Doom Marine
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Detailing Greenwar2: Still going! Go claim some new maps!
Pages (11): « First ... « 8 9 10 [11]  
Author
All times are GMT. The time now is 05:26. Post New Thread    Post A Reply
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


UPDATE
I've just reuploaded layout packs 1, 2, and 3, and greenwar2-tex, and updated their links in the OP. I'm not positive if it's the latest greenwar2-tex; it's just the version I found in my projects folder. Hopefully it's the latest. I also can't seem to find layout pack 4 anywhere, does anyone have it?

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 01-20-09 03:21 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Craigs
The only idiot here besides Csonicgo


Posts: 2438
Registered: 11-05


I've got pack 4 but I think it's an outdated version.

http://www.speedyshare.com/893715451.html
Also, if it's still available, I'd like to claim arc2x as my bitch.

Old Post 01-20-09 03:46 #
Craigs is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shaikoten
Senior Member


Posts: 1044
Registered: 05-04



esselfortium said:
UPDATE
I've just reuploaded layout packs 1, 2, and 3, and greenwar2-tex, and updated their links in the OP. I'm not positive if it's the latest greenwar2-tex; it's just the version I found in my projects folder. Hopefully it's the latest. I also can't seem to find layout pack 4 anywhere, does anyone have it?


JEEEEEEEEEEEEEZ Essel, FINALLY. Now that we have this, we can resume work, and we can lay out a deadline pending my discussion with SL4TM. Yes, this needs a deadline, very much. Yes, you guys can do it.

Also: point of debate. I don't like the exits of most of these maps, I think it hurts the DM flow of some of them, and I'm pretty sure Hellbent just tacked them on at our request. GW1 had few, if any, and I think this project would do better without them too.

Old Post 01-20-09 05:34 #
Shaikoten is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hellbent
Forum Spammer


Posts: 3775
Registered: 06-00


Yay! Someone who also appreciates this.. Greenwar had no exits not because I have some kind of preference for no exits, but because I couldn't figure out how to add exits to the levels without disrupting the levels gameplay/flow. I did tack on exits to these levels per peoples' requests, but I would not be surprised if the levels are weakened by the exits. Happy to have them gone (but willing to have them stay if that's what people want.) I honestly thought this project had died, so nice to see the flame has not gone out.

Meanwhile... I've made more layouts that might be worth considering.

Old Post 01-26-09 05:08 #
Hellbent is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cybershark
Junior Member


Posts: 164
Registered: 09-07


Bumpetty-bump!

Yes, adding exits after a map has been finalised can seriously upset gameplay. I'm totally against such retro-fitting.

In other news then I finally got down to finishing off the map that Kuchikitaichou originally took on - la33dX.
Here ya go: la33dX-kuchi-cybered

I just carried on with the 'fire & ice' theme he'd layed down there.
WAD file contains music for the map - SIMONR from Hexen - and also a custom gfx patch that Kuchi had added - W_KOOCH - which will need to be added (as a texture of the same name) to the existing resources.

Old Post 04-17-09 13:15 #
Cybershark is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Awesome, thanks Cybershark!

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 04-17-09 17:28 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1787
Registered: 12-06


Wow progress! Awesome. Makes me want to finish up my map now, heh.

Old Post 04-17-09 23:58 #
Mechadon is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hellbent
Forum Spammer


Posts: 3775
Registered: 06-00


yayyy!! /me turns up the volume on "Jane Says" in celebratory glee

Old Post 04-21-09 19:52 #
Hellbent is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Hellbent
Forum Spammer


Posts: 3775
Registered: 06-00



32in24MaintenanceBot said on 11-16-07 19:07:
Welcome to the next exciting 32in24 team project: detailing Greenwar 2, the sequel to the highly-acclaimed deathmatch megawad Greenwar!

(GREENWAR II logo picture that used to be here)

This one isn't quite a 32in24, in that we're not attempting to finish it within 24 hours, but we're still aiming to have it finished within a few days.
(edit 01/30/08: argh)

Old Post 05-18-09 19:43 #
Hellbent is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1787
Registered: 12-06


05/19/09: DOUBLE ARGH :<

Old Post 05-19-09 18:15 #
Mechadon is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


It's been over a year since I volunteered to help with this project, is there still help needed (itching to use Doombuilder 2)???

Old Post 05-19-09 18:39 #
Patrick is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Yes!

Also, unfortunately due to an issue that was discovered some time ago, back when development on this was still active, some major work is going to need to be done to the texture wad in order for this to be released in a form that will work on ports that aren't ZDoom. It was a major oversight on my part, due to something I wasn't aware of at the time that I created it.

All of the shortened/cropped versions of textures in the wad, for use building faux-3D architecture with midtextures, were created by taking the same full-size patch and creating a new texture1 entry for it with a smaller size. Unbeknown to me at the time, ports other than ZDoom will just draw the entire patch anyway. This results in major oddities in some maps, such as rooms that are supposed to have a midtex ceiling above them, but instead appear to just be completely solid walls ingame.

The only way this can be fixed is for the texture wad to be gone through and for every shortened texture variant in it (and there are a ton of them) to be replaced with an actual cropped patch at the appropriate height, creating each cropped patch in an image editor. The end result of this would be that the maps would all look correct in all Boom-compatible ports, as they should.

With this many maps completed already and a number of them depending on these textures, it's way too late to go back and just remove them, but the job of fixing the resource wad is something I've been dreading for the past year and a half now :(

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 05-19-09 19:12 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1787
Registered: 12-06


Oh man...that's gonna suck to fix all those midtexture buggers. :[

Old Post 05-19-09 19:16 #
Mechadon is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cybershark
Junior Member


Posts: 164
Registered: 09-07


Hrmmm... I was thinking of taking a shot at fixing this as it's not a hideous job, just a bit dull and repetative. But then I poked around some and realised that since Doom itself uses this practice the problem was being overstated.

Just look at STEP2 in Doom2 and how it's created. Clearly that one causes no problems when displayed so what's the deal? The only problem I can see when testing in a suitably backwards port like Zdaemon is that the wrong areas of the cropped patches are often displayed but the sizes comes out fine. Which port were you having the size glitches in Essel?

The only problem I seemed to have with greenwar2beta02 was that it was crashing when it hit the TITLEPIC/INTERPIC textures as the size of those textures is bigger than the patches which constitute them.

Old Post 06-22-09 12:40 #
Cybershark is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


STEP2 actually *does* cause problems in all ports other than ZDoom. I'm not sure how that managed to slip past id Software.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 06-22-09 14:16 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cybershark
Junior Member


Posts: 164
Registered: 09-07


Probably because they never tried using it as a floating middle texture? Either that or because they were a bunch of incompetent buffoons!

I'll definitely get around to doing this anyways.

Old Post 06-23-09 18:37 #
Cybershark is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Well, the issue with STEP2 in Doom2.wad is actually a sort of combined thing...

In addition to one of its patches going outside of the defined texture space, that patch also has a negative y offset. Doom seems to treat negative y-offsets for patches as if they were just 0. Looking at the step2 by the ceiling of the big ashwall room in Doom2 map01, in ZDoom and then comparing it to how it looks in PrBoom or Eternity or something, the difference is pretty visible. 9_6

Also, thank you a whole lot for doing this! <3 <3

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 06-23-09 19:57 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mechadon
Senior Member


Posts: 1787
Registered: 12-06


Just thought I'd pop in here and say that I'm planning on finishing up my current in-progress detail job. I'll see if I can't chip away at it while I'm working on other stuff. At the moment it's somewhere around halfway done I think :)

Old Post 06-24-09 07:37 #
Mechadon is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cybershark
Junior Member


Posts: 164
Registered: 09-07


Done! See how that works out eh?

Creating the textures was no problem here, I just took screenshots of Wintex displaying them and then cropped the images down - yes, Wintex was invaluable due to the way it doesn't obscure or skew the images. The real problems came when when I tried to add the new patches. XWE is my tool of choice but occasionally it garbles the PNAMES for no good reason and you're presented with shit like this:
code:
BODIES O : 0 RW22_1 e : 1 RW22_2 : 2 RW22_3 : 3 RW27_2 p : 4 RW27_3 : 5 BFALL1 n : 6 BFALL2 : 7 BFALL3 : 8 BFALL4 n : 9 RW23_3 s : 10

It just throws random characters in there which is really not helpful. Anyone know anything about this?

Anyways I used SlumpEd in the end ...despite it crashing everytime I tried to do anything with multiple entries. For completeness I also included that new texture that Kuchi had used in the map of his that I finished up.
But really, would ONE fully functioning lump editor be too much to ask for here?! -_-

Old Post 06-24-09 12:06 #
Cybershark is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Thanks! Checking it out now :D

As for the XWE PNAMES issue, as I posted in another thread the other day,


The issue is that SLumpEd doesn't fill in the remaining unused character spaces with a null character. While it is a bit unusual, this technically isn't incorrect behavior, as the format specifies that after the first null character you're supposed to stop reading. Hence, the lump works in Doom itself and in virtually all other editors. XWE breaks that convention, though, and then ends up actually putting the previously harmless garbage characters into the visible names.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 06-24-09 14:53 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
TheMionicDonut
Member


Posts: 652
Registered: 04-08


For the sake of 32in24s return I shall take a map.

I'll go with la19X for 300 Trebek.

Last edited by TheMionicDonut on 06-29-09 at 00:44

Old Post 06-28-09 23:12 #
TheMionicDonut is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 05:26. Post New Thread    Post A Reply
Pages (11): « First ... « 8 9 10 [11]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Detailing Greenwar2: Still going! Go claim some new maps!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory