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PostPosted: Fri Oct 08, 2004 5:12 pm
by Graf Zahl
Good guess. It's an updated version to handle large maps and Hexen format but DEU's error checker is still one of the best I have ever seen.

PostPosted: Fri Oct 08, 2004 5:18 pm
by Enjay
Well, I've kind of been avoiding DLing any of the work in progress files because I wanted to have this wad come as a total surprise to me when I play the final thing. However, curiosity got the better of me and I just played Z1M9.

Very, very cool indeed. I'm impressed with how well you guys are keeping to the brief. It was undeniably E1M9 but with lots of spiffy Zdoom special stuff, high detail architecture etc.

I'm attaching a file that someone may find useful as a prefab structure to drop in to the final battle of that map. It's a tank and a big gun/cannon that I use in my own project. I just ripped them out of the levels in my project and pasted them into a single WAD, so hopefully I didn't mess them up too much.

I can't claim the tank or the textures for it are all my own work. I got them from a WAD that I can't remember anymore. I certainly modified the structure of the tank and the textures at least a little myself so they are not quite as they appeared in the original WAD (anyone know what it was?). I think the gun is more down to me. If people want to use anything from it, go ahead.

I usually have scripts attached to the gun and the open tank so that the player can get in and shoot some rockets. :rocket:

Anyway, if there is anything useful in there that people feel they can use, be my guest. :)

[edit]attachment removed[/edit]

PostPosted: Fri Oct 08, 2004 5:59 pm
by wildweasel
Nice tanks.

PostPosted: Fri Oct 08, 2004 6:05 pm
by cyber-menace
Hmm... I should take a look at these. I made tanks that you could shoot from before, but they still looked wierd. /me downloads...

EDIT: The tanks are nice and all, but they can't be properly removed thanks to the slopes. Otherwise they would work nicely in E1M9... but thanks to the slopes, the "blown-up" effect doesn't work properly.

PostPosted: Fri Oct 08, 2004 6:24 pm
by Enjay
I use them on a couple of maps where one of the goals is to destroy them. I don't remove them, however (partly because of the problem you identify). I change their appearance slightly and spawn a few DECORATE items on them. The decorate item is just a cycling flame sprite, but I'm happy enough that it looks like the tanks are now inactive burning hulks.


[edit]Something else that may be of use. I just quickly threw this together just now and it probably still needs a bit of work to get it to tile nicely, but IMO something like this is better than the 64x64 "CLOUDS" texture. Just load the wad after the others to try it. (Unless someone has already included a bigger clouds pic - I'm not sure I have the most recent resource)[/edit]

PostPosted: Fri Oct 08, 2004 7:54 pm
by Risen
Whoever has the most recent resource WAD, please update it with the following in SNDINFO:
Code: Select allExpand view
$AMBIENT 26 amb17 POINT RANDOM 1.0 30.0 0.5
$AMBIENT 27 amb18 POINT RANDOM 1.0 30.0 0.5
$AMBIENT 28 amb19 POINT RANDOM 1.0 30.0 0.5


Once you've done that (it's important!) then I'm done E1M7 Week3.
http://twicerisen.ath.cx/dropzone/ze1m7.zip

There are some areas that could be improved and new areas could always be added, but I'm really happy with what I was able to accomplish from scratch in 1.5 weeks, and I'm quite satisfied with the results. It could ship as-is and I'd be okay with that. (given a few rounds of beta testing, of course!) I especially like the ending, which I just came up with this evening.

Please record demos of your first time though, I'd like to have someone else's gameplay to analyze. Thanks!

PostPosted: Fri Oct 08, 2004 8:16 pm
by LilWhiteMouse
Enjay wrote:I use them on a couple of maps where one of the goals is to destroy them. I don't remove them, however (partly because of the problem you identify).


If the "blow up" effect is simply lowering the sectors, you still can. Lower the flat sectors as usual & change their texture, but drop the slope sectors an exhuberant amount, and remove their surrounding lower textures. Let the surrounding floor texture bleed over the holes. If you're worried about the player falling into a hole, Spawn() some invisible solid actor for the player to walk over at key locations. That's how I made Rally's Cobra disappear in GSC, only I got away with simply putting a crime scene tape around it as I wasn't aware of Spawn() at the time.

PostPosted: Fri Oct 08, 2004 9:26 pm
by Kirby
I'm gonna post this map in a bit, I need to fix some common errors/mistakes I left unfinished.. Would have done them sooner, but I went to go see Varekai (which ROCKS MY WORLD!!!) and it took up some time.

Level stats:

6373 linedefs (6x)
10915 sidefs (10x)
1554 sectors (6x)
526 things
4795 vertices (4x)

Original Level stats:
1081 vertices
1352 linedefs
1727 sidefs
250 sectors
463 things

I should be done tonite. If not, then I'll psot it ASAP tomorrow morning.

PostPosted: Fri Oct 08, 2004 10:32 pm
by Risen
Because you all seem to care...

E1M7/ZE1M7 (after 1.5 weeks)
Vertices: 763/5068 (664%)
Linedefs: 958/6353 (663%)
Sidedefs: 1223/10868 (888%)
Sectors: 170/1357 (798%)
Things: 358/672 (187%)

Edit: Pulled TUD's resource WAD from page 50-something. Updated it with my SNDINFO additions. Uploaded. Please use this resource wad to play ZE1M7, or else you will not get the full effect.

http://twicerisen.ath.cx/dropzone/ZD1RES.zip

Also updated E1M7 with some small bugfixes. Same link as above, new file date: 2004-10-09 01:46

PostPosted: Sat Oct 09, 2004 5:28 am
by Enjay
LilWhiteMouse wrote:sloped sector disappear suggestion


Ahhh, cunning. I'll look into my copy of GSC again. Thanks.

PostPosted: Sat Oct 09, 2004 5:44 am
by Tormentor667
@Risen - Added the SNDINFO stuff

@Enjay - I will likely add your tanks and the new clouds ;) Thx for this!

PostPosted: Sat Oct 09, 2004 6:16 am
by Tormentor667

No Words
No Shots
No Info
No Stats


...just the map ;)
http://home.arcor.de/tormentor667/kdizd ... 3/e1m5.zip

PostPosted: Sat Oct 09, 2004 6:22 am
by NiGHTMARE
Hmm, half a day past the deadline and still only 3/9 maps...

PostPosted: Sat Oct 09, 2004 6:26 am
by Tormentor667
Okay, today is dealineday and so I take a look on what we've got so far:

Maps
E1M5
E1M7
E1M9
Missing: E1M1, E1M2, E1M3, E1M4, E1M8

Resources
Just the one big wad, which has the following errors:
- SUPPORT2 looks odd
- Skull-projectile from the SoulHarvester and Hell's Fury don't work, they are not visible. Sprites missing?
- Music is not yet compiled. (My Suggestion: Original WAD has no music, seperate WAD has music with MP3s from Overclocked Remices and other remix-resources, I already have enough tunes to spice up our episode)

Revamp Level 2
I already asked for the following people to participate in this second round but not all of them replied, so please do once again so I have a summary:
- Nmn
- Nightmare
- BioHazard
- cccp_leha
- Risen
The second round will take up 3 other weeks from Monday, 11th till Sunday, 31st, I will give more information on what we will have to do then very soon, but not today ;) By the way: This list might change as soon as I have all the maps from week3!


...if I forgot something, just let me know!

PostPosted: Sat Oct 09, 2004 6:40 am
by Nmn
Affirmitive
I will work on round 2 with pleasure, just tell me what I have to do :)
EDIT: Post the mp3 wad too, it will be better to listen to some e1 tunes while working as this gives tons of inspiration