[Project] "Knee-Deep in ZDoom"
Forum rules
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.
-
- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
-
- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am
Risen: ah, N_CM1_3R is a patch I realized wasn't needed (it's a recolouration of a patch which I'd forgotten isn't actually in Doom, only the alphas), so never imported the graphic... but looks like I forgot to delete it. In other words, it's an invalid lump which can be removed .
As for sound sequences, that's an area I've never really played around with before, so I'd feel like I was about to screw something up . If it's not too difficult/time consuming, maybe someone could do it?
Anyone interested: it looks like yet another ugly SUPPORT2 replacement somehow found it's way into the resource wad. When I submit E1M4, I'll include the nice looking, tiling version again, as well as a 32x128 modification of it to replace the current 32x128 variant.
What else? Oh yes, I'm going to take a break now, but my contributions to E1M4 will almost definitely get finished tommorow. Here's some pics just to prove I am actually doing some work .
As for sound sequences, that's an area I've never really played around with before, so I'd feel like I was about to screw something up . If it's not too difficult/time consuming, maybe someone could do it?
Anyone interested: it looks like yet another ugly SUPPORT2 replacement somehow found it's way into the resource wad. When I submit E1M4, I'll include the nice looking, tiling version again, as well as a 32x128 modification of it to replace the current 32x128 variant.
What else? Oh yes, I'm going to take a break now, but my contributions to E1M4 will almost definitely get finished tommorow. Here's some pics just to prove I am actually doing some work .
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
@Nightmare - Nice work, as always Actually, could you fix that stuff in the latest resource wad I posted one page ago and then send it to me (tormentor667 AT arcor.de) so I can update the download link? Oh and don't forget to add this brown nukage border alternate texture with blood for E1M8!
BTW: would it be possible to add a stacked-sector effect to the bridge room?! I might think this would be a great addition to this room
Oh and by the way, I am working right now on E1M8 and progress runs smooth
BTW: would it be possible to add a stacked-sector effect to the bridge room?! I might think this would be a great addition to this room
Oh and by the way, I am working right now on E1M8 and progress runs smooth
-
- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
Making a new emplty soundsequence should be quite trivial.
http://www.zdoom.org/wiki/index.php?title=SNDSEQ
It should be as simple as:
:emptyplat
platform 1
end
Can you add more floor height variation in the cave room on the left? I think it really needs it.
http://www.zdoom.org/wiki/index.php?title=SNDSEQ
It should be as simple as:
:emptyplat
platform 1
end
Can you add more floor height variation in the cave room on the left? I think it really needs it.
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
@Nightmare - And if you alreaday work with the resource, could you also add the ambient sounds to the wad (lumps and sndinfo) which you can get here?
http://home.arcor.de/tormentor667/kdizdres/newsounds/
Most of them are ambient scary sounds and they might fight perfect in our maps
http://home.arcor.de/tormentor667/kdizdres/newsounds/
Most of them are ambient scary sounds and they might fight perfect in our maps
-
- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
-
- ... in rememberance ...
- Posts: 2975
- Joined: Tue Jul 15, 2003 8:06 pm
It's not a .94 bug, in fact it isn't a bug at all. Just adjust your zdefs.cfg files to read like so:
Code: Select all
// Properties you can use with GetLevelInfo() -------------------------------
#define LEVELINFO_PAR_TIME 0
#define LEVELINFO_CLUSTERNUM 1
#define LEVELINFO_LEVELNUM 2
#define LEVELINFO_TOTAL_SECRETS 3
#define LEVELINFO_FOUND_SECRETS 4
#define LEVELINFO_TOTAL_ITEMS 5
#define LEVELINFO_FOUND_ITEMS 6
#define LEVELINFO_TOTAL_MONSTERS 7
#define LEVELINFO_KILLED_MONSTERS 8
-
- Posts: 4629
- Joined: Fri Apr 16, 2004 1:41 pm
- Preferred Pronouns: He/Him
-
- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
Resource Update
Get the latest version over at:
http://home.arcor.de/tormentor667/kdizd ... zd1res.zip (4,1MB)
Get the latest version over at:
http://home.arcor.de/tormentor667/kdizd ... zd1res.zip (4,1MB)
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
Help Needed:
Well, I actually work on the boss end fight and I have a big problem with this. After the 2 super Barons are dead, I want script 8 to be executed so I created this little script for that:
My Superbarons have the ThingID 77 and normally, everything should work fine but unfortunately, the script is executed at the very beginning of the map as soon as I enter although both Barons are on the map and alive.
Well, I actually work on the boss end fight and I have a big problem with this. After the 2 super Barons are dead, I want script 8 to be executed so I created this little script for that:
Code: Select all
script 73 OPEN //Master Baron Count
{
delay(10);
while(thingcount(77,0)>0)
{
delay(35);
}
ACS_Execute(8,0);
}
-
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
Okay, I am done with the music right now and you can get it over here:
http://home.arcor.de/tormentor667/kdizd ... sicres.zip
It is about 26,875,637 MB thick (yes that's quite alot), the files are compressed with OGG Vorbis and a Bitrate of 112kbps. You will find the following in the wad itself:
D_CREDIT - Tune for our Credit map made by BioHazard (any news on that?)
D_E1M1 - Tune for Map01
D_E1M2 - Tune for Map02
D_E1M3 - Tune for Map03
D_E1M4 - Tune for Map04
D_E1M5 - Tune for Map05
D_E1M6 - Tune for Map06
D_E1M7 - Tune for Map07
D_E1M8 - Tune for Map08
D_E1M8B - Tune for EndBattles in Map08
D_E1M9 - Tune for Map09
D_READ_M - Ending Text, Intermission Text, whatever
D_DM2TTL - Title Tune
I am uploading this file right now, I have already 9% and in about 46 minutes from now, it will be finished
Now what is left to do:
Someone has to create the MAPINFO lump (Risen?) and send it to me so I can place it into the resource wad. And don't forget: We need one MAPINFO lump for the version with these tunes and one MAPINFO lump without music!!! (for the dial-up version)
http://home.arcor.de/tormentor667/kdizd ... sicres.zip
It is about 26,875,637 MB thick (yes that's quite alot), the files are compressed with OGG Vorbis and a Bitrate of 112kbps. You will find the following in the wad itself:
D_CREDIT - Tune for our Credit map made by BioHazard (any news on that?)
D_E1M1 - Tune for Map01
D_E1M2 - Tune for Map02
D_E1M3 - Tune for Map03
D_E1M4 - Tune for Map04
D_E1M5 - Tune for Map05
D_E1M6 - Tune for Map06
D_E1M7 - Tune for Map07
D_E1M8 - Tune for Map08
D_E1M8B - Tune for EndBattles in Map08
D_E1M9 - Tune for Map09
D_READ_M - Ending Text, Intermission Text, whatever
D_DM2TTL - Title Tune
I am uploading this file right now, I have already 9% and in about 46 minutes from now, it will be finished
Now what is left to do:
Someone has to create the MAPINFO lump (Risen?) and send it to me so I can place it into the resource wad. And don't forget: We need one MAPINFO lump for the version with these tunes and one MAPINFO lump without music!!! (for the dial-up version)