Kaiser
Doom64 Guru

Posts: 2632
Registered: 08-00 |
Fisk said:
Also, I discovered what was wrong with the test WADs. If you guys want to fix it yourself:
1) Open doom64.wad with a lump editor of your choice.
2) Extract the entry MAP01 as a .wad.
3) Open MAP01.wad.
4) Save MACROS.lmp.
5) Use glbsp with -normal on one of the test WADs. For example, "glbsp.exe -normal test_deathtrigger.wad -o test_deathtrigger.wad".
6) Inject MACROS.lmp as the last lump in the WAD you built.
7) Enjoy.
Ergo, Doom64.exe will crash when it doesn't find a MACROS lump with the map it tries to load, and there are no GL nodes for some of those WADs. ...Although, the GLBSP.exe for Builder64 could be different than the regular GLBSP. I dunno.
Doom64 doesn't use GL lumps. The SEGS, SSECTORS, and NODES lump ARE the gl compiled lumps. A custom GLBSP is required as well to compile the d64 maps.
Also, as I mentioned before (I think) that the updated link to doom64ex has the updated/fixed maps that are included.
hardcore_gamer said:
Oh yea, i failed to notice that before!
But what about the sector color it self? If the wall is blue, the ceiling is green and the floor is red, then of what color would the glow be? For example, when the player walks into a sector that has green lighting, then the players view and gun becomes a little green, but if the walls and the floor and the ceiling all have there own color then what color would affect the players view when he enters the sector? I failed to see any option in the screenshot that mention this.
There is no 'glow' in Doom64, only the Doomsday TC because that was the only thing I could use to mimic the lighting system.
The walls, thing, floor and ceiling are all independent from one another, which means you can set individual colors for each.
Thing color will effect both sprites and player weapon sprites only, so you can have a room thats all red, but have the sprites/weapon sprites be colored green.
Last edited by Kaiser on 07-13-08 at 20:50
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