DooM the Tei-Tenga Incident NOT DEAD YET!

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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

ok forgot about that one, will either re-do e3m1 or bugfix, also i dont see any slimetrails in my current gzdoom build. I use gzdooms nodbuilder but i am open to any suggestions. Ill go though the maps and re-compile with an external nodebuilder and see if that affects anything
Last edited by demo_the_man on Thu Jul 09, 2015 7:48 pm, edited 2 times in total.
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Athel
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Re: DooM the tei-tenga incident

Post by Athel »

Also the exit does not work on e3m1, and doing next map in console states no next map. Also, check your PMS.
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Yeah, its broke as heck right now, im still troubleshooting it. also i have not recived your pm
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Athel
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Re: DooM the tei-tenga incident

Post by Athel »

Just resent it.
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

A quick little update

There are now two type of security doors in base levels
~keycard security. Keycards are used to access areas of levels and more levels in the hub levels
~local secuirty. Doors are opened with a switch ofted assigned to a color. These do not require keycards.
~hell levels will use somthing diffrent, Artifacts and skull keys most likely.
~captians hand goes to episode 3 which is used to start the engine and arm the nuclear missiles of the ship that the cast uses to destroy tei-tenga
Also have some more screenshots
Spoiler:
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Update log 7/29/15
~organized levels in mapinfo all episodes that are selectable, have levels or temporary placeholders
~new e3m1
~episode 3 now works correctly
~Implemented BFG2704
~Added Grenade launcher
~Observatory Now has a working exit and enemy population.
~Download link~
http://www.mediafire.com/download/uf9q6 ... _29_15.pk3

Percentage Complete
Spoiler:
RIPANDTEAR
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Re: (UPDATE)DooM the tei-tenga incident

Post by RIPANDTEAR »

cool I will try this out
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Athel
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Re: (UPDATE)DooM the tei-tenga incident

Post by Athel »

Doom Pre Alpha 0.3 is on idgames.

Maybe look into that via DosBox to get inspiration? It shows off a couple of things the engine could have done.
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demo_the_man
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Re: (UPDATE)DooM the tei-tenga incident

Post by demo_the_man »

Saw that, comp is currently down for the next couple of days. I saw some screenies and video. I might find a use for the hudmap type thing, if i could figure out a less obtrusive way to make the hud. I might play around with the 0.3 e1m1 as a standalone thing. My personall hope is that john romero will grace us with the 0.6,7,and8 versions of doom. They are sure to exist on a harddrive somewhere. Plus in hud automap might require nash level ingenuity.
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armymen12002003
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Re: (UPDATE)DooM the tei-tenga incident

Post by armymen12002003 »

umm having trouble with the latest alpha which iwad do i need a doom.wad or doom2.wad?
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Athel
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Re: (UPDATE)DooM the tei-tenga incident

Post by Athel »

Doom.wad works for this project.
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armymen12002003
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Re: (UPDATE)DooM the tei-tenga incident

Post by armymen12002003 »

ok thanks
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Athel
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Re: (UPDATE)DooM the tei-tenga incident

Post by Athel »

No prob! :-)
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demo_the_man
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Re: (ALPHA 6)DooM the tei-tenga incident

Post by demo_the_man »

Just wanted everyone to know that ive updated this, with a whole lot of new stuff.
check the front page for more info!
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demo_the_man
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Re: (ALPHA 6)DooM the tei-tenga incident

Post by demo_the_man »

DO NOT DOWNLOAD THE CURRENT UPDATE UNTIL AFTER 3pm Est, DUE TO AN ERROR IN MY BUGFIXING, I DELETED THE MAPS FILES FROM THE PK3. I WILL POST A BUGFIXED VERSION THIS AFTERNOON!
this has been fixed, had my flash drive with slade on it and was able to fix
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