Power DoLLS: Innersphere Assault
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
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Sixteen(?) missions playable. My current to do list:
Finish the X36S
Finish Yellow Jacket
Finish the Dropship & mission
Add finale(?) mission
Add Kogado/Power DoLLS and FASA secrets
Add Lights Out B mission
Add RDF to HQ mission
Add RDF to PackRats mission
Add Locust
Add Karnov & mission
Expand ELINT mission
Expand Nitrogen mission
[EDIT] Add Objective preview
Sixteen(?) missions playable. My current to do list:
Finish the X36S
Finish Yellow Jacket
Finish the Dropship & mission
Add finale(?) mission
Add Kogado/Power DoLLS and FASA secrets
Add Lights Out B mission
Add RDF to HQ mission
Add RDF to PackRats mission
Add Locust
Add Karnov & mission
Expand ELINT mission
Expand Nitrogen mission
[EDIT] Add Objective preview
Last edited by LilWhiteMouse on Thu Jul 13, 2006 3:46 pm, edited 2 times in total.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
They're in a proprietary format that doesn't lend itself to export. It would take longer to clean them up for outside use then it would for someone to simply recreate them from scratch.
http://home.midmaine.com/~lilwhitemo/X36s_l3c.JPG
http://home.midmaine.com/~lilwhitemo/X36S_DXF.JPG
Besides, I can't run GZDoom in GL mode so I have no incentive to do it.
http://home.midmaine.com/~lilwhitemo/X36s_l3c.JPG
http://home.midmaine.com/~lilwhitemo/X36S_DXF.JPG
Besides, I can't run GZDoom in GL mode so I have no incentive to do it.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
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That's what I exported it to, from DoGA's suf, l3p, and l3c formats. If you'll look though, half the polys are inverted, more then that would have to be culled, and the remaining dissected.Cyrez wrote:Though if i read that right one is in DXF format which is native AutoCad format.
[EDIT] The basis for the final mission is in place. Like many of the missions, it still needs to get fluffed up though. Haven't decided if I'm going to expand it into two missions yet.
I've also finally added turret emplacements. Might do a couple different types, akin to the infantry.
[EDIT2] Anyone else finding themselves inundated with VTOL enemies?
[EDIT3] No matter. I replaced the A312 with the F221, and made the A312 an air supremacy option, what it should be anyway. Becomes available when you start facing Yellow Jackets, as Warriors are relatively easy to deal with.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
http://home.midmaine.com/~lilwhitemo/pdia01.zip
One note, I screwed up when I zipped it. Move testmap.wad and testmap2.wad into the skins directory.
Assorted changes and additions:
•Added the Locust
•Added the core for the final mission, though the more I look at it the more I think I'll add another after.
•Merged the Catapults and ELINT missions
•Balanced the mission/enemy/weapon progression a bit
•Added the DRu35. It has the potential to take down a Mauler in one hit.
•Changed the C556 supply drop again. It gives you the ammo like before, but in four units so you won't waste so much on weapons that don't need it as much.
•Improved the LTADS response. It's quicker, and a little more reliable. The A312 is now air to air only, what it's supposed to be anyway. It's used to take down any VTOLs that are in the air. The F221 now fills the bomber role (again, what it's role actually is). I need to rework the F221 model though.
•Detailed the map a little more. Placed the bonus trigger area, but haven't implemented it yet.
•Expanded the HQ and Nitrogen missions a little.
•Added proper props for the M6b and DRu35
•Fixed the actor mover invulnerability bug.
•The MC88 no longer has unlimited range. I intend to do the same thing to the DSG10 and M6s.
One note, I screwed up when I zipped it. Move testmap.wad and testmap2.wad into the skins directory.
Assorted changes and additions:
•Added the Locust
•Added the core for the final mission, though the more I look at it the more I think I'll add another after.
•Merged the Catapults and ELINT missions
•Balanced the mission/enemy/weapon progression a bit
•Added the DRu35. It has the potential to take down a Mauler in one hit.
•Changed the C556 supply drop again. It gives you the ammo like before, but in four units so you won't waste so much on weapons that don't need it as much.
•Improved the LTADS response. It's quicker, and a little more reliable. The A312 is now air to air only, what it's supposed to be anyway. It's used to take down any VTOLs that are in the air. The F221 now fills the bomber role (again, what it's role actually is). I need to rework the F221 model though.
•Detailed the map a little more. Placed the bonus trigger area, but haven't implemented it yet.
•Expanded the HQ and Nitrogen missions a little.
•Added proper props for the M6b and DRu35
•Fixed the actor mover invulnerability bug.
•The MC88 no longer has unlimited range. I intend to do the same thing to the DSG10 and M6s.
- Krillancello
- Posts: 309
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- Location: Teh Intarwebivurs
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
- Unknown_Assassin
- Posts: 2468
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- Contact:
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
First off, let me just say I know nothing about linux. Is there any kind of order that ZDoom would be loading & reading the files? Your error is coming from KERENSKY.WAD, which modifies the Warrior H8 from WARRIOR.WAD. I'm guessing your linux ZDoom is trying to load the Kerensky version before the original Warrior is loaded. Try opening up KERENSKY.WAD and WARRIOR.WAD and moving the "WarriorH8_Kerensky" actor (located at the very bottom of the DECORATE lump) into the DECORATE lump in WARRIOR.WAD, but after the original "WarriorH8".Krillancello wrote:I'm running Gentoo Linux. :P
- Krillancello
- Posts: 309
- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
I've checked into it a bit, and the only files autoloaded by zdoom from the skins directory are the testmap files. In Linux, two files with the same name and extension can coexist if one has a lower- or upper-case letter that the other does not (e.g: testmap.wad and testmap.waD can safely be put in the same directory). It seems my ZDoom is differentiating between .wad and .WAD based on this concept. However, even if I renamed all the files to lowercase, I think it would still have a problem (I'm going to try anyways). In Linux, if you specify a list of files without specifying an order to the list (e.g: *.wad), the files in the list are taken in alphabetical order.LilWhiteMouse wrote:First off, let me just say I know nothing about linux. Is there any kind of order that ZDoom would be loading & reading the files? Your error is coming from KERENSKY.WAD, which modifies the Warrior H8 from WARRIOR.WAD. I'm guessing your linux ZDoom is trying to load the Kerensky version before the original Warrior is loaded. Try opening up KERENSKY.WAD and WARRIOR.WAD and moving the "WarriorH8_Kerensky" actor (located at the very bottom of the DECORATE lump) into the DECORATE lump in WARRIOR.WAD, but after the original "WarriorH8".Krillancello wrote:I'm running Gentoo Linux.
Edit: I just renamed all of the .WAD files to .wad (same exact filenames), and the error recurred. And also, your solution worked. The error had to be caused by alphabetical loading. In any case, I've been able to start playing it.