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Phobus
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Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

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...
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Wills
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Location: The Well of Wishes

Post by Wills »

@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
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Location: Monrovia, CA, USA

Post by Biff »

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.
farlowj
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Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Yeah, probably just me being stupid with the map thing.

Wills: I won't touch MAP01, so do what you will with that. As for the other stuff, after you download it, let me know what you want to do, and I'll work on parts on another level so we can avoid the situation that Biff is describing.
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Kirby
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Post by Kirby »

@Phobus - Sure thing. Also, I'm not suggesting that detailing is high priority, it just needs to be done. Mapping is without a doubt the first thing needed in this project.
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solarsnowfall
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Joined: Thu Jun 30, 2005 1:44 am

Post by solarsnowfall »

Hey Phobus, think you could use any special effects, akin to what you've scene for Stronghold?
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hnsolo77
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Location: the mythical land of Toronto Canada. (not really)

Post by hnsolo77 »

well for your weapons issues

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.
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
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Phobus
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Post by Phobus »

Actually, most of the issues there don't involve damage at all. It's mainly looks and sorting out DeHackEd items.

@solarsnowfall: I dunno... I think that needs a vote of some sort, as does Dark Fox's status bar. Any hope you'd finish up the killbot?
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solarsnowfall
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Joined: Thu Jun 30, 2005 1:44 am

Post by solarsnowfall »

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
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Post by Phobus »

Sounds good. And hell, if all else fails I can draw missile sprites :P
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solarsnowfall
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Post by solarsnowfall »

Well the original idea was to go with a 16 sided missile, given that the Killbot itself was 16 sided.
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Phobus
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Post by Phobus »

Ahah, but multiple rotations on a projectile are rarely needed, as they go by quite quickly, and you wouldn't notice it, so the standard 8 would probably suffice :P
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solarsnowfall
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Post by solarsnowfall »

Well, even if you made a 16 sided projectile, you'd really only have to make 8 of the frames, the rest could be mirrored.
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Phobus
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Post by Phobus »

Not quite true. I'd have to make 9 or 10, and mirror the rest. I think 10 is the real number, but i'm not sure (front and back aren't mirrors of eachother, but all the side angles are)
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solarsnowfall
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Post by solarsnowfall »

That's right. I should have remembered that from the Doom Kart sprites... Well if you're going to oppose it, there's nothing more I'll say about it.

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