Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1

Archive of the old editing forum
Forum rules
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.
Locked
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

The latest XWE beta is very very stable.

Yes I've had fatal experiences with old versions of XWE but I've forgiven it.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Nash wrote:The latest XWE beta is very very stable.

Yes I've had fatal experiences with old versions of XWE but I've forgiven it.
Hm...i wonder what version I have. I downloaded it about a month or two ago.

--------------------------------------------------------------------------------------
To Tormentor: I still can't find any good bases to edit fires and furnaces. I'm just recoloring some of the stuff right now. I should have an updated resource pack up by tomarrow.
--------------------------------------------------------------------------------------
Heres a small room I made today. It's just a room with a bunch of bookcases, i intened to use it for a trap (press wrong switch and summon in nasty monsters).

The map is now 95% finished. It's fully playable, but I feel the need to add 1 or 2 more rooms full of things.

Screenshot: http://www.deviantart.com/view/28147470/
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Post by Tormentor667 »

Looks good :)
*EDIT*
BTW, I add some textures on my own to the resource by adding them between TX_START and TX_END in my MAP11.WAD, it won't be to hard to include them later in the main wad, as all of them have the prefix "T_xxxx" ;)
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

@Eriance: The post you quoted was what I wrote in response to Alterworld ruler. The post of mine before that was aimed directly at your problem.
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Post by Tormentor667 »

Working on a new room, WIP
Image
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

wow. Looking nice. How did you get a two layered cieling on those bars? Or are they textures pasted undo under one another? Are you using GZdoom or normal Zdoom 0.96x?
--------------------------------------------------------------------------------------
Tormentor667 wrote:Looks good :)
*EDIT*
BTW, I add some textures on my own to the resource by adding them between TX_START and TX_END in my MAP11.WAD, it won't be to hard to include them later in the main wad, as all of them have the prefix "T_xxxx" ;)
Sure thing. The Texture name is same as the graphics name right (unlike doom, that had different names for the texture from their actual graphics).
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Bingo. Also much easier than arsing about with TEXTUREx and PATCHES, too. :)
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Looks like stacked sectors!
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

Looks like 3-D floors to me, mainly because I'm not fulyl aware of what stacked sectors are capable of aside from making editing complex ceilings and floors easier than it would otherwise be, and slowing down the framerate a helluva lot.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

That's definitely ZDoom 2.0.96x: GZDoom would look less jaggy.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

TheDarkArchon wrote:That's definitely ZDoom 2.0.96x: GZDoom would look less jaggy.
Does Gzdoom support all the features that Zdoom 0.96x supports? Like the weapons and stuff.
--------------------------------------------------------------------------------------
EDIT:

Here's the updated resource wad. There are a bunch of textures that i added, though I still cant find any good liting effects other than fires. There are a few patches that i did not put into the Textures lump yet (they were made from the blood resource pack Tomentor sent me), and will not be until I see how well they fit into my mod first.

Download Link: http://rapidshare.de/files/11828084/DE-MAIN.zip.html
Last edited by Amuscaria on Wed Jan 25, 2006 3:18 pm, edited 1 time in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

Yeah, it does.
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Eriance wrote: Does Gzdoom support all the features that Zdoom 0.96x supports? Like the weapons and stuff.
Of course!
User avatar
Nash
 
 
Posts: 17506
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Phobus wrote:Looks like 3-D floors to me, mainly because I'm not fulyl aware of what stacked sectors are capable of aside from making editing complex ceilings and floors easier than it would otherwise be, and slowing down the framerate a helluva lot.
Not necessarily. If you don't abuse it, stacked sectors work great for simple 3-d constructs like stacked bars in the ceiling, grates that you can see through, 3-d scrolling skies, etc.

Though to be honest, GZDoom's 3-d floors pwns me. =)
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Nash wrote:
Phobus wrote:Looks like 3-D floors to me, mainly because I'm not fulyl aware of what stacked sectors are capable of aside from making editing complex ceilings and floors easier than it would otherwise be, and slowing down the framerate a helluva lot.
Not necessarily. If you don't abuse it, stacked sectors work great for simple 3-d constructs like stacked bars in the ceiling, grates that you can see through, 3-d scrolling skies, etc.

Though to be honest, GZDoom's 3-d floors pwns me. =)
You guys keep talking about stacked sectors. I was wondering, what excactly is it. Until now, I thought its just 1 sector with another sector inside it that is the samesize without having ti's vertexes stiched. But i have a feeling i'm mistaken.
Locked

Return to “Editing (Archive)”