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tony
Junior Member


Posts: 174
Registered: 10-03


I finish with the editing of FreeDoom1 maps for jDoom compatability, who wants to test them out ???

Old Post 01-08-05 11:54 #
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chilvence
Master Procrastinator


Posts: 1147
Registered: 01-03


You know that jDoom has its own complete (well near enough anyway) texture, monster, sound and music replacement dont you? I'm struggling to understand your motive. If you just want to see the the freedoom iwad in GL, theres ZdoomGL, or GLBoom - the only thing that jDoom offers over those 2 are those optional extras. Which incidentally replace everything in freedoom. (well, except the levels)

Old Post 01-08-05 16:12 #
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Darkman 4
Heh fanboy.


Posts: 530
Registered: 12-03



chilvence said:
You know that jDoom has its own complete (well near enough anyway) texture, monster, sound and music replacement dont you? I'm struggling to understand your motive. If you just want to see the the freedoom iwad in GL, theres ZdoomGL, or GLBoom - the only thing that jDoom offers over those 2 are those optional extras. Which incidentally replace everything in freedoom. (well, except the levels)


He uses Linux, so his Source Port choices aren't that big. :o

Old Post 01-08-05 16:46 #
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Mancubus II
Purple is not a breakfast color


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What possible "incompatibilities" were there? And were they not possibly the fault of jdoom if they ran right in every other port?

Old Post 01-08-05 23:56 #
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tony
Junior Member


Posts: 174
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Well most of incompatibility were minor. Like red, blue and green door weren't label red, green or blue. Floors that don't lower, I did some fancy editing with a few things, so it almost impossible to see the difference.

The most problems I had was with EMl7. There were lines that were over lapped and sectors that aren't solid. Despite all this I had to end up deleting one door and rebuild another.

But please give it a try and tell me what you think.

Maybe you can help me come with a solution for EMl7

Old Post 01-09-05 00:28 #
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tony
Junior Member


Posts: 174
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Well anyone ? Could it at least be posted with freedoom ? Might as well.

Old Post 01-10-05 22:23 #
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leileilol
dork stalker


Posts: 2211
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Doubtful anyone would try if a link wasn't provided at all, cmon it's FreeDoom, no need for secrecy.

Old Post 01-10-05 23:27 #
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tony
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Well it's too big to keep on my FTP so I need a place to upload the damn thing

Old Post 01-11-05 02:15 #
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Jon
Freedoom Bloke


Posts: 1172
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http://sourceforge.net/docman/displ...&group_id=61157

As found by going to freedoom.sf.net and clicking on 'documentation'

Old Post 01-12-05 13:47 #
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tony
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Posts: 174
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Thanks, be up there shortly

Old Post 01-12-05 20:28 #
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tony
Junior Member


Posts: 174
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Ok, I uploaded the wad, the first one sort of lost connection so download the zip instead, it's here ftp://ftp.vect.org/pub/incoming/freedoom/

However I think you need a ftp protocol to download it.

Old Post 01-12-05 21:07 #
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leileilol
dork stalker


Posts: 2211
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Incoming files can't be downloaded by others

Old Post 01-12-05 21:42 #
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tony
Junior Member


Posts: 174
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Ok, so why did I sent it there ?

Old Post 01-12-05 23:58 #
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leileilol
dork stalker


Posts: 2211
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It's for "contributing" to FreeDoom, not for hosting files. Only the Freedoom maintainers can access them.

Old Post 01-13-05 04:12 #
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tony
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Well when he does look at which I dought he will have time to, please let me know on what he decide.

Old Post 01-13-05 04:49 #
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Jon
Freedoom Bloke


Posts: 1172
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tony said:
Well when he does look at which I dought he will have time to, please let me know on what he decide.


Do you have a job?

Old Post 01-15-05 21:02 #
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tony
Junior Member


Posts: 174
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Not really

Old Post 01-16-05 01:06 #
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fraggle
Super Moderator


Posts: 4195
Registered: 07-00


I extracted the modified levels and put them here. Sorry for the delay in dealing with this stuff. I'll try and have a look at the changes tonight.

Old Post 01-25-05 12:37 #
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tony
Junior Member


Posts: 174
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Thank you fraggle

Old Post 01-26-05 00:33 #
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