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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Phobus
- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
Ok then, Kirby, you collaborate with Zap610 to get the detailing done, but do try to remember that there's a lot of new stuff that needs to be added to this wad, and some rather simple flaws that need to be solved to. I'll send zap the ftp details.
@Biff: Well, I'll put together the pieces when it's all done. That's why I said everybody should put it all in their own folder. In theory it won't be that hard to put together. In theory...
@Biff: Well, I'll put together the pieces when it's all done. That's why I said everybody should put it all in their own folder. In theory it won't be that hard to put together. In theory...
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Wills
- Posts: 1446
- Joined: Mon Jan 10, 2005 7:01 pm
- Location: The Well of Wishes
@Farlowj: I haven't downloaded this monster yet, so I don't know which stuff to change is on Map01 and which is on the other maps. Once I do let's arrange something. BTW, you said one linedef in Map01 crashes DeepSea but works in Doom Builder. Maybe you could fix the line in DB and that way you could use Deepsea.
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Biff
- Posts: 1061
- Joined: Wed Jul 16, 2003 5:29 pm
- Location: Monrovia, CA, USA
Wills, I looked at map01 to see what line problem Farlowj might have found. I don't believe that there is such a problem, I cannot find it. Also, there are fewer linedefs in map01 than the linedef number that Farlowj mentioned.
I'm suspecting that map01, which is the largest, overflows the limits of his older version of DeePsea. WadAuthor cannot handle it for similar reasons and a while back we had to split some of the map off because it had also become too large for Doom Builder.
Phobus - OK...just suggesting that your task will be much easier if you don't have to try to copy and paste pieces of work on a given map into another (master) copy of that map. Much easier to import the entire map into the master copy of the wad. This will only work if people take turns working on a given map, or at least keep their work on their local machine until they can get the latest version of the map and paste their own work in as they best know exactly what they have changed.
However you have to do it, I expect that you are up to the task. Thanks for taking it on.
I'm suspecting that map01, which is the largest, overflows the limits of his older version of DeePsea. WadAuthor cannot handle it for similar reasons and a while back we had to split some of the map off because it had also become too large for Doom Builder.
Phobus - OK...just suggesting that your task will be much easier if you don't have to try to copy and paste pieces of work on a given map into another (master) copy of that map. Much easier to import the entire map into the master copy of the wad. This will only work if people take turns working on a given map, or at least keep their work on their local machine until they can get the latest version of the map and paste their own work in as they best know exactly what they have changed.
However you have to do it, I expect that you are up to the task. Thanks for taking it on.
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farlowj
- Posts: 389
- Joined: Mon Feb 16, 2004 1:33 pm
- Location: Michigan
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Kirby
- Posts: 2697
- Joined: Thu Aug 26, 2004 1:23 pm
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solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
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hnsolo77
- Posts: 1446
- Joined: Sat Sep 16, 2006 8:06 pm
- Location: the mythical land of Toronto Canada. (not really)
well for your weapons issues
i could look at that and try to fix it for you, but with work and all i can promise nothing, but if you tell me the damage values you want and effects, ect i can at least give it a try
Code: Select all
Weapon issues
-The fireball launcher used to have an altfire which launched one big fireball, where's that gone?
-The fireballs seem to be done in dehacked and decorate, or possibly just dehacked, as the default spawned rockets are now the much weaker double fireball (should probably be two seperate projectiles). This is most noticeable on the cyberdemon and where rockets are spawned through scripts (my rocketpuzzle/trap thing)
-The decorate weapons have dehacked item pickups (most observable on startup, with the console message, relating to the massdriver, powershotgun, zdcmp2flamethrower and mp5)
-The zdcmp2flamethrower shoots archvile fire, which replaces plasma. This not only looks pretty lame, but it also means that when you are to be terminated in the missile control room, it shoots archvile fire at you instead of plasma shots. (dehacked needs to be replaced)
-The chainsaw has the chainsaw pickup sprite, but is hacked to be the triple barrel railgun that is used on the EMV pod turret thingy on the intro.-
Phobus
- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
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solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
I could, to an extent. Unfortunately, I don't have the rendering software I had when I made it. So the custom missile sprites I wanted to make for it are pretty much out of the question. I'm sure that will be a comparatively small bump in the road though, but we should probably look to find or make custom rocket sprites for it. Other than that, there's really not a whole lot of work to be done. Just some updating to modern DECORATE, and the final bits will be put in place once we figure out what sort of boss battle this should be.
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Phobus
- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
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solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
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Phobus
- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
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solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
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Phobus
- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
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solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am