
[Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
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Re: [Resource] Pre-Release Art
Heh, I really like that texture with skulls gurgling blood and puss on green shit 

- NeuralStunner
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Re: [Resource] Pre-Release Art
Calm down. Why bitmaps with cyan? Uh, because it's unique from, say, the black which is used in the actual palette? Most lump editors use the cyan entry as a reference for which pixels should be transparent when converting to raw DooM GFX format. It's been done for years.ZDG wrote:I HATE WHEN PEOPLE CREATE BMP WITH CYAN.
Because YOU WILL have to remove THE DAMN CYAN AFTERWARDS!
BTW, I make 8-bit paletted PNGs with cyan backgrounds too. I just choose that entry from "Set Background Transparency". Viola! CYAN IS TRANSPARENT!

More likely the other way around - SC was built on a much earlier incarnation of what later became the DooM engine we know today.printz wrote:Hey, the liquid flats from the 0.4 folder... Weren't they recycled from Shadowcaster?
I will probably look through this pre-release stuff sometime. Always interesting to see how games were when they started.

Re: [Resource] Pre-Release Art
Some of the files don't palettize well into Doom, for example the FLOOR3_5 - FLOOR3_8 flats from 0.4.
- Captain Awesome
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Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
Just a quick reply to say the first page has been updated.
- InsanityBringer
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Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
Ugh, don't rip these sprites with XWE, as the bad handling of the beta/alpha formats creates a ton of garbage in the sprites.
Also, 0.2 alpha is a clone of the 0.4 alpha resources.
Also, 0.2 alpha is a clone of the 0.4 alpha resources.
- Captain Awesome
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Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
I'll try doing a version with SLADE3 in a few days when MancuNET goes back up.
Re: [Resource] Pre-Release Art
SLADE3 BETA LINK:
http://files.drdteam.org/index.php/file ... /slade3.7z
As for identical resources... The only graphics that are actually similar in the liquids I've compared are the NUKAGE1/2/3 flats which are (except for their hue) identical to the Shadowcaster fanim_lava and two following flats:

http://files.drdteam.org/index.php/file ... /slade3.7z
Technically, it's not an incarnation of the Doom engine. It's an experimental prototype, built from scratch, as a research project on how to improve on the Wolf3D engine design. It's not based on the Wolf3D engine, though it has some elements in common with it. The Doom engine was then also built from scratch. It's not based on the Shadowcaster engine either, though it also has some elements in common with it.NeuralStunner wrote:More likely the other way around - SC was built on a much earlier incarnation of what later became the DooM engine we know today.printz wrote:Hey, the liquid flats from the 0.4 folder... Weren't they recycled from Shadowcaster?
As for identical resources... The only graphics that are actually similar in the liquids I've compared are the NUKAGE1/2/3 flats which are (except for their hue) identical to the Shadowcaster fanim_lava and two following flats:

- NeuralStunner
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Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
Ah, I see. Thanks for the info, as always. 

- Captain Awesome
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Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
Thanks for the link and the info, Gez.
EDIT: How do I export the graphics? I keep getting "Not currently implemented." errors.
EDIT: How do I export the graphics? I keep getting "Not currently implemented." errors.
Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
i can't extract the files! i get an "unsupported compression method" error message with 7zip.
- wildweasel
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Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
With 7-zip you will have to use the "Copy" function. Outside of that, it works just like WinZIP/RAR.
Not sure what's wrong in Dudu's instance, though. Try redownloading it.
Not sure what's wrong in Dudu's instance, though. Try redownloading it.
Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
i get the same problem as dudu. Tried winzip and winrar.
Re: [Resource] Doom Pre-Release Art [UPDATE! on Pg. 1]
i redownloaded it, but i still can't extract the files. the 7zipped archive opens normally, though. i don't know what to do. i'm getting mad at it. i tried with winrar, winzip and 7zip.
update: i finally managed to extract the files with Peazip. thanks to Captain Ventris for telling me about the program.
update: i finally managed to extract the files with Peazip. thanks to Captain Ventris for telling me about the program.
- sirjuddington
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Re: [Resource] Pre-Release Art
If you can find a library or something to actually extract the data, it wouldn't be too hard to implement. Just make a custom JaguarWadArchive class or something and implement the data extraction in open() and loadEntryData(). At least I think that's all it'd takeGez wrote:Like recently I made code to open the Jaguar Doom IWAD (which is a normal IWAD, except it's big endian instead of little endian, so it can't be opened with normal tools as everything will seem wrong). But it turns out nearly all the lumps are compressed/encrypted with LZSS, which means that they're unreadable. To add support for it, one would need to change how entries are handled, so that encrypted or compressed entries are marked as such, and can be decrypted or decompressed before being identified. That's more work than I feel like doing, so I dropped it.

- Kinsie
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Re: [Resource] Pre-Release Art
So make your own damn resource rip, you lazy sack.ZDG wrote:I HATE WHEN PEOPLE CREATE BMP WITH CYAN.
Because YOU WILL have to remove THE DAMN CYAN AFTERWARDS!
Thanks for this Captain, your name definitely isn't false advertising.