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Every story need beginning. My beginning is very simple:
"One night i saw strange and beautiful dream about strange videogame. Graphics was similar to Doom or Duke Nukem 3D and gameplay was similar to Postal 2. I remember correctly old post-soviet commieblocks, that was 3 or 4 floors in height. On the background there was something like flat forest texture and transition to other areas of this small town was maded thru concrete tonnels. I remember, that in some apartments there was NPCs."
So, after few weeks i decided to start making some levels and adding custom textures.
After few days basic skeleton of project appeared. I draw some plans in my notebook and started looking for more resources.
For now there is few early maded maps, that was maded with help of kind and nice community from this good forum.
Here, some screenshots of the maps:
Spoiler:
House of protagonist and his father.
Toilet of abandoned building in nearby area.
Some network of roads, that connects various locations.
Part of abandoned mine.
Rural disco, that located before settlement.
Some kitchen in apartment of urban village.
Garages, where citizens of urban village store theis cars.
Strange building straight from my dreams.
For now i don't have so much story yet. You are simple Russian dude named Vasya. Your mother died in car accident several years ago. Your father are... Baron of hell? Yeah. In this abomination several basic NPCs from Doom are neutral or friendly to us. But who is your enemy? Various gopniks, ofcourse (for now they have marine skins). They are invading to your district and messing up your calm life. There is also several abandoned and scary locations, that are full of cultists, demons and hellspawns.
In future i want to add some basic quests and keyhunting (ofcourse, because this is Doom). In plans i have about 20 maps, but for now you can see sketches of these maps: 01, 02, 03, 04, 08, 09, 10 and 13. Some of these are kinda unavailable to travel into by foot, so you can use "map" or "changemap" console commands.
Also this abomination has some simple dialogues and EN/RU translations...
I am also sorry for this early and dull state, but i don't know what is gonna happen to me in next few months, so i want to archieve this project as well.
And... Most important note! The great and powerful credits:
Spoiler:
Stolen Props (Sowwy UwU):
-------------------------
VoxelVehiclesPackV1.0 By NerdKoopa
Box By Lucario, Captain Awesome
Food By DavidRaven
JunkPiles By Gothic
PipePack By FuzzyBlaze
TrashCans By Lucario, Captain Awesome
Squirrel By Ghastly_dragon, Doomedarchviledemon
Sheep By Ghastly_dragon, Doomedarchviledemon
Piggy By Doomedarchviledemon
Fly By Doomedarchviledemon
Crow By Mor'ladim
Chicken By TheDoomedArchvile
BloodyChain By Scalliano
BonePile By Captain Toenail
BurningCorpses By Zrrion The Insect
BurningCorpse By ETTiNGRiNDER
CorpsePile By Gothic
CrucifiedCorpses By ETTiNGRiNDER
GorePack By Lucario, Captain Awesome
HangedBloodySkeleton By Mr.Green
ImpaledCorpses By ETTiNGRiNDER
ImpaledDogHeads By Gothic
MarineCorpses By MDK
GreyLamp By Ghastly_dragon
YellowLamp By Ghastly_dragon
WorkLights By Elend, TheMrCat
SmallTreesAndBushes By CaptainToenail
DeadSwampTrees By Gothic
LiquidFountains By Captain Toenail
NecroDomeRocks By Captain Toenail
Stolen Enemies (Sowwy UwU):
-------------------------
AlliedMarinesPack By DBJ87
Azazel By DBThanatos, Ghastly Dragon, Vader
BloodSkull By Tormentor667
Blot By Tormentor667
DeathIncarnate By Eriance, Blue Shadow, MagicWazard, Ghastly Dragon, Sandypaper
FleshWizard By Melvin, Ghastly Dragon
FormerScientists By Scalliano, Ghastly
Hangman By Captain Toenail, Ghastly
Illus By Ghastly Dragon
Nightmare By Tormentor667, Eriance, Ghastly
Rottweiler By Captain Toenail, Ghastly
ShadowHunter By DoomedArchvileDemon, TheMightyHeracross
Shadow By Tormentor667, Vader, Ghastly Dragon, Ghastly Dragon, Sandypaper
Shade By Jaeden
SmallRat By Ghastly_dragon, Doomedarchviledemon
Swarm By LilWhiteMouse
UndeadPriest By Captain Toenail
ZombieFodder By Horror Movie Guy, Ghastly
DeepOne By Dr.Doctor
NightShade By Eriance, Ghastly
ObsidianStatue By Ghastly Dragon, Dreadopp, Vader
Roach By Ghastly_dragon, Sandypaper, Vader, Mike12
SlimeWorm By Captain Toenail, Dreadopp
Satyr By Ghastly, Vader, Nanami
DarknessRift By Ghastly Dragon
Phantom By Maelstrom, Ebola
Stolen Weapons (Sowwy UwU):
-------------------------
FistRedux By That_One_Doom_Mod, Wh1teFang
Colt45 By JoeyTD, SuperSonix07
DukeShotgun By Captain Toenail
Coachgun By Captain Toenail
AK47 By JoeyTD
40MMGrenadeLauncher By ProjectAngel, Ozymandias81, BadMojo, ProjectAngel
M40A1SniperRifle By TODM
Bike By OSJC
Various Sounds & Textures From:
-------------------------
S.T.A.L.K.E.R. Trilogy
Half-Life 1,2
Afraid Of Monsters
Cry Of Fear
Grey
System Shock 2
Postal 2
VTMB
Deus Ex: ReVision
M.I.R.
Models From:
-------------------------
S.T.A.L.K.E.R. Trilogy
Half-Life 2
Counter-Strike: Source
Garry's Mod
M.I.R. (Meanwhile In Russia mod for Xash3D)
Music:
-------------------------
Title -> iLDjARN-NiDHOGG - Fleeing Herd
Special Thanks To:
-------------------------
ID Software - Doom.
DRD Team - GZDoom.
MaxED - GZDoom Builder.
ZZYZX - GZDoom Builder fork (bugfix branch).
Gez, PhantomBeta, Nash, Kappes Buur - Technical support and important advices.
Enjay - Working ambient sound sequences, spinning skybox, breakable glass, normals of custom models and TERRAIN defs.
The Zombie Killer - Footsteps ACS script library.
Eric Ball - Automap blocking trick.
MFG38 - Tricky lights on dancefloor.
SanyaWaffles - Russian text in ACS/StrifeDialogue.
Graf Zahl - Help with ACS "GetActorZ" function.
Jarewill - Explanation about DSJUMP lump.
OVERDRIVE - Explanation about DSOUCH, DSFLOUSH, DSGLOOP and DSSPLASH lumps.
Blender Foundation - Blender.
Nem - GCFScape, VTFEdit.
Kworces - Mistfit Model 3D.
Zturtleman - Maverick Model 3D.
NPhernos - MD3Compiler & MD3Viewer.
What version gzdoom need to run the game? on version 4.3. this error occurs: Script error, "RestInRussia_20y05m23d.pk3:gldefs.bm" line 1: Lump 'brightmaps/sprites/doom2.bm' not found
Brightmap 'BMINCAA1' not found in texture 'INCAA1D1'
Brightmap 'BMINCAA2' not found in texture 'INCAA2D8'
Brightmap 'BMINCAA3' not found in texture 'INCAA3D7'
Brightmap 'BMINCAA4' not found in texture 'INCAA4D6'
Brightmap 'BMINCAA5' not found in texture 'INCAA5D5'
Brightmap 'BMINCAA6' not found in texture 'INCAA6D4'
Brightmap 'BMINCAA7' not found in texture 'INCAA7D3'
Brightmap 'BMINCAA8' not found in texture 'INCAA8D2'
Brightmap 'BMINCAB1' not found in texture 'INCAB1E1'
Brightmap 'BMINCAB2' not found in texture 'INCAB2E8'
Brightmap 'BMINCAB3' not found in texture 'INCAB3E7'
Brightmap 'BMINCAB4' not found in texture 'INCAB4E6'
Brightmap 'BMINCAB5' not found in texture 'INCAB5E5'
Brightmap 'BMINCAB6' not found in texture 'INCAB6E4'
Brightmap 'BMINCAB7' not found in texture 'INCAB7E3'
Brightmap 'BMINCAB8' not found in texture 'INCAB8E2'
Brightmap 'BMINCAC1' not found in texture 'INCAC1F1'
Brightmap 'BMINCAC2' not found in texture 'INCAC2F8'
Brightmap 'BMINCAC3' not found in texture 'INCAC3F7'
Brightmap 'BMINCAC4' not found in texture 'INCAC4F6'
Brightmap 'BMINCAC5' not found in texture 'INCAC5F5'
Brightmap 'BMINCAC6' not found in texture 'INCAC6F4'
Brightmap 'BMINCAC7' not found in texture 'INCAC7F3'
Brightmap 'BMINCAC8' not found in texture 'INCAC8F2'
Brightmap 'BMINCAG1' not found in texture 'INCAG1R1'
Brightmap 'BMINCAG2' not found in texture 'INCAG2R8'
Brightmap 'BMINCAG3' not found in texture 'INCAG3R7'
Brightmap 'BMINCAG4' not found in texture 'INCAG4R6'
Brightmap 'BMINCAG5' not found in texture 'INCAG5R5'
Brightmap 'BMINCAG6' not found in texture 'INCAG6R4'
Brightmap 'BMINCAG7' not found in texture 'INCAG7R3'
Brightmap 'BMINCAG8' not found in texture 'INCAG8R2'
Brightmap 'BMINCAH1' not found in texture 'INCAH1S1'
Brightmap 'BMINCAH2' not found in texture 'INCAH2S8'
Brightmap 'BMINCAH3' not found in texture 'INCAH3S7'
Brightmap 'BMINCAH4' not found in texture 'INCAH4S6'
Brightmap 'BMINCAH5' not found in texture 'INCAH5S5'
Brightmap 'BMINCAH6' not found in texture 'INCAH6S4'
Brightmap 'BMINCAH7' not found in texture 'INCAH7S3'
Brightmap 'BMINCAH8' not found in texture 'INCAH8S2'
Brightmap 'BMINCAI1' not found in texture 'INCAI1T1'
Brightmap 'BMINCAI2' not found in texture 'INCAI2T8'
Brightmap 'BMINCAI3' not found in texture 'INCAI3T7'
Brightmap 'BMINCAI4' not found in texture 'INCAI4T6'
Brightmap 'BMINCAI6' not found in texture 'INCAI6T4'
Brightmap 'BMINCAI7' not found in texture 'INCAI7T3'
Brightmap 'BMINCAI8' not found in texture 'INCAI8T2'
Brightmap 'BMINCAJ1' not found in texture 'INCAJ1'
Brightmap 'BMINCAJ2' not found in texture 'INCAJ2'
Brightmap 'BMINCAJ3' not found in texture 'INCAJ3'
Brightmap 'BMINCAJ4' not found in texture 'INCAJ4'
Brightmap 'BMINCAJ5' not found in texture 'INCAJ5'
Brightmap 'BMINCAJ6' not found in texture 'INCAJ6'
Brightmap 'BMINCAJ7' not found in texture 'INCAJ7'
Brightmap 'BMINCAJ8' not found in texture 'INCAJ8'
Brightmap 'BMINCAK1' not found in texture 'INCAK1'
Brightmap 'BMINCAK2' not found in texture 'INCAK2'
Brightmap 'BMINCAK3' not found in texture 'INCAK3'
Brightmap 'BMINCAK4' not found in texture 'INCAK4'
Brightmap 'BMINCAK5' not found in texture 'INCAK5'
Brightmap 'BMINCAK6' not found in texture 'INCAK6'
Brightmap 'BMINCAK7' not found in texture 'INCAK7'
Brightmap 'BMINCAK8' not found in texture 'INCAK8'
Brightmap 'BMINCAL1' not found in texture 'INCAL1'
Brightmap 'BMINCAL2' not found in texture 'INCAL2'
Brightmap 'BMINCAL3' not found in texture 'INCAL3'
Brightmap 'BMINCAL4' not found in texture 'INCAL4'
Brightmap 'BMINCAL5' not found in texture 'INCAL5'
Brightmap 'BMINCAL6' not found in texture 'INCAL6'
Brightmap 'BMINCAL7' not found in texture 'INCAL7'
Brightmap 'BMINCAL8' not found in texture 'INCAL8'
Brightmap 'BMINCAU1' not found in texture 'INCAU1'
Brightmap 'BMINCAU2' not found in texture 'INCAU2'
Brightmap 'BMINCAU3' not found in texture 'INCAU3'
Brightmap 'BMINCAU4' not found in texture 'INCAU4'
Brightmap 'BMINCAU5' not found in texture 'INCAU5'
Brightmap 'BMINCAU6' not found in texture 'INCAU6'
Brightmap 'BMINCAU7' not found in texture 'INCAU7'
Brightmap 'BMINCAU8' not found in texture 'INCAU8'
Brightmap 'BMINCXA0' not found in texture 'INCXA0'
Brightmap 'BMINCXB0' not found in texture 'INCXB0'
Brightmap 'BMINCXC0' not found in texture 'INCXC0'
Brightmap 'BMINCXD0' not found in texture 'INCXD0'
Brightmap 'BMINCXE0' not found in texture 'INCXE0'
Brightmap 'BMINCXF0' not found in texture 'INCXF0'
Brightmap 'BMINCXG0' not found in texture 'INCXG0'
Brightmap 'BMINCXH0' not found in texture 'INCXH0'
Brightmap 'BMINCXI0' not found in texture 'INCXI0'
Brightmap 'BMINCXJ0' not found in texture 'INCXJ0'
Brightmap 'BMROACA1' not found in texture 'ROACA1'
Brightmap 'BMROACA2' not found in texture 'ROACA2A8'
Brightmap 'BMROACA3' not found in texture 'ROACA3A7'
Brightmap 'BMROACB1' not found in texture 'ROACB1'
Brightmap 'BMROACB2' not found in texture 'ROACB2B8'
Brightmap 'BMROACB3' not found in texture 'ROACB3B7'
Brightmap 'BMROACC1' not found in texture 'ROACC1'
Brightmap 'BMROACC2' not found in texture 'ROACC2C8'
Brightmap 'BMROACC3' not found in texture 'ROACC3C7'
Brightmap 'BMROACC4' not found in texture 'ROACC4C6'
Brightmap 'BMROACD1' not found in texture 'ROACD1'
Brightmap 'BMROACD2' not found in texture 'ROACD2D8'
Brightmap 'BMROACD3' not found in texture 'ROACD3D7'
Brightmap 'BMROACE1' not found in texture 'ROACE1'
Brightmap 'BMROACE2' not found in texture 'ROACE2E8'
Brightmap 'BMROACE3' not found in texture 'ROACE3E7'
Brightmap 'BMROACF1' not found in texture 'ROACF1'
Brightmap 'BMROACF2' not found in texture 'ROACF2F8'
Brightmap 'BMROACF3' not found in texture 'ROACF3F7'
Brightmap 'BMROACG1' not found in texture 'ROACG1'
Brightmap 'BMROACG2' not found in texture 'ROACG2G8'
Brightmap 'BMROACG3' not found in texture 'ROACG3G7'
Brightmap 'BMROACI0' not found in texture 'ROACI0'
Brightmap 'BMROACJ0' not found in texture 'ROACJ0'
Brightmap 'BMROACN0' not found in texture 'ROACN0'
Brightmap 'BMROACO0' not found in texture 'ROACO0'
Brightmap 'BMSHDWA1' not found in texture 'SHDWA1'
Brightmap 'BMSHDWA2' not found in texture 'SHDWA2A8'
Brightmap 'BMSHDWA3' not found in texture 'SHDWA3A7'
Brightmap 'BMSHDWB1' not found in texture 'SHDWB1'
Brightmap 'BMSHDWB2' not found in texture 'SHDWB2B8'
Brightmap 'BMSHDWB3' not found in texture 'SHDWB3B7'
Brightmap 'BMSHDWB4' not found in texture 'SHDWB4B6'
Brightmap 'BMSHDWC1' not found in texture 'SHDWC1'
Brightmap 'BMSHDWC2' not found in texture 'SHDWC2C8'
Brightmap 'BMSHDWC3' not found in texture 'SHDWC3C7'
Brightmap 'BMSHDWD1' not found in texture 'SHDWD1'
Brightmap 'BMSHDWD2' not found in texture 'SHDWD2D8'
Brightmap 'BMSHDWD3' not found in texture 'SHDWD3D7'
Brightmap 'BMSHDWE1' not found in texture 'SHDWE1'
Brightmap 'BMSHDWE2' not found in texture 'SHDWE2E8'
Brightmap 'BMSHDWE3' not found in texture 'SHDWE3E7'
Brightmap 'BMSHDWF1' not found in texture 'SHDWF1'
Brightmap 'BMSHDWF2' not found in texture 'SHDWF2F8'
Brightmap 'BMSHDWF3' not found in texture 'SHDWF3F7'
Brightmap 'BMSHDWG1' not found in texture 'SHDWG1'
Brightmap 'BMSHDWG2' not found in texture 'SHDWG2G8'
Brightmap 'BMSHDWG3' not found in texture 'SHDWG3G7'
Brightmap 'BMSHDWG4' not found in texture 'SHDWG4G6'
Brightmap 'BMSHDWG5' not found in texture 'SHDWG5'
Brightmap 'BMSHDWI0' not found in texture 'SHDWI0'
Brightmap 'BMSHDWJ0' not found in texture 'SHDWJ0'
Brightmap 'BMSHDXA0' not found in texture 'SHDXA0'
Brightmap 'BMSHDXB0' not found in texture 'SHDXB0'
Brightmap 'BRGHA1' not found in texture 'TLGHA1'
Brightmap 'BRGHA2A8' not found in texture 'TLGHA2A8'
Brightmap 'BLGHA1' not found in texture 'WLGHA1'
Brightmap 'BLGHA2A8' not found in texture 'WLGHA2A8'
And the other message also seems to be correct. "brightmaps/sprites/doom2.bm" does not exist but is it mentioned in the FILTER/doom.id.doom2/gldefs.bm file. Deleting or renaming the FILTER folder allows the mod to start. The only thing in there is the dodgy file.
On top of that, some of the level transitions from the road network don't work - complaining of no player 1 start. This probably means that the exit line/script specifies a player start spot argument and no start spot with that argument exists on the destination map. You can get to the map by typing it at the console which means a P1 start spot is there.
I'm also not a fan of hiding the automap with a graphic.
//"Winner Don't Use AutoMap" By Eric Ball
statusbar automap,forcescaled
{
DrawImage "AUTOBLOC", -100, 0;
DrawImage "AUTOMAP", 0, 0;
}
/sigh
The skybox looks weird too - the sides are lit differently (with my settings at least) so it's very obviously just a giant box with cloud textures on it.
Well, certainly it starts but all of the other issues I mentioned are still present (including all of the invalid brightmap references and game-stoppers like not being able to progress from map03 to map09). So "works fine" is probably a bit strong.
I am currently using GZDoom 4.4 and on my instance of source-port this abomination starting without problems... Hmmm...
By the way, scary brightmaps:
Yes, I have problems with brightmaps. For this project I grabbed few resources (mainly monsters and light sources) from Tormentor667 site and then I ripped all from various wads into one single *pk3 archive, but i don't sure how brightmaps must work in that kind of package. I tried to take a sneak peak into various brightmaps mods, but my head just exploded.
Mystical case about strange skybox:
I have similar problem in various TC's while enabling some Ambient Occlusion. I mean, for me it looks normal. But i suppose, that i (somehow) messed up my skybox and it must works fine with AO...
Spoiler:
Broken transition from MAP03 to MAP09:
For now it intended to be like that. I started mapping urban village not from exterier, but from interier. Ofcourse i will connect MAP09 with MAP03 via tunnel after finishing some outdoor area...
Few words about hidden automap:
I predicted that kind of reaction, but you can still use IDDT for full overlay automap. And it's OK, if you just delete this stupid blocky thing from *pk3. I can't forbid player to do that.
RastaManGames wrote:Mystical case about strange skybox:
...
Unless you need a "physical" skybox in the map for some reason, if you define your skyboxes in GLDEFs and use them in the normal way (i.e. define which sky to use in MAPINFO) rather than building a cube and putting the textures on the faces, then the problem should go away. The skybox textures that you are using look as if they will work just fine if used that way.
RastaManGames wrote:Few words about hidden automap:
...
I'm going to suggest that adding a "feature" that you knew would get an unfavourable reaction is an interesting choice, especially as it doesn't really add anything to the gameplay. This is not a mystery or a survival mod where the player needs to feel lost. You've just hidden the map for the hell of it and a bit of a joke. The "Winner Don't Use AutoMap" comment in the code testifies to that. I mean, it's your choice but I think hiding the map like that is a bit of a dick move.
Feel free to take anything you want from my abandoned WAD "Doom TEPPUTOPU9l POCCUU" (viewtopic.php?f=19&t=63330). I also speak Russian in private messages, if you need help with those engine tricks. (Sorry, I need to re-up the file) Done.