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Super Jamie
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I agree with Phml. There are alot of ZDoom maps which are built primarily for looks and are severely lacking in gameplay. Many people seem to get carried away with pointless (often poorly-written) cutscenes, scripting, slopes, breakable windows, ambient sounds and all that stuff and just end up ruining the level. I am also sick to death of the same old Beastiary monsters and ambient Quake WAVs in maps.

Indeed, the best ZDoom maps I've played have been made by authors who have a good history of Vanilla or Boom format editing to start with and use the extended features of ZDoom sparingly. None of that garbage really matters to me - a good map is good because it plays well regardless of slopes and superfluous fluff.

I like the capabilities of PrBoom-Plus, it's my port of choice. Being able to watch demos either sped up or slowed down is handy, you can also view around the player freely and even detach yourself from his viewpoint and walk around watching him shoot stuff. It also has the ability to remove the 35fps framerate cap which makes Dooming so smooth, all other ports appear jerky and slow in comparison.

As Solarn said, Eternity's portals are incredible when used properly, they allow for true room over room (over room over room). The in-progress mod Vaporware uses these. Essel, post some screenshots of MAP01 :P

Old Post 01-08-10 15:35 #
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Graf Zahl
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Don't let your editing choices be influenced by others. Do what you feel is right. If you want to use advanved features of a specific port, use them! It's all your own choice to decide how useful they are.

If you feel more comfortable with basic editing features, do that. But do yourself a favor and do not restrict yourself by catering to others' opinions. A good map is a good map, regardless of the target engine.

I think the only universal advice is, if you use scripting, don't use it to control the game. Such maps are mostly failures with very few exceptions. Using scripting to enhance the environment is another matter but don't let it get in the way of the gameplay.

Old Post 01-08-10 15:46 #
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Gez
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Super Jamie said:
I agree with Phml. There are alot of ZDoom maps which are built primarily for looks and are severely lacking in gameplay.

And there are plenty of ZDoom maps where the added features are used to enhance gameplay successfully.


Super Jamie said:
I am also sick to death of the same old Beastiary monsters and ambient Quake WAVs in maps.

Going on a tangent, but shouldn't you also be sick to death of standard monsters and sounds as well? They're even more overused! :P


Super Jamie said:
As Solarn said, Eternity's portals are incredible when used properly, they allow for true room over room (over room over room).

I guarantee you that if Eternity becomes as popular as ZDoom, you'll end up reading people ranting about how "a good map is good because it plays well regardless of portals and superfluous fluff."

And of course, also:
"There are alot of Eternity maps which are built primarily for looks and are severely lacking in gameplay. Many people seem to get carried away with pointless (often poorly-written) cutscenes, scripting, slopes, breakable windows, ambient sounds and all that stuff and just end up ruining the level. I am also sick to death of the same old Beastiary monsters and ambient Quake WAVs in maps."

Because all these features are currently supported, or planned to be supported. :P

Old Post 01-08-10 15:55 #
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Graf Zahl
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Super Jamie said:
when used properly




That applies to each and every editing feature, not just the advanced ones. You can easily create crap by inept use of standard features, too.

Old Post 01-08-10 16:03 #
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CEOofAEP
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Graf Zahl said:
Don't let your editing choices be influenced by others. (...)

I think the only universal advice is, if you use scripting, don't use it to control the game. (...)



Thank you for the advice- I see it pretty much the same way =)

I think the main thing for me is, that I "grew up" (where editing is concerend) with the limitations of the (now) "oldschool" engine- and it had become a welcome challenge for me to test those limits and find a way around them.

(so, now that those limitations are lifted, I don't feel half as "1337" anymore as I used to xDD)

I do scripting (web-applications and such) for a living and have event-scripted some stuff for other games before so I don't fear that part- but I wanted to see what others feel like. Also- there's alot you can do with the default triggers that come with the original DOOM, already =)

Overall, I doubt I'll let myself be influenced much (unless it comes to comments and suggestions on playability of my own levels, of course) - but I am curious about peoples' ideas in general... and what I've missed ^^

Where actual leveldesign is concerned, I'm usually "down to earth" (although that seems to be a slightly inappropriate analogy, considering the setting ^^) ...it's just that some influences from looking at what's possible in other WADs has led me to consider the retouching of my levels even more seriously ^^

I really don't want to get your collective expectations too high, though- knowing me, I'll spend days to fix things and they'll end up worse xDD

Last edited by CEOofAEP on 01-08-10 at 16:56

Old Post 01-08-10 16:45 #
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CEOofAEP
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Okay. Here goes.

Instead of showing you guys one of the levels from the first Episode I made, I am going to let you in on the one level I made after the others...

Alot of knowledge and experience that I gathered during the creation of the first 9 levels went into this one- so some stuff is somewhat refined (from my point of view, at least).

It's from 1996.

I just test-played it and there are a few parts that I'd change about it (some doorsteps that "feel" to high, for example- or a secret door that is concealed from the inside of the secret room, as well- or some lines I'd make to block sound so that the monsters can't hear you and don't start running around too soon in some areas) ...

Also, I used the "jumping, burning barrel" (the animated sprite that's in the DOOM WAD but not used within the actual game) as a placeholder for an animation of flying sparks which I never finished- so there are some burning barrels that make no sense- imagine them to be flying sparks. hehe.

The level starts after you crashed your glider-ish ship. The idea is that you were shot down (you'll find the turret that shot you down, later on) ...the "not arriving as planned" concept was already in the first episode so I thought it'd be a nice comeback ^^;

http://www.matiszik.biz/test/doom/E2M1.WAD

It replaces e2m1 as the name suggests =)

Enjoy- and please "feed me some back".

Old Post 01-08-10 20:38 #
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CEOofAEP
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Before I forget!

One of the "specialties" in this level (and my levels, in general) ...if something looks like a console- or if there's a somewhat "obvious" computer-like texture set into a wall... try to press it =)

I try not to make that a crucial part of the game but sometimes consoles open important doors. I usually try to make it obvious, though.

Also- my levels were all made before the days of live-previews and jumping right into the level... they were painstakingly made in the oldschool "trial-review-correct"-way.

But I'm sure you remember how "those days" were. hehe.

But now- Enjoy!

Old Post 01-08-10 21:14 #
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Super Jamie
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Cool. I like the layout, there's lots of traps to keep you on your feet and your secrets are clever. I like how you combine multiple visible actions into one, like the big door before the Red Key Door and how windows open to morph the layout. The detail is obviously simplistic and old-school but that's fine by me. Judging by monster count I got about halfway through and died (just after you enter the teleporter).

Here's a first play demo for you: http://www.sendspace.com/file/3j6lak
Recorded in PrBoom-Plus with -complevel 2 so it should play in DOOM.EXE as well. (Note: ZDoom will not play any Vanilla demo)

Sorry for my crappy playing, I just woke up :P I had a second go after this and basically did the first bit alot cleaner, got to the same point with ~120 bullets and the chainsaw and died one tier down. There are so many hitscanners around the edge and the cacos boxed me in easily. Will try again later.


Edit: Something which may be of interest to you is the current 94 Tune Up Challenge project. It's taking old 1994/1995 maps which permitted modification and re-working them to a more modern standard. There are many screenshots in the last few pages (though mostly of errors). If you play one map, check out Tatsurd-cacocaco's MAP15 which is absolutely stunning, there is a download link on the first page.

Last edited by Super Jamie on 01-08-10 at 22:51

Old Post 01-08-10 22:44 #
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CEOofAEP
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Thank you for giving it a test run. I, too, was surprised by some of the (semi) unfair moments in the game when I played it again today after at least 5 years ^^

That's why editors need play-testers. I mean- I always play-test my games (though I admit, only on the high difficulties) but of course when I make a level I already know where the mean parts are. hehe.

There's (unfortunately) alot of moments in levels that I made "back then" that I look at now -and notice that there's too much repetition in how some traps work... or that I seem to have written some parts simply to prove a point- but this one (E2M1) is somewhat non-repetitive, throughout ^^

I haven't looked at your demo yet but will do so right away. I also downloaded the "before" and "after" of hellcast (the MAP15 you suggested) and compare them. I had actually stumbled into that forum post before but never downloaded anything =)

Thanks again for your time and input. It means alot to me.

---EDIT:
I tried playing back the demo you recorded... it went well until a little after you picked up the blue skull key and took the lift down to where all the lost souls are in the way. At that point the demo goes out of sync because Eternity and your recorded demo seem to disagree on where you're going ^^;

I also played through both version of "hellcast" and the differences are impossible to overlook. It looks almost like 2 different games.

My E2M1 is still sticking to the "max caps" of the DOS version of Doom... nomber of sectors / lines in view, avoiding overflows... I remember going through my levels several times again to reduce the number of lines while maintaining the overall impression of the level.

That's going to take some time getting used to... that there are virtually no limits to complexity anymore =D

Last edited by CEOofAEP on 01-09-10 at 02:53

Old Post 01-09-10 00:45 #
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myk
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CEOofAEP said:
At that point the demo goes out of sync because Eternity and your recorded demo seem to disagree on where you're going ^^;
I haven't tried to watch it yet, but if there are lost souls in the map, the desynch would be because Jamie used "-complevel 2" and that is how the DOOM II executable behaves, not the one for The Ultimate DOOM. (See here.) Eternity is expecting the game to behave as with the latter, with bouncing lost souls. If this is the case, you can still play his demo forcing -complevel 2 in PrBoom+, -gameversion 1.9 in Chocolate Doom or by running The Ultimate DOOM with the DOS executable from DOOM II or the shareware.

Old Post 01-09-10 04:31 #
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CEOofAEP
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Hm... it still happens... I'm most likely doing something wrong, though, I suppose.

Here's the call:
code:
start C:\Games\ID\prboom~1\prboom~1.exe -complevel 2 -iwad doom.wad -file E2M1.WAD -playdemo "C:\Games\ID\prboom~1\ceoofa~1.lmp"
It loads the wad and plays back the demo but still gets stuck in the same spot.

Any ideas?

Either way, though- I really enjoyed seeing the level "through your eyes", up until there ^_^

Old Post 01-09-10 15:13 #
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Super Jamie
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Using PrBoom-Plus 2.5.0.6 with a Registered Doom 1.9 IWAD (not Ultimate Doom) and the command prboom-plus -iwad doom.wad -file E2M1.WAD -playdemo ceoofaep-e2m1-jamie1.lmp -complevel 2 works for me?

I used complevel 2 to match the IWAD version I'm using, however I tried with the Ultimate Doom IWAD and it didn't seem to make a difference. Forcing -complevel 3 does desync in the outdoor area with the Lost Souls.

There isn't a whole heap to see after that anyway, I wall hump and somehow miss the chainsaw, clear out the Barons in the green brick room then die shortly after ;_;

Old Post 01-09-10 15:42 #
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CEOofAEP
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Okay mine is 1.9- but ultimate doom. Then again, you said it makes no difference on your end so maybe it's my aura or something xDD

Yea once you go through that portal in the green / marble room and pull the switch, it gets hectic. I wanted the player to feel trapped, hence the bars in front of them. I found that the trick is to keep moving in circles around the spot where you teleport in. There are some stimpacks and the cacos don't get you that way... but that is where I died the first time during my playing test, as well ^^;

I think my perception of difficulty settings was a bit off when I placed the monsters back then- and, as I said before, I knew the level inside out when I made it so it was easier for me than for someone who doesn't know where the goodies are ^^;

There's even a soulsphere somewhere, I think.

So you'd say that level is okay-ish... or at least in a state where it'd make sense to eradicate the last few bugs / misalignments? =)

I don't know if I really want to add too much detail to it now- I still kind of like the simple style better- I feel like adding to it now might take away from it, if you know what I mean =)

Old Post 01-09-10 16:38 #
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Jodwin
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Graf Zahl said:
That applies to each and every editing feature, not just the advanced ones. You can easily create crap by inept use of standard features, too.

Sure, but no one makes vanilla maps and starts filling the maps with lifts just for the sake of having lifts, while more often than not a lot of ZDoom mappers fill their maps with pointless advanced "features" just for the sake of having them.

Of course, they aren't completely alone at fault, since most of the people playing and commenting on these maps at ZDoom forums praise the maps just for having this stuff...so there's pointless peer pressure to add slopes or cutscenes or whatever because they're "cool" and give e-penis++.

Old Post 01-09-10 17:05 #
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esselfortium
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Jodwin said:

Sure, but no one makes vanilla maps and starts filling the maps with lifts just for the sake of having lifts, while more often than not a lot of ZDoom mappers fill their maps with pointless advanced "features" just for the sake of having them.


Needs more lifts...try Essel's Lift Guide to improve drab rooms....

Old Post 01-09-10 17:11 #
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CEOofAEP
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esselfortium said:
Needs more lifts...try Essel's Lift Guide to improve drab rooms....

Though sometimes (but only sometimes) lifts... and moreso intelligently used height-differences in general make all the difference (a lesson I still need to take to heart more, as well).

"I wish I could put a lift in a lift! So I can go up while I go down!"

No, not what *you* are thinking >_>

Last edited by CEOofAEP on 01-09-10 at 18:01

Old Post 01-09-10 17:45 #
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Gez
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Jodwin said:
Of course, they aren't completely alone at fault, since most of the people playing and commenting on these maps at ZDoom forums praise the maps just for having this stuff...so there's pointless peer pressure to add slopes or cutscenes or whatever because they're "cool" and give e-penis++.


As far as cutscenes go, the only peer pressure I've seen on these forums was of the "you've got cutscenes? please make them skippable!" variety.

Old Post 01-09-10 18:38 #
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Jodwin
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Gez said:
on these forums

There's a reason I put emphasis on ZDoom forums. Generally speaking DoomWorld is more "conservative" than ZDoom forums, while a lot of ZDoom forum goers go there because the general atmosphere is more accepting of the advanced features (and their mis-use!). And this accepting atmosphere turns into expectations, which eventually grow into peer pressure to demand advanced features from ZDoom projects published on ZDoom forums.

Old Post 01-09-10 18:52 #
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myk
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Super Jamie said:
I used complevel 2 to match the IWAD version I'm using,
Ah, okay. I do that a too, with my FDA demos (such as the ones below.) Your demo worked fine for me all the way when I played it using Doom v1.9.


CEOofAEP said:
I don't know if I really want to add too much detail to it now- I still kind of like the simple style better- I feel like adding to it now might take away from it, if you know what I mean =)
Yeah, that seems okay to me. Maybe progression could be made a bit more hint-based sometimes. Although, it's not that I hated how it went but perhaps there was a bit too much wall humping. Decent fights for a DOOM level, however (I mean, without DOOM II baddies.) I like that you get ambushed through windows or across areas. Maybe you could add some teleporting monsters or other different traps as well.

Any ideas?
Well, if the desynch happens by the lost souls, it must be the compatibility level. Not sure why it's not forcing it as per the command line. You could try on DOOM.EXE (the executable that comes with the shareware will do) on DOSBox or Chocolate Doom with -gameversion 1.9.

Here are my first tries (also use -complevel 2 or the equivalent):

http://rapidshare.de/files/48969513/e2m1myk.zip.html

(I played those right before watching Jamie's demo.)

Old Post 01-09-10 18:53 #
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CEOofAEP
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myk said:
Here are my first tries (also use -complevel 2 or the equivalent):

http://rapidshare.de/files/48969513/e2m1myk.zip.html

(I played those right before watching Jamie's demo.)



Awesome- thank you so much- all of you :3

I know what you mean about hinting... it was almost painful to see you so close to some of the solutions (how to get the soul sphere, for example)... I'll throw in some more hints here and there- for other things, too =)

I'm glad you found out that there's a way into the smashed building in the starting area- it's a way of getting the yellow key before the blue one (which doesn't make a difference in how you get out in the end, though ^^).

I should really go to bed instead of hanging around the DoomWorld forum, though ^^; I should be back in 7 hours from now =)

(...and tomorrow I should really continue my work on my "episode one" ^^)

Old Post 01-10-10 02:31 #
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CEOofAEP
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esselfortium said:
I can't speak for everyone, but personally I use Doom Builder 2 for map editing, SLumpEd for lump editing (importing textures, sounds, music, sprites, etc) ...


Okay- I installed SlumpEd because the original "replacing the whole first episode" concept of mine also embraced the idea of replacing the title screen, the skull cursor image (M_SKULL1 & 2), the graphic for the name of the first episode and all it's missions... furthermore also the mission map (WIMAP0), the "you are here" images and the animations on that screen. I even had a replacement for the doom logo (although I suppose this might cause trouble? I'm not sure if I remember correctly but I think I've seen it replaced before)...

I couldn't really find any tutorial that'd help me- only a "text-only" wiki entry somewhere on how to replace textures with SLumpEd... I tried to go by it as best I could but I'm stumped (not slumped).

Here's what I did: I created a new WAD in SLumpEd, called it "e1m0.wad", opened the "doom.wad" and copied all the entries that I wanted to replace from "doom.wad" to "e1m0.wad". Then I went through each entry and selected "Lump|Import|-select file-".

I also included the P_START and P_END marker... and all the images in that WAD look the way I want them to.

BEFORE I included the "P_START" and "P_END", it showed the entries as question marks in the list every other time (when I close the wad and open it again) ... any idea why? I suppose the P_START and P_END is crucial.

I also adjusted the "offset" of the graphics the way they were in the original doom.wad - "M_SKULL1" for example to "0, -1" with offset type "normal" but when I save my wad and load it again, that info is lost... v_v

I'm most likely doing something wrong but I have no clue WHAT.

I guess it's my rusted old brains fault- but this is not that I would call "Easy to use - A simple, intuitive interface that is easy to learn and quick to use.", as SLumpEd boasts. There's not even a help file (yes, I do read help files sometimes ^^) ...I'd assume that maybe the graphics are buggy but they worked in 1996 and they show up fine in SLumpEd so I doubt it's that..?

It was so easy back in the day with "dmgraph" ó_ò ...or- well, maybe not easier... but simpler. At least back then it worked ^^

I set up Doom Builder(2) to load this WAD along with the level I wanted to test (e1m1, in this case)... but when I test-play the level (in Eternity), none of the graphics show up. In fact I get something much like a HOM where those graphics should be (and the cursor skull doesn't show up at all, either)

I uploaded the file to my server... anyone up for looking at it? =(

http://www.matiszik.biz/test/doom/E1M0.WAD

...the graphics are likely to be changed again before I actually finish things up (the name, for example, does sound a bit odd, now that I understand English more fluently than I used to, 14 years ago) but I just wanted to test them and see if it still works =/

And right now, it doesn't =(

Thanks in advance.

Last edited by CEOofAEP on 01-11-10 at 21:39

Old Post 01-11-10 21:31 #
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Gez
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Jodwin said:
There's a reason I put emphasis on ZDoom forums.

By "these forums", I meant "these forums you are speaking about", not "these here forums we are using for this conversation"...







CEOofAEP said:
BEFORE I included the "P_START" and "P_END", it showed the entries as question marks in the list every other time (when I close the wad and open it again) ... any idea why? I suppose the P_START and P_END is crucial.

Slumped uses the P_ markers to identify patches. So yeah, they're crucial if you want them to work.


CEOofAEP said:
I also adjusted the "offset" of the graphics the way they were in the original doom.wad - "M_SKULL1" for example to "0, -1" with offset type "normal" but when I save my wad and load it again, that info is lost... v_v

There's a bug in slumped where sometimes it doesn't want to save the offsets in a PNG if there are already offsets declared. If it does that, reimport the lump and set the offsets again.


CEOofAEP said:
I guess it's my rusted old brains fault- but this is not that I would call "Easy to use - A simple, intuitive interface that is easy to learn and quick to use.", as SLumpEd boasts.

To me it is. Open different files in tabs, select stuff in the list in the same way you do everywhere else (including use of maj or ctrl key to affect selection method), perform most lump manipulation operations through the context menu (copy, paste, import, export, convert...).


CEOofAEP said:
I set up Doom Builder(2) to load this WAD along with the level I wanted to test (e1m1, in this case)... but when I test-play the level (in Eternity), none of the graphics show up.

Are they PNG graphics? ZDoom can display them, but Eternity does not support them so you'd have to convert them to Doom graphics first.

Old Post 01-11-10 21:47 #
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Vermil
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They aren't png format graphics and don't seem loadable by any port.

That said, I opened the wad in XWE, extracted and re-inserted the graphics as Doom format and they then loaded fine.

Old Post 01-11-10 22:03 #
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Super Jamie
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Personally I think you'd be better making a copy of doom.wad and just ripping out all the stuff you don't want.

I'll agree that XWE and SlumpEd are not every intuitive to new users, but once you get to know lump format they are quite powerful and you come to appreciate them :)

Old Post 01-11-10 22:07 #
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CEOofAEP
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Hm... true. Good idea to *not* start from scratch but with "the whole deal" and then reduce it down to what I need. I'll try that.

The Graphics are (or originally were) GIF Graphics. I think back then I dumped the images I needed out of the WAD and then edited them. I even wrote a batch-file back then that would backup the original images of the user to a subdirectory, then install the new graphics... and there was a "undo" batch file to reverse that, too.

So much work back then- especially considering they never saw any sort of public exposure.

I am interested in learning about Lumps. I mean... well- you know what I mean ^^; ...I just thought it would be easier to get into / start with. I do get the concept, though. A bit like Object Oriented Programming... inheriting the functions of a class and only overwriting / extending it with the things that you want to adjust, etc.

I was just frustrated when the context menu of some of the entries did not show any options I expected at a glance... it's late here. I should do something like this on a weekend instead.


BTW- how do I replace SKY1? I see it in the textures but there's no option to extract it. Would I just add it as a Lump between P_START and P_END and then add it to PNAMES?

Is it even still "common precedure" to replace it? I read somewhere that you can add it as a new texture and then tell a map to use a different sky? I presume that- even if I understood that correctly- it'd be more compatible to replace Sky 1 in this case...

I feel bad for "stealing" your guys' collective time but it's your own fault for having been so helpful in the past. Hehe.

I already did some reading up on things and I do prefer to find stuff out on my own but in this case I want results fast (!) and just get the info that I need to adjust my existing (dusty) knowledge to todays standards ^^;

Again- thank you all for your... partonage? =)

And for tolerating my excessive use of emotes... heh.

Old Post 01-11-10 22:45 #
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Super Jamie
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CEOofAEP said:
BTW- how do I replace SKY1? I see it in the textures but there's no option to extract it. Would I just add it as a Lump between P_START and P_END and then add it to PNAMES?

Understand that PATCHes go between the P_START and P_END markers, but you make textures which are used by the game by referencing the patches with an entry in the TEXTURE1 lump. That lump finds its' PATCH locations by the entries in PNAMES.

To replace a SKY1, you can do it a few ways:
- Load a new PATCH called SKY1, add it to PNAMES and TEXTURE1, delete the old SKY1 entry in TEXTURE1.
- Load a new PATCH called anything, add it to PNAMES, add the new patch to the existing SKY1 entry in TEXTURE1 and remove the reference to SKY1 (for Doom 1) or RSKY1 (for Doom 2)

You could probably also just load a PATCH called SKY1 or RSKY1 and add it to PNAMES. The engine loads Lumps into memory, and if anything is conflicting the most recent load just overwrites. This is how you get levels to work, the game loads the IWAD levels into RAM, then loads your PWAD, overwriting the existing lumps in RAM.

Old Post 01-11-10 22:59 #
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CEOofAEP
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Super Jamie said:
Understand that PATCHes go between the P_START and P_END markers, but you make textures which are used by the game by referencing the patches with an entry in the TEXTURE1 lump. That lump finds its' PATCH locations by the entries in PNAMES. (...)


Ah. AHH! Aha! I don't get it. lol.

I think I kind of do- like a referencing index?

Your sentences are almost as long as mine. Hehe.

I shouldn't have called the Patch a Lump. I need to work on my terminology =)

Is there a tree- / order-overview of the way that the referencing / dependencies within the IWAD / PWAD structure works? I mean- other than the categories in the "GUI" of editors like SLumpEd? I always feel a bit inappropriate when I do something without fully understanding how it works, even *if* it works =) I'd at least want to *try* to grasp the whole extent.

But not now. It's 12:40 am. lol.

Goodnight!

Old Post 01-11-10 23:40 #
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Gez
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I think you might want to try by targeting a port that's easier to mod for, such as ZDoom. You can define new textures by simply putting graphics between TX_ markers, or you can use a zipped directory format that's probably easier to grasp for a beginner than all these stories about markers and what not, and if you want to define a new multipatch texture you can do so without bothering with PNAMES.

And finally, if you like OOP and the principle of inheritance, you're going to love the ZDoom content definition language which allows you to create new actors (monsters, weapons, powerups, etc.).


About terminology: a patch is a lump. A lump is any discrete element in a wad file. Each sound is a lump, each graphic is a lump, each level is a series of lumps... Markers are lumps too, as are control lumps such as PNAMES or TEXTURE1. The concept of lump in Doom is about exactly the same thing as the concept of file in an archive; and in ZDoom which allows you to use archives instead of wad files, they are indeed strictly equivalent.

A wad is a serial container, it does not use a tree hierarchy; which is why for large projects with hundreds or thousands of lumps, the archive format offered by ZDoom is more practical because there you can use a tree.

Old Post 01-11-10 23:54 #
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myk
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CEOofAEP said:
I think I kind of do- like a referencing index?
The markers you guys are talking about (more properly PP_START and PP_END, with the double P both times) are so that editing tools can detect wall patches. The game engine itself does not used these markers because it relies on PNAMES instead (though it does use other markers I mention below.) The markers are only for wall patches, and not all graphics, but only the ones drawn on walls. Not the floors and ceilings, nor the menu, status bar, intermission or title pic graphics. Those don't go between these markers. The ones you included in E1M0.WAD don't need or use any markers around them.

PNAMES is just a list of wall patches. The engine uses that list to identify each wall graphic (patch) so as to place them on textures. Textures are information making the compound graphics you place directly on walls. You know how you can have an image with "layers" while editing with Paint Shop or the GIMP? A texture is like that, using the wall patches, placing one on top of another to make a wall graphic. They made it like this so they could use fewer graphics to create a variety of varied textures, such as making one concrete wall, and then a similar texture that uses the same concrete background plus a switch on top of it.

TEXTURE1 (also TEXTURE2 in DOOM, but you can pretty much ignore it as far as adding graphics is concerned) is a list of compound textures (with "layers," as mentioned above) one can select when mapping. Each texture has width and height dimensions (these will be important when placing it on a wall in the level) one or more patches from PNAMES assigned to it and coordinates for the placement of each patch.

In addition, there are flats (placed on ceilings and floors.) These are simple 64x64 graphics in a different format, and they all go between FF_START and F_END (double F the first time, single F the second.)

Then you have sprites, which are the monsters, items, decorations and weapon graphics. These go within SS_START and S_END. In brief, these are the hardest to replace in the standard (not source port specific) engine. You can only modify existing ones and not really add new ones.

All other graphics (title pic, help and credit screens, intermission pics, intermission animations, intermission text and level names, menu graphics, status bar, status bar patches and animations and small chat font) are all in a format like the patches and sprites, but don't go within any sort of marker. They're roughly bunched together much like they are in the IWAD.


Here's what I did: I created a new WAD in SLumpEd, called it "e1m0.wad", opened the "doom.wad" and copied all the entries that I wanted to replace from "doom.wad" to "e1m0.wad". Then I went through each entry and selected "Lump|Import|-select file-".
The issue here is that SlumpEd decided to retain the GIF format. DOOM normally has no clue what a GIF is and instead has its own graphics formats; flats and all other graphics. Everything that is not a flat uses the latter. The latter can be aligned right-left and up-down, while flats are always placed in a fixed 64x64 position. SlumpEd has an option somewhere, to reformat each graphic (independently or by selection, I suppose) to the "Doom Gfx" format, if I am not mistaken (unfortunately I must rely on memory here because on my computer SlumpEd knows little but how to quit with a crash or error.) Look for that option and reformat each graphic. It probably also has an option to import in the "Doom Gfx" format in the first place. Do that for all graphics except flats, where you would use the "Doom Flat" format.


I also adjusted the "offset" of the graphics the way they were in the original doom.wad
You might need to change this once you reformat the graphics into the Doom Gfx format, unless these new graphics are all the same size as the originals. If you still get Bad V_DrawPatch once you're reformatted the graphics, it's because one or more are wider or taller than the originals and are being drawn partly off the screen. You have to align these away from the screen edge till they fit, or make them smaller. Fortunately, this error comes up when the graphics are used in the game, so if there's some off-screen graphic on the intermission screen, Chocolate Doom will close there with the error.


I set up Doom Builder(2) to load this WAD along with the level I wanted to test (e1m1, in this case)... but when I test-play the level (in Eternity), none of the graphics show up. In fact I get something much like a HOM where those graphics should be (and the cursor skull doesn't show up at all, either)
Are you interested in retaining your WAD's "vanilla" compatibility? If so, use Chocolate Doom (or the DOS executable on DOSBox) for testing. Most modern ports are lenient on many glitches and errors that would otherwise cause Doom to quit with an error or crash. My advice is to test first and foremost with the "base" engine for what you are aiming to do. I'd use Eternity as the main testing engine only if I were making a WAD that is specific for Eternity.


CEOofAEP said:
So much work back then- especially considering they never saw any sort of public exposure.
They worked because DMGRAPH or whatever just took GIFs and converted them to the DOOM graphics format. Now, editing tools like SlumpEd allow you to import stuff in many ways, which leaves you wondering what option to use, what menu to open, when trying to do anything.


BTW- how do I replace SKY1? I see it in the textures but there's no option to extract it. Would I just add it as a Lump between P_START and P_END and then add it to PNAMES?
The skies are special. They are placed like flats on the ceiling or floor (which like I said above are simple 64x64 graphics that are placed in a fixed position) but are "wall textures." So, to change the sky, you have two choices. The simpler one is to place a 256x128 graphic called SKY1 between PP_START and P_END among all the wall patches. It's a patch. This will change the sky, but you won't be able to use the original SKY1 graphic in your levels because you have essentially replaced it. Normally, this isn't a problem, unless you want to use the sky as a wall texture, on a wall, somewhere in your level.

If you do want to retain the option to use the old sky (maybe as a sky for another episode or as a wall,) then you need to import your new (probably 256x128) sky (as Doom Gfx) just as above, yet instead of calling the new patch SKY1, you'd give it a different name, such as MYSKY, adding it to PNAMES. There should be an option for this when you right click the patch lump name in the main list to the left. After that, you edit the SKY1 entry in TEXTURE1. Select TEXTURE1, look in the list that appears to to the right (it says Textures at the top) and find SKY1 (yes, there are two things called SKY1, a texture entry in TEXTURE1 and a patch.) Now to the lower right of the large box that shows the texture graphic there's a Patches list. The only thing in there is SKY1. Choose Remove patch. Now over the Patches list and under the PNames list is Add patch. Look for MYSKY and add it. It will appear where SKY1 used to be. Now you'll have a new sky and the possibility to use the old graphic as well.


Gez said:
I think you might want to try by targeting a port that's easier to mod for, such as ZDoom.
It's not "easier to mod" unless you use ZDoom just to do the same thing you'd do for vanilla or Boom, for example. ZDoom makes some things easier but then adds a bucketload of things which are not that easy to master or combine. Treating ZDoom like some kind of "easier vanilla" you get those people who barely know the difference between a flat and a texture and waste their own time using ZDoom in a half-assed manner to everyone's perverse amusement.

That is, even if one uses ZDoom's additional texture specifications to simplify things when making a ZDoom-based mod, it's much more convenient to know how to use vanilla flats and textures, as well, as it'll allow the designer to examine and modify the majority of existing WADs, which use the original methods. More so, even, if one is interested in making levels that work across many engines or likes to make rather classic-styles levels for one reason or another. Were someone making some type of "new game" mod for an "advanced" source port, unrelated to all the existing WADs and megawads in design and style, then maybe ignoring the old methods would make sense.

Old Post 01-12-10 02:47 #
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CEOofAEP
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myk said:
((a great many helpful things))


Thank you (again) for taking the time to explain things. If I was bowing in thanks each time someone here takes me one step closer to completion of my episode- and/or adds another drop of wisdom to this empty glass of mine, I'd... probably eventually become an expert at DOOM FLATS from looking at the floor so much ^^;

I really like the ideas that Id had back in the day, where disk- and even moreso, memory-space and efficient use thereof was more crucial than nowadays */sentimental*

To re-use different sized graphic patches along with coordinate information to create textures (instead of carrying along an overhead of tons of repetitive and only slightly differing textures) is somewhat sly. At least that's how I always used to understand the concept of the Wall Patches-/-Texture relation... and your explanation seems to confirm that.


myk said:
(...) The issue here is that SlumpEd decided to retain the GIF format. DOOM normally has no clue what a GIF is (...)
Check. Saw that option in a (context)menu somewhere but didn't know at what point to use it. I presume that GIF is fairly similar to the Doom Gfx... a limited palette of 256 colors and a lossless per-pixel information about the colors used. I think back then, GIF was the only export format dmgraph would support, anyways- but I might be wrong =) I'll try that (the converting) when I get home today.

Sorry to be so uninformed but I am trying to eradicate that fault ^^


myk said:
(...) unless these new graphics are all the same size as the originals. (...)
They are. "Back then" (I use that term too much) it was the easiest way to replace something. On the map screen, however, I replaced the animations (blinking lights, etc) with some bigger versions- but those are placed by their upper left corner, without positioning =)


myk said:
Are you interested in retaining your WAD's "vanilla" compatibility? If so, use Chocolate Doom (or the DOS executable on DOSBox) for testing. (...)
I am somewhat into the "backwards compatiblity". Although this would raise the question "why". I mean- I'm am a big fan of end-user comfort and try to make the things I create available to as many people as possible... but these days, if my levels really are / were so great, anyone could pretty much DL and install any port necessary if they wanted to test them...

So what, would you say, is the main reason to go "Vanilla" (Chocolate)? I mean- besides a die-hard love for the old days, keeping things real, et cetera? As far as I see it, it's the most sure-fire way to make sure it'll later on run on all ports, correct?

I do find the ability to exceed former engine limitiations somewhat tempting, even if it was a challenge back then (there it is again) to try and stay within them. Does Chocolate Doom lift those limits, too? or does it stay true to the original in this case, too? Visplanes, etc?


myk said:
They worked because DMGRAPH or whatever just took GIFs and converted them to the DOOM graphics format. Now, editing tools like SlumpEd allow you to import stuff in many ways, which leaves you wondering what option to use, what menu to open, when trying to do anything.
In other words, my simple mind (don't you forget about me) does not compute the broad range of options that modern editors offer me ^^; (I know you didn't put it that way but it's how I feel. I have alot to learn)


myk said:
(...) to change the sky, you have two choices. The simpler one is to place a 256x128 graphic called SKY1 between PP_START and P_END among all the wall patches.
That's the way I'll go- I only use the sky as a sky, anyways- and don't plan to do otherwise.

Oh- I've seen "bigger" skies in levels, even "back then" (argh)... I think that is achieved by replacing the SKY1 with a bigger version of "octal multiple" dimensions? like 512x128, etc?

The main reason why I replaced the Sky in my levels is because I needed a texture that'd work in a "vertically tiling" manner... so I was using a rather simple "starry sky". Also, because I wanted my episode to play at night... it changes the overall "feeling" of the levels alot.

And thank you so much for the extensive explanation on how to add / remove patches to create / edit textures. I need to buy you a drink or something :3


myk said:
That is, even if one uses ZDoom's additional texture specifications to simplify things when making a ZDoom-based mod, it's much more convenient to know how to use vanilla flats and textures, as well, as it'll allow the designer to examine and modify the majority of existing WADs, which use the original methods. More so, even, if one is interested in making levels that work across many engines or likes to make rather classic-styles levels for one reason or another. Were someone making some type of "new game" mod for an "advanced" source port, unrelated to all the existing WADs and megawads in design and style, then maybe ignoring the old methods would make sense.
Word.

*bows to myk*

Last edited by CEOofAEP on 01-12-10 at 09:22

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