. The slots are set up in KEYCONF so that weapons 5-7 are empty...

The Plasma gun WOULD look wierd if you somehow got it, since the pallete has changed...

PostPosted: Tue Dec 21, 2004 10:07 pm
by HotWax
AFADoomer wrote:Polyobjects are no problem as far as making them, and sometimes they work just fine... Other times, though, they push in, and look fine, but when you walk up to them, they disappear (but still block you).


It sounds like you're doing something wrong. Make sure the polyobj is entirely in its own sector and stays there at all times! Make sure that the area where the polyobj will come to a rest after being used is inside that very same sector (don't just let it clip into another wall). If you're doing all of this and have the polyobj setup properly (and are using ZDBSP to build nodes), you shouldn't be having any problems.