

Xtroose
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MAP27: The Shrine of ED4:RfO has a great layout and a beautiful atmosphere, with many areas to explore and many different paths to choose. Every playthrough is a different experience and I will never grow tired of exploring it. I believe you will like it.
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I agree. You can download the latest official release here and the unofficial SVN builds here. :P
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I love the paintings, I am surprised to see them look so good in the Doom palette. I like the other textures too, but I have a small suggestion. I think the wood and paper walls would be better if they were shifted 4 units to the left. Right now they are quite awkward to use, because they have to be manually aligned on the walls. Also, what do the characters on the crate texture say?
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e1mX style maps/mappacks with 3dfloors
Xtroose replied to traversd's topic in WAD Releases & Development
The vertex density in the maps is also too high to fit the description. I doubt any maps like this have been made and the majority of tech base maps with 3D floors/portals have almost nothing in common with classic E1 maps. But I hope someone can prove me wrong. -
Read this. OK, now let's look at a really simple DECORATE actor, for example the pool of blood. This is the one you see when a body gets crushed by a crusher or a door. If you search its sprite in your IWAD, you will find that it is named POB2A0. How does this relate to the sprite name format? Well, the sprite name format is NNNNFA[FA]. The NNNN part corresponds to POB2 - this is the sprite name. The F part corresponds to A - this is the frame position. This actor only has one frame. The A part corresponds to 0 - this is the angle of the frame. This frame has no rotations, so it is set to 0. Let's take a look at the DECORATE code:ACTOR SmallBloodPool 80 { Game Doom SpawnID 148 Radius 20 Height 1 +NOBLOCKMAP +MOVEWITHSECTOR States { Spawn: POB2 A -1 Stop } } Our actor is named SmallBloodPool. As you can see, it only has one state named Spawn. In this state you can see this: POB2 A -1. What does it say? It says that the frame A of a sprite named POB2 will be displayed for -1 tics (-1 means forever). OK, now let's try a more complicated object, for example the evil eye. Like before we will search for its sprites. We can see it uses three sprites CEYEA0, CEYEB0 and CEYEC0; this gives us three frames of animation. We can see that all three have the same sprite name CEYE, but they have three different frame names A, B and C. None of the frames have rotations, so they all have angles set to 0. On to the DECORATE:ACTOR EvilEye 41 { Game Doom Radius 16 Height 54 +SOLID States { Spawn: CEYE ABCB 6 bright Loop } } Our actor is named EvilEye. It only has one state named Spawn. What does CEYE ABCB 6 bright tell us? It tells us that frames will be displayed in the following order: frame A first, frame B second, frame C third, frame B fourth; each one lasting 6 tics. bright means that it will glow in the dark. Now let's take a look at a more complicated actor, e.g. the demon. We can look at the sprites again. Because we learned more about sprite naming, we can quickly figure out that all its sprites are named SARG, and that it has eight states with rotations (A-H) and six states without them (I-N). Let's list all sprites belonging to frame A: SARGA1 (this is the first angle | NNNN=SARG, F=A, A=1) SARGA2A8 (this is the 2nd angle and its mirror image, the 8th angle | NNNN=SARG, F=A, A=2, F=A, A=8) SARGA3A7 (this is the 3rd angle and its mirror image, the 7th angle | NNNN=SARG, F=A, A=3, F=A, A=7) SARGA4A6 (this is the 4th angle and its mirror image, the 6th angle | NNNN=SARG, F=A, A=4, F=A, A=6) SARGA5 (this is the fifth angle | NNNN=SARG, F=A, A=5) You can easily figure out the others yourself. Finally we will take a quick look at the DECORATE definition: ACTOR Demon 3002 { Game Doom SpawnID 8 Health 150 PainChance 180 Speed 10 Radius 30 Height 56 Mass 400 Monster +FLOORCLIP +FASTER +FASTMELEE SeeSound "demon/sight" AttackSound "demon/melee" PainSound "demon/pain" DeathSound "demon/death" ActiveSound "demon/active" Obituary "$OB_DEMONHIT" // "%o was bit by a demon." States { Spawn: SARG AB 10 A_Look Loop See: SARG AABBCCDD 2 A_Chase Loop Melee: SARG EF 8 A_FaceTarget SARG G 8 A_SargAttack Goto See Pain: SARG H 2 SARG H 2 A_Pain Goto See Death: SARG I 8 SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 Stop Raise: SARG N 5 SARG MLKJI 5 Goto See } } We can see that our actor named Demon has six states: Spawn, See, Melee, Pain, Death and Raise. We can see that the demon uses frames A and B when it is waiting to hear or see you (you can see them walk in place when they are not active), frames A-D for walking, frames E-G for attacking, frame H is the pain frame (displayed when it is hurt), frames I-N are its death frames (displayed when it gets killed) and frames N-I are its raise frames (death in reverse - displayed when an arch-vile resurrects it). I hope I was able to explain how sprite naming works. You should now be able to modify your DECORATE code to display your sprites and do all sorts of other cool things. You can also read up on the specifics of sprite creation here.
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You have to make the sprites yourself. It even says so in the second paragraph of the tutorial. (which was sneakily added by Gez a while ago :P) I have to point out that I do not like this tutorial very much. Don't get me wrong, it does a great job at explaining the basics of designing a weapon in DECORATE (which is ultimately the goal of this tutorial), but the "missing" sprites make it very confusing for someone new to scripting and it makes it hard for them to test if it works correctly. I believe such tutorials should rely on IWAD resources only. I can see the relevance of new sprite names, but in that case it would be advisable to include a download link to a wad containing sprites (even simple rectangles would do their job). But even then another question will be brought up sooner or later - why is my gun quiet. While this is a DECORATE tutorial and it does mention the need to define sounds in the SNDINFO lump, it would be better if that was also covered.
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You should never modify your IWADs, even if it is a copy. If you want to replace data in the IWAD you can do it by using one or more PWADs. I highly suggest you read this article on the Doom Wiki, because it will help you better understand how PWADs work. Texture packs do not need to be included in your PWADs. Most map editors can load texture packs as resources, so there is no need to include them in your PWAD. Just be sure to mention which texture pack we should load alongside your map and where we can get it. You should write this information in the Other files required field of the /idgames .txt generator (e.g. Gothic Textures | http://www.doomworld.com/idgames/index.php?id=10203), but it is advisable you also mention it in the Description, because apparently a lot of people do not read text files. Shocking, I know. Adding textures to your PWAD can be as easy as copy-pasting a couple of lumps or as hard as manually compiling new TEXTUREx and PNAMES lumps. This can get very tedious when you want to use textures from more than one texture pack (especially when there are naming conflicts) or when you are dealing with multi-patch textures, or even both.
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GLBoom+ is probably the optimal choice. It even supports high resolution textures.
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Let's say we have a DECORATE lump inside which an actor named MyActor is defined. We want to give it an editor number (e.g. 1337). All we have to do is put a number next to its name, like this:actor MyActor 1337 { // I need your properties, // your flags // and your state definitions. }Be sure to not use any of the already used numbers.
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Both test wads use linked portals, you just have to set comp_overunder to 0 in the console to enable 3D thing clipping.
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Status bar graphics are prefixed with ST and menu graphics with M_.Use SLADE3 (or any other lump management tool) to open your IWAD and use its filter to locate the lumps. Write down the lump names and dimensions of graphics and their offsets. Make your own replacement graphics with your favorite image manipulation program. Remember that the graphics must conform to the Doom palette (unless you are using a source port with truecolor support), they must be exactly the same size as those in the IWAD (unless you use a source port that supports scaling), they must have the same offsets and they must have the same name. Insert those graphics in your wad.Sprites (monster, weapon and decoration graphics) are located between S_START and S_END markers, flats (floor textures) between F_START and F_END, patches (parts of a texture) between P_START and P_END. A list of all patches is located in the PNAMES lump and all wall textures are stored inside TEXTURE1 and TEXTURE2 lumps.
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Use a text editor (e.g. Notepad) to create a MAPINFO.txt file. Use a lump management tool (e.g. SLADE 3) to put the MAPINFO.txt in your wad.
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Upon map start a welcome message used to be printed on the screen. Now the following error message is printed to the console: It has been a while since I visited the start map, so I checked some older versions to see when this bug was introduced. It seems something was changed somewhere between 3.37.00 and 3.39.20, but I cannot pinpoint the exact revision.
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@Tormentor667: You can read more about Aeon here.