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Enjay
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Secret switches certainly used to take you to a secret level, regardless of which level the switch was on. I used this behaviour in a personal mod years ago to skip levels because I didn't want to have to make all 32 but I still wanted to play from map01 and finish at the end of the game.

[Edit] Forget that, I think my mod was for Doom. I just tried it in vanilla Doom2 and putting a secret exit on MAP01 took me back to MAP01 when I hit the exit. [/edit]

Last edited by Enjay on 01-15-08 at 19:03

Old Post 01-15-08 18:54 #
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Csonicgo
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myk said:
And those are just for organizational purposes; only editing tools really care about them, as the engine checks PNAMES to find which lumps are patches.


no, Skulltag checks this, and will mess up completely if they aren't there.


Essel, I approve of this project. :D

Last edited by Csonicgo on 01-15-08 at 19:47

Old Post 01-15-08 19:38 #
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myk
patron mod of ugly ducklings and black sheep


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Csonicgo said:
no, Skulltag checks this, and will mess up completely if they aren't there.
How so? I just deleted the markers from 2002ADO, had it cleaned, and it loaded fine. I'm guessing perhaps it's critical if there are patches that don't rely on PNAMES (since ZDoom engines can use images directly as textures).

Old Post 01-15-08 20:00 #
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Risen
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esselfortium said:
It's not intended as an insult to the original team, and I hope it isn't taken that way.

Can't speak for the other members, but I take no offense.


esselfortium said:
With that said, though, the gameplay will be undergoing some major changes.

Of course. It would have to.

Old Post 01-15-08 21:49 #
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Graf Zahl
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myk said:
How so? I just deleted the markers from 2002ADO, had it cleaned, and it loaded fine. I'm guessing perhaps it's critical if there are patches that don't rely on PNAMES (since ZDoom engines can use images directly as textures).



ZDoom completely ignores P_START/END. It can use patches directly as textures but they have to be listed in PNAMES.

Skulltag uses the exact same texture management code so it'd surprise me if it required these markers anywhere. At least I can't find any reference to these lumps in the source.

Old Post 01-15-08 22:00 #
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Csonicgo
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Graf Zahl said:



ZDoom completely ignores P_START/END. It can use patches directly as textures but they have to be listed in PNAMES.

Skulltag uses the exact same texture management code so it'd surprise me if it required these markers anywhere. At least I can't find any reference to these lumps in the source.



http://img179.imageshack.us/img179/4685/compareir4.png

ABYSS.WAD, a classic Coop-SP wad with bad P_START/END markers.

Old Post 01-16-08 00:32 #
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Lizardcommando
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This sounds pretty interesting. How are you going to make a fully-animated intro though? Was this already explained?

Old Post 01-16-08 00:47 #
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esselfortium
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If I gave away all the secrets it wouldn't be interesting! :p

(demo1)

EDIT: We now have both regular and silent teleports, and summonable explosions (no, they don't use any of the icon of sin death codepointers). :)

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Last edited by esselfortium on 01-16-08 at 04:14

Old Post 01-16-08 01:00 #
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kristus
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esselfortium said:
(demo1)


Finally I get to see someone using this method (don't think I've seen anyone really use it before). I was planning to use it in my last wad, but I decided to not do it, and instead have an uninterrupted Titlepic instead.

Old Post 01-16-08 04:40 #
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myk
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I imagined that about the intro... instead of scripting it's "acting".


esselfortium said:
We now have both regular and silent teleports,
Now that's a new one... unexpected.


Csonicgo said:
ABYSS.WAD, a classic Coop-SP wad with bad P_START/END markers.
Odd... got link?

Old Post 01-16-08 04:56 #
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esselfortium
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myk said:
Now that's a new one... unexpected.

The regular, non-silent teleports are done with a bit of dehacked trickery. Currently they can only be used for monster teleports and one-way player teleports where you can't access the teleport destination beforehand. As this limits their use significantly, I do have some possible ideas for how to simulate teleport fog and sound for two-way reusable teleporters. Thankfully, though, e1 isn't too heavy on the teleporting. :p

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Old Post 01-16-08 05:00 #
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Csonicgo
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myk said:


Odd... got link?



It's not in the Archives, but here you go.

http://mrelusive.com/projects/abyss/abyss24a.zip

one of my favorite WADs of all time, it's a blast in Co-op, and SP as well. It's one of those hidden gems. :)

Old Post 01-16-08 17:54 #
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myk
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Csonicgo said:
It's not in the Archives, but here you go.
Thanks!

I added the markers and the issue persists. I tried Galaxia, a wad that similarly has patches that replace originals (same names) and no markers, and got the same "invalid data encountered for texture" in the console, but no apparent errors in the map. So while Skulltag may not like that, something else may be causing the disarray.

Last edited by myk on 01-16-08 at 18:57

Old Post 01-16-08 18:44 #
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esselfortium
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In other news, I decided to outsource Knee-Deep in KDiZD's advertising to a small company in Thailand.

http://sl4.startan3.com/screens/kdikdizd/promo/awfulpromo.png

Needless to say, I was very disappointed and will not be working with them again.

EDIT: Oh god it's taken on a mind of its own, it can't be controlled by any mortal force D:
http://sl4.startan3.com/screens/kdikdizd/promo/awfulpromo2.png

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Last edited by esselfortium on 01-17-08 at 04:42

Old Post 01-17-08 04:34 #
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Kaiser
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Needs more pipes.

Old Post 01-17-08 05:15 #
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GreyGhost
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I don't like the rate at which the release date is being pushed back. Maybe my great-great-grandfather can pre-order a copy for me :-)

Old Post 01-17-08 05:53 #
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Csonicgo
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That poster is hilarious. Keep it up Essel!

Old Post 01-17-08 08:44 #
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Lüt
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Kaiser said:
Needs more pipes.
I disagree. I think it needs more bars more than more pipes.

Though I suppose we could compromise on running the pipes through the bars.

Old Post 01-17-08 08:51 #
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dutch devil
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Dammit now I need to fix my damn time machine again :p

Old Post 01-17-08 13:24 #
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zap610
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There's something wrong with those posters but I can't put my finger on it... Oh! The lines are orange. What kind of sicko maps with orange lines. :(

Old Post 01-17-08 18:39 #
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esselfortium
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Chinese babies who don't know how to make decent advertisements, that's who :(

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Old Post 01-17-08 18:50 #
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doom2day
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For the abyss wad, it could be that the textures that skulltag comes with are messing up the wad.

Old Post 01-20-08 20:41 #
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Csonicgo
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UPDATE!

Since essel is really busy I thought I'd write this for him. I hope he doesn't mind.

A small preview of what you'll see in KDIKDIZD...

AS you land on phobos, You look around and see the wonderful scenery. The brisk Phobos winds surround you, blowing against your ears. Once inside the Base, the whirring sounds of the UAC computer systems intrigue you. Damaged electrical installations spark and fizzle. nukage bubbles and swirls, lights flicker, lights turn on, lights go out, the base goes to Hell before your eyes. The environment moves and mutates according to your actions. The environment itself is your enemy.



Now, that I've scared you enough, a note on progess!

First maps are going well, with a few snags but so far, so good. It's hard to dance with the limits like these maps are doing, and a lot of sacrifices had to be made to get things working without bombing out or Hall-of-mirrors all over the place. E1M1 alone is using vanilla hacks galore, including some that have never been done (not to my knowledge, anyway) or some that have never been considered to be used in a serious level.

Morale is high and the team has never felt better! I expect a solid release, as development has been moving faster than expected, and a lot of work is being done. in the course of a few weeks, KDIKDIZD has gone from a small joke to a serious wad. That's awesome. :P

Old Post 01-25-08 18:51 #
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Reckoner
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It is good to hear that progress is going smoothly. As much as people may think of it as a joke WAD, I think this is a really neat idea in terms of seeing just how far one can push the vanilla engine. I'm looking forward to this one.

Old Post 01-25-08 20:49 #
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printz
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I hope not to see any trace of ZDoom like scenery, however that may be.

Old Post 01-25-08 21:31 #
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Edward850
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What’s wrong with "Zdoom like scenery"? Do you have this natural hatred towards zdoom for no dam reason?

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Old Post 01-25-08 21:49 #
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printz
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No, but I hope this project, for being vanilla only, uses its abilities to the fullest, by not living on what ZDoom had used to make KDiZD work fine. I shouldn't elaborate, because it's too clear: no hacks. I posted all this needlessly.

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Old Post 01-25-08 21:57 #
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Edward850
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Well obviously it’s made for vanilla. Can’t you read the first post of threads? Why the fuck would you make a vanilla wad require zdoom to run? That would be pointless.

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Old Post 01-25-08 21:59 #
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esselfortium
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printz said:
No, but I hope this project, for being vanilla only, uses its abilities to the fullest, by not living on what ZDoom had used to make KDiZD work fine. I shouldn't elaborate, because it's too clear: no hacks. I posted all this needlessly.

What sorts of hacks are you referring to? <_<

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Old Post 01-25-08 22:00 #
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printz
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Err, hacks of unoriginality. Like basing your work so much on KDiZD that you try it to be VERY similar (imitating every monster, slope, ambience), that gameplay (which is Doom.exe's sure and only pro) is let down.

Old Post 01-25-08 22:16 #
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