THE POWER LEVELS FOR DOOM 2! (from doomworld) (ON HOLD)
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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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Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)
2.5 is the latest.
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- Posts: 4149
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)
Okay, it's been a while since I played v2.5, so I ran it again today.
I ran it with GZDoom without a problem cropping up, same as before a year ago.
Which sourceport did you use to get an error message?
In the OP you mention
I ran it with and without the deh file which I think is mainly useless. With parts of some levels shrouded in darkness it's difficult to see anything in the way of new actors and in the parts which are illuminated to some extend I also noticed no new actors.
However, throughout your progression of the map set, it is clear to see how you improved your mapping skill from one level to the next. Keep up the good work.
I ran it with GZDoom without a problem cropping up, same as before a year ago.
Which sourceport did you use to get an error message?
In the OP you mention
How is that possible, when, using DeHacked, you can only replace existing actors, not add to them. To add new actors you would have to use DECORATE or ZSCRIPT.Memes4LyfeLives wrote:.... it adds new monsters to vanilla with dehacked without replacing them. ....
I ran it with and without the deh file which I think is mainly useless. With parts of some levels shrouded in darkness it's difficult to see anything in the way of new actors and in the parts which are illuminated to some extend I also noticed no new actors.
However, throughout your progression of the map set, it is clear to see how you improved your mapping skill from one level to the next. Keep up the good work.
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Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)
I haven't had a chance to look at what this does, but there are one or two actors that have ednums that are never used in game. So you can use DEHACKED to make them into monsters. Possibly the mod replaces some useless/duplicate blood pools or something too?Kappes Buur wrote:How is that possible, when, using DeHacked, you can only replace existing actors, not add to them. To add new actors you would have to use DECORATE or ZSCRIPT.Memes4LyfeLives wrote:.... it adds new monsters to vanilla with dehacked without replacing them. ....
"All" you have to do is find spare frames in the game (there are a few that can be used without altering how the game plays. If your new custom monster looks pretty much like another one, you probably only need to find new frames for the attack so that it will be different but, otherwise, the monster can share sprites with another one. If you make the sprites have green parts on them (or just use the player sprites), then you can use the original colour translation flags to make them look different too.
It's very old-school and limited compared to other methods these days, but certainly possible.
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Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)
I've updated the POWER.wad on Google Drive, after removing all the Doom2 textures I accidentally added to it.
As for MAP26, it's still not finished, but I'll link the URL to it so others can take a look at it.
If anyone can tell me why it's not starting in Chocolate Doom, please tell me how to fix it.
Map 26
https://drive.google.com/file/d/1ubsY7o ... sp=sharing
Power.wad
https://drive.google.com/file/d/1E2FkmN ... sp=sharing
As for MAP26, it's still not finished, but I'll link the URL to it so others can take a look at it.
If anyone can tell me why it's not starting in Chocolate Doom, please tell me how to fix it.
Map 26
https://drive.google.com/file/d/1ubsY7o ... sp=sharing
Power.wad
https://drive.google.com/file/d/1E2FkmN ... sp=sharing
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Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)
So, has anyone figured out what's going wrong?
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- Posts: 94
- Joined: Tue Nov 19, 2019 1:30 pm
Re: THE POWER LEVELS FOR DOOM 2! (from doomworld)
So I used SLADE torun Chocolate Doom, and it said this in the console.
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
execute "C:/Users/doome/Desktop/gz doom/Compilers/Nodebuilders/zdbsp.exe --gl "C:\Users\doome\AppData\Roaming\SLADE3\temp\sladetemp.wad" --output="C:\Users\doome\AppData\Roaming\SLADE3\temp\sladetemp.wad""
Nodebuilder output:
----MAP26----
0.099 seconds.
Total time: 0.104 seconds.
Is this getting me anywhere to fixing this?
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
Error: can't open file '' (error 3: The system cannot find the path specified.)
WadArchive::loadEntryData: Failed to open wadfile
execute "C:/Users/doome/Desktop/gz doom/Compilers/Nodebuilders/zdbsp.exe --gl "C:\Users\doome\AppData\Roaming\SLADE3\temp\sladetemp.wad" --output="C:\Users\doome\AppData\Roaming\SLADE3\temp\sladetemp.wad""
Nodebuilder output:
----MAP26----
0.099 seconds.
Total time: 0.104 seconds.
Is this getting me anywhere to fixing this?