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i need help with slade 3 to merge texture packs
darkdave1985 replied to darkdave1985's topic in Editing Tutorials
fuck this whole thing, it don't work. i have the newest version of slade, but it got hung up all the time. it worked with the cc4 and plutonia textures but when i want to make the same steps for the tnt textures, the program always got hung up. when i select all the textures, except the 3 ones you said, everything is dead suddenly. the next thing is, as i converted the cc4 textures into the png file, the program said all the filenames will be ignored. another thing is, that some textures have the same filename as others and would have been overwritten later with others i think. because i had that same problem some years ago. i was not that far this time, but i'm sure it would be like this in the end. however, i have no nerves for this anymore, when even the easiest things don't work. it's everytime the same shit, this is why i asked for help. all the time when i try something easy like this, a weird problem appears which others don't have. even the easiest things, are not possible sometimes. i'm sorry for that but sometimes it's so weird. if anyone wants to try it by himself, then please let me know. and thanks for trying to help me, i really appreciate it. i really don't know what to do anymore. -
i need help with slade 3 to merge texture packs
darkdave1985 replied to darkdave1985's topic in Editing Tutorials
to be honest, i can't do this right now. it's hard to explain but i'm just not strong enough for this right now. and i don't think that anyone will get a problem, just because these old textures are copyrighted. there are also a lot of plutonia textures in the cc4-tex.wad and in other project too. if you or anybody else want to do this for me, so please let me know and when not, then it's also good. i'm just feeling not good enough, to get this whole thing done by myself right now. i tried it but it's not possible for me. so, if anyone wants to merge these 3 packs for me, so please let me know. i would really neeed them, to finish my maps. that would be really great. david -
i need help with slade 3 to merge texture packs
darkdave1985 replied to darkdave1985's topic in Editing Tutorials
i hope it's no problem that i uploaded the zip file on zippyshare. what i want now, is to merge all 3 texture packs to a big one together. it's very important that no single wall texture or flat from all 3 packs get lost, because i need them all. because some years ago as i tried this with some other texture packs, some graphics were overwritten with some others, because they had the same filename. but in this case when i want to merge them, i always just got all the cc4 textures and flats in the end, but nothing from the other 2 texture wads for whatever reason. but i did it exactly as showed on the slade 3 homepage. but maybe you can do it, that would be very great. big thx! https://www89.zippyshare.com/v/DKzFwHBg/file.html david -
i need help with slade 3 to merge texture packs
darkdave1985 replied to darkdave1985's topic in Editing Tutorials
thanks 4 writing back. all the graphics in the 3 texture packs, are already in the doom format. and then i wanted them to merge as showed on the slade 3 homepage, but it didn't work. can i send you the 3 texture packs, to try it by yourself? -
hello, i have 3 texture packs, which i want to merge togehter with slade 3 into a wad file. i read the instruction on the slade 3 homepage and i did it the same way but it doesn't work. i always got just 1 texutre pack into the wad file and the other 2 ones are just not in it for whatever reason, when i will work on the map in doom builder after. i don't know what i should do elsewhere. if anyway wants to help me, please let me know. david
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i can't play my maps correctly anymore, screen goes crazy!
darkdave1985 replied to darkdave1985's topic in Doom Editing
it works meanwhile, so topic closed! -
i can't play my maps correctly anymore, screen goes crazy!
darkdave1985 posted a topic in Doom Editing
hello, earlier, i always mapped and played all my maps correctly with gzdoom, no matter which version i had, it worked. no matter, if i had started the map from doom builder or from the file directly, i never had a problem. now, in the last few months, i didn't play and build my maps anymore further because i made a long break from doom. now after some months, i wanted to start to play my maps again but when i try, i come into the map first but then the whole screen is displaced brutally, for whatever reason and i can't change it and it happens to all my maps. and then i tried it also with zdoom and there it works funnily enough but i don't want to change to that port, because i like gzdoom so much more. in this big play break, i didn't change anything at all. i still have the same monitor with the same settings, the same screen settings in the game, the same videocard and so on. and when i go in the game to the display and video mode settings to change different things, the displacement is still the same and i can't see shit because the screen is so terribly displaced to the right i think. what can it be? what should i do? it must have to do with gzdoom, i guess. i tried two different versions, with on i have this problem and the other doesn't work at all. i tried to make a screenshot in gzdoom to show you but the screenshot looks right. i try it with version 1.7 and then this weird screen bug appears. with version 2.3.9 it doesn't work at all. that shit makes me crazy. if anyone can help me, please do so. thanks! djd -
i updated the nodesbuilder now, to the newest version but it's still the same. here is a screenshot of the relevant rooms. when you are in the 3 rooms after the curved room on the right side where the mouse cursor is on(HEALTH BONUS 2014), archviles attack you from the big room, where all the monsters are standing collocated. also through the wall and just in these 3 rooms after the curved room. i will try to displace all these rooms, more into the middle of the map, also further away from the red outlines. i did it before but maybe it was not enough. when anyone knows something else, please tell me. here is a screenshot of the relevant rooms. https://www.sendspace.com/file/8j2or5 djd
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i use gzdoom 1.7 and the nodebuilder is zdbsp.exe from doom builder 1.
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i have a problem. i have made a big map and in some areas, archviles attack you through the walls from another room for whatever reason. i heard that everything, also the whole map, must be in the 16.000 +- xy coordinates and when not, a bug like this can happen. but everything is among this area and i have build also no errors in mapping, because i checked everything. when someone can help me, please tell me what to do and i can send you also the map, if you want so. thanks! djd
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that also don't work, when i try it from scratch. i open a new map with gzdoom builder and the "gzdoom - doom2 udmf configuration" but then gzdoom builder has a problem with slimdx and whatever else. error warning which appears: ********EXCEPTION DETAILS******** CompilationException while loading effect display2d.fx: SlimDX.CompilationException ---> SlimDX.Direct3D9.Direct3D9Exception: ERROR_MOD_NOT_FOUND: n/a (-2147024770) bei SlimDX.Result.Throw[T](Object dataKey, Object dataValue) bei SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue) bei SlimDX.Result.Record[T](Int32 hr, Object dataKey, Object dataValue) bei SlimDX.CompilationException.Check[T](Int32 hr, String errors) --- Ende der internen Ausnahmestapelüberwachung --- bei SlimDX.Direct3D9.Effect.FromMemory(Device device, Byte[] memory, Macro[] preprocessorDefines, Include includeFile, String skipConstants, ShaderFlags flags, EffectPool pool, String& compilationErrors) bei SlimDX.Direct3D9.Effect.FromStream(Device device, Stream stream, Macro[] preprocessorDefines, Include includeFile, String skipConstants, ShaderFlags flags, EffectPool pool, String& compilationErrors) bei CodeImp.DoomBuilder.Rendering.D3DShader.LoadEffect(String fxfile) in x:\Source\Core\Rendering\D3DShader.cs:Zeile 121. bei CodeImp.DoomBuilder.Rendering.D3DShader.LoadEffect(String fxfile) in x:\Source\Core\Rendering\D3DShader.cs:Zeile 141. bei CodeImp.DoomBuilder.Rendering.Display2DShader..ctor(ShaderManager manager) in x:\Source\Core\Rendering\Display2DShader.cs:Zeile 51. bei CodeImp.DoomBuilder.Rendering.ShaderManager.ReloadResource() in x:\Source\Core\Rendering\ShaderManager.cs:Zeile 113. bei CodeImp.DoomBuilder.Rendering.ShaderManager..ctor(D3DDevice device) in x:\Source\Core\Rendering\ShaderManager.cs:Zeile 70. bei CodeImp.DoomBuilder.Rendering.D3DDevice.Initialize() in x:\Source\Core\Rendering\D3DDevice.cs:Zeile 307. bei CodeImp.DoomBuilder.MapManager.InitializeNewMap(MapOptions options) in x:\Source\Core\General\MapManager.cs:Zeile 264. bei CodeImp.DoomBuilder.General.NewMap() in x:\Source\Core\General\General.cs:Zeile 1085. bei CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:Zeile 252. bei CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) in x:\Source\Core\Actions\ActionManager.cs:Zeile 407. bei CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:Zeile 449. bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) bei System.Windows.Forms.Control.WndProc(Message& m) bei System.Windows.Forms.ScrollableControl.WndProc(Message& m) bei System.Windows.Forms.ToolStrip.WndProc(Message& m) bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ---------------------------------------------------- i forget it for right now, i have no nerves for all these things. if anyone could help me with the other swtich question, would be nice. good night! djd
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first, thanks for answering. i have a big map, which i'm working on over a year menawhile and in this map, i want to try these things. i made it in db1 and it needs cc4-tex to play and is made for gzdoom. when i open this map in doombuilder 1 or 2, there is no game configuration for me like "GZDOOM" and so on. so i opened it in gzdoom builder and then there is this configuration. but when i choose it, the map slot from my map dissappears (map26) and i can't open my map anymore. when i choose another game configuration just for trying, a list appears with a million erros and i can not open the map either. i don't know why this things are so fucking complicated. i really need one, who's sitting beside me and show me everything. i love this game and love mapping but there's a million things, which i can not do and which don't work, even when im trying hard. can anyone help me, with the 2 or more switches thing that activates something, which was my first question i think? that would be nice, thanks! djd
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hey to everyone, i need help in some things. one would be. how can i build in my map, that a door or lift must be activated with two or more switches? i don't know how to do it. and the second question would be. how does it work, that a door need 3 or all 6 keys? when anyone knows it, please help me. thanks! djd
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my new map - hard and long!
darkdave1985 replied to darkdave1985's topic in WAD Releases & Development
@ jongo, at least you, who is a little bit constructive, by all these whiners and snobs here. very sad, really! djd -
hey, since some months, i'm working on a new map. the map is long and hard and not finished yet but i'm working on it every day. what is still to do? some detailing and some little changes but normally you can play through the map without big problems. there are some weird bugs for whatever reason in some rooms, but i can't change this things so far but it's nothing big and i'm working on it. the map is made for zdoom because pr-boom plus has this weird infinity tall thing, so you can't run over things and so you can't play this map really good on pr-boom plus but maybe someone will try it also and maybe it's not so bad. i need some good playtesters, to give me feedback because as i said, the map is hard and long but nice in detail and gameplay, with no big problems to play normally. and the map needs cc4-tex to play. demos are welcome, if anyone could make one, it would be nice. if anyone is interested in the map, for his megawad project, just tell me so. and to all playtesters. nice try and have fun playing! https://www.sendspace.com/file/aszewi djd