MOTI 2.0 Story-Driven TC

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WojtTheDoomer2K
Posts: 150
Joined: Sun Aug 27, 2023 5:46 pm
Location: Lower Silesia, Poland

Re: MOTI 2.0 Story-Driven TC

Post by WojtTheDoomer2K »

Doughnut1321 wrote: Sat Dec 16, 2023 2:56 pm As of 12/16/2023 I have downloaded this twice from a link I wad directed to by mediafire.com and I downloaded the package for Linux. I ran it on Mint 20.2 with snap GZDoom. The modest HUD never shows, nor any HUD for that matter. I followed suggestions for different settings until I was exhausted. Also, I think I am supposed to get a shotgun somewhere in the first map since I keep collecting shells (shotgun not sea shells). I tried to turn fog off but it's still there. When I ran it from the command line alone and not in the launcher (which also uses the command line) this is what I got for messages as it was loading (Note to the editors, if this is too long use ellipses and leave what you think is important.): anthony@anthony-HP-Compaq-6200-Pro-SFF-PC:~$ gzdoom -iwad doom2.wad -file "Mystery Of Tyskie Islands.pk3" models.pk3
GZDoom g4.10.0-m - 2022-12-04 15:23:05 +0100 - SDL version
Compiled on Jul 18 2023

OS: Ubuntu Core 22, Linux 5.4.0-169-generic on x86_64
GZDoom version g4.10.0-m
W_Init: Init WADfiles.
adding /usr/local/share/games/doom/gzdoom.pk3, 672 lumps
adding /usr/local/share/games/doom/game_support.pk3, 2559 lumps
adding /home/anthony/snap/gzdoom/121/.config/gzdoom/doom2.wad, 3649 lumps
adding /usr/local/share/games/doom/game_widescreen_gfx.pk3, 214 lumps
adding /home/anthony/snap/gzdoom/121/.config/gzdoom/Mystery Of Tyskie Islands.pk3, 3 lumps
adding /home/anthony/snap/gzdoom/121/.config/gzdoom/Mystery Of Tyskie Islands.pk3:muzyka.wad, 181 lumps
adding /home/anthony/snap/gzdoom/121/.config/gzdoom/Mystery Of Tyskie Islands.pk3:new_content.wadWARNING: duplicate S_START marker found.
, 3743 lumps
adding /home/anthony/snap/gzdoom/121/.config/gzdoom/Mystery Of Tyskie Islands.pk3:test echa.wad, 3787 lumps
adding /home/anthony/snap/gzdoom/121/.config/gzdoom/models.pk3, 14 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
/dev/shm/jack_db-1000/__db.001: No such file or directory
Opened device Built-in Audio Analog Stereo
EFX enabled
ALSA lib conf.c:4553:(snd_config_update_r) Cannot access file /usr/share/alsa/alsa.conf
ALSA lib seq.c:935:(snd_seq_open_noupdate) Unknown SEQ default
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i3-2120 CPU @ 3.30GHz
Family 6, Model 42, Stepping 7
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:GLDEFS
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:WIZ2SIT
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:WIZ2ACT
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:WIZ2ATK
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:WIZ2DTH
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:WIZ2PAI
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:SORRISE
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:AODSCRM
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:DSFREXP
Invalid data encountered for texture Mystery Of Tyskie Islands.pk3:new_content.wad:DSHELLEX
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Undefined drop item class Fire referenced from actor Thrall
script parsing took 300.20 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch doom2.wad:DEHACKED
Patch installed
Adding dehacked patch Mystery Of Tyskie Islands.pk3:test echa.wad:DEHACKED


Hey. Author here. On a new account, but still. I must admit, MOTI's coding was literally built on ducttape; back then I was not very good at coding and cobbled-together bad ACS that didn't work on new versions of GzDoom; not to mention some files of MOTI were literally corrupted due to a XWE bug (?), and some leves literally were unfinished. While MOTI got very positive reviews, with it being praised for the jungle graphics and it's mood and story, after all the time that pased, I think MOTI is not a very good mod. It's unpolished, rough, with chaotic designs (some of the open jungle areas look like Terry maps on an automap ngl), bad scripting, and a uneven aesthetic (the mixed 64x64 & 128x128 enemy sprites are especially jarring).

I recommend you take a look at my new mod, Reds Over World, which will premiere in 2024. It's gonna be huge.
Doughnut1321
Posts: 9
Joined: Wed Oct 04, 2023 4:23 pm
Operating System Version (Optional): Windows 10
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Re: MOTI 2.0 Story-Driven TC

Post by Doughnut1321 »

I was very impressed with some of the graphics in MOTI. I definitely will be looking for Reds Over World. Thank you for the effort you did put into MOTI. To me the spirit behind TCs like yours is what I look for in mods. In fact, even though flawed, yours is in my very picky collection of TCs.
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Void Warrior
Posts: 145
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

Re: MOTI 2.0 Story-Driven TC

Post by Void Warrior »

I just passed this TC yesterday and wrote an opinion about it (In Russian: https://doomguy.ru/community/topic/myst ... a-massera/).

Well, for the First Job, the Project is quite interesting (Especially in The Visual Part). But the lack of Guns and Minor Bugs can spoil the impression. However, I wouldn't call it a "Not Very Good Mod"! Yes, it has some problems, but it is quite interesting. So I'm happy with the passage! :wink:

And I will definitely appreciate "Reds Over World" when it is fully polished! :)
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WojtTheDoomer2K
Posts: 150
Joined: Sun Aug 27, 2023 5:46 pm
Location: Lower Silesia, Poland

Re: MOTI 2.0 Story-Driven TC

Post by WojtTheDoomer2K »

Void Warrior wrote: Sat Feb 17, 2024 5:32 am I just passed this TC yesterday and wrote an opinion about it (In Russian: https://doomguy.ru/community/topic/myst ... a-massera/).

Well, for the First Job, the Project is quite interesting (Especially in The Visual Part). But the lack of Guns and Minor Bugs can spoil the impression. However, I wouldn't call it a "Not Very Good Mod"! Yes, it has some problems, but it is quite interesting. So I'm happy with the passage! :wink:

And I will definitely appreciate "Reds Over World" when it is fully polished! :)
Heh, Reds Over World is finished!
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