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

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

Postby Footman » Fri Jan 29, 2010 3:36 am

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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Re: Doom 64 Stuff

Postby Enjay » Fri Jan 29, 2010 3:51 am

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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Re: Doom 64 Stuff

Postby Enjay » Fri Jan 29, 2010 12:15 pm

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

I noticed this though:

Code: Select allExpand view
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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Re: Doom 64 Stuff

Postby amv2k9 » Fri Jan 29, 2010 1:04 pm

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 allExpand view
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:
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Re: Doom 64 Stuff

Postby Footman » Fri Jan 29, 2010 1:15 pm

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 allExpand view
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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Re: Doom 64 Stuff

Postby Enjay » Fri Jan 29, 2010 1:56 pm

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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Re: Doom 64 Stuff

Postby Orangewaggs » Fri Jan 29, 2010 3:14 pm

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...
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Re: Doom 64 Stuff

Postby Footman » Fri Jan 29, 2010 3:17 pm

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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Re: Doom 64 Stuff

Postby Chris Neilson » Sat Jan 30, 2010 1:50 pm

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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Re: Doom 64 Stuff

Postby TheMistress » Sat Jan 30, 2010 2:24 pm

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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Re: Doom 64 Stuff

Postby Zhs2 » Sat Jan 30, 2010 9:07 pm

Holy shit, that's an old revision of GZDoom. Have you tried updating lately, sir?
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Re: Doom 64 Stuff

Postby Footman » Sat Jan 30, 2010 9:11 pm

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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Re: Doom 64 Stuff

Postby Chris Neilson » Sun Jan 31, 2010 6:26 am

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.
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Re: Doom 64 Stuff

Postby Gez » Sun Jan 31, 2010 6:40 am

Your Skulltag is seriously outdated. Grab 98a, or a 98b beta.
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Re: Doom 64 Stuff

Postby Chris Neilson » Sun Jan 31, 2010 7:05 am

Skulltag 98a has crash on windowxp too many mem
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