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NerdKoopa

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Everything posted by NerdKoopa

  1. NerdKoopa

    [RELEASE] Voxel Vehicles Pack 1.0

    This is a pack of static decorative voxel vehicles for ZDoom and GZDoom. Guaranteed to to give some life to your maps! /idgames link: http://www.doomworld.com/idgames/?id=17230 Alternate link here: http://www.mediafire.com/download/dg4g09c7l4odclm/vvpck1.0.zip Instructions: Since voxel model collisions are handled like sprite collisions, only the very center parts of the vehicles are solid initially. You have to provide additional collision areas with bridge things. To see how they are laid out on each vehicle, see the demonstration level. If you want to remove the demonstration level, just remove the maps directory from the PK3 file. The vehicles occupy DoomEd numbers 10600 through 10803. Complete list of contents: Cars category * A 1960's two door sedan in 10 colors * A 1960's station wagon in 10 colors * A modern sedan in 9 colors * A modern hatchback in 9 colors * A sports car in 10 colors * An SUV in 9 colors * A van in 11 colors * A pickup truck in 10 colors * A semi truck in 9 colors Special cars category * A 1980's taxi * A 1980's cop car - with and without animated lights * A modern taxi * A modern cop car - with and without animated lights * An ambulance - with and without animated lights * A fire truck - with and without animated lights * A limousine in 4 colors * An armored UAC truck in 2 colors Aircraft category * A plane in 8 colors * A helicopter in 7 colors * A futuristuc VTOL in 4 varieties - green and brown, with and without UAC logo Watercraft category * A hovercraft in 5 colors * A motor boat in 6 colors Heavy equipment category * A bulldozer in 6 colors * An excavator in 8 colors * A tractor in 10 colors Snow category * A snowmobile in 9 colors * A snowcat in 4 colors * A snowcoach in 5 colors Misc. category * A chopper bike in 6 colors * A tank in 3 colors * A forklift in 8 colors * A flying car in 9 colors * A flying cop car - with and without animated lights Now some screenshots. Please note that all the color variations are not shown in these!
  2. NerdKoopa

    [RELEASE] Voxel Vehicles Pack 1.0

    Well, Imageshack went full potato, so I had to rehost and relink all the images. I apologize if this comes off as resurrecting a dead thread.
  3. NerdKoopa

    Odamex refuses to save settings

    Just checked that, nothing wrong there. It's not read-only.
  4. NerdKoopa

    Odamex refuses to save settings

    For some reason Odamex 0.6.4 doesn't save any game settings when I try to change them through the main menu. Is there a way to fix this, or do I really have to edit the .cfg file to be able to get my settings?
  5. NerdKoopa

    Odamex refuses to save settings

    Bug report sent. I hope it was clear enough.
  6. NerdKoopa

    Odamex refuses to save settings

    I did some more testing. Changed a setting directly in the cfg file by changing fullscreen to 1. That one saved. Then I tried "reset to defaults" through the game. It went to windowed mode as expected, but right back to fullscreen as soon as I restarted. The game can do absolutely NOTHING to the cfg file! Gonna look into that bugtracker.
  7. NerdKoopa

    Odamex refuses to save settings

    Maybe I should have mentioned earlier that I'm using Windows 8.1. Does that have something to do with this issue? I tried to run it as administrator. No luck there.
  8. NerdKoopa

    Odamex refuses to save settings

    I just choose quit from the main menu.
  9. NerdKoopa

    Odamex refuses to save settings

    It already IS in my documents folder.
  10. NerdKoopa

    Legality of NES music in a PWAD?

    Invictius' post about IWAD midis got me thinking... Would it be against the rules of /idgames to have NES music that's been converted to MP3/WAV from the original NSF file in your PWAD? Let's say that I'd want to use music from Skate Or Die 2 in a PWAD for Odamex. I'd find the original NSF songs and convert them to MP3/WAV with the possible edit of removing the intros so that they would loop smoothly in game. I'm pretty sure /idgames would reject the WAD if the songs were in MP3, but what about WAV?
  11. NerdKoopa

    Legality of NES music in a PWAD?

    Ah, that's good to know. So video game music from any non-album source is good to go?
  12. NerdKoopa

    The /newstuff Chronicles #440

    Thanks a bunch for the review, nub_hat! Sorry that I forgot to include you in the map credits for testing. I realised my mistake way too late.
  13. NerdKoopa

    [RELEASE] Voxel Vehicles Pack 1.0

    Slab6 has a color replacement function. I can't remember the button right now. It's been ages since I last used the program. Every single functionality is documented in the txt file that comes in the zip.
  14. NerdKoopa

    [RELEASE] Voxel Vehicles Pack 1.0

    Use Slab6 by Ken Silverman instead. That's what I used to make these. As far as I know, it's the only voxel editing program that reads the KVX format. Here's the link to the zip file: http://advsys.net/ken/slab6.zip
  15. NerdKoopa

    The /newstuff Chronicles #437

    Yes! Finally my vehicle pack was featured! Thank you! I've been waiting for this for a long time. I really hope people find this pack useful. The full vehicle list can be found in the txt file.
  16. NerdKoopa

    [WIP] Short Lego TC (no name yet)

    I've been working on a Lego themed total conversion for Doom 2. The finished TC will have 6 levels set on a tropical island. So far I'm in the middle of replacing weapon sprites, and experimenting with basic textures. I'm going for a light cartoon look with subtle outlines. I'm making the sprites and textures from models made in MLCad, a 3D Lego modeling program. The models are then rendered with LDView. Here are some screenshots and a download link to the test WAD. I'd like to get some constructive critisism early on in this project. Remember, I'm not going for realism, but for a clean cartoon look! http://www.mediafire.com/download/d1vxz1fn1gip5ir/legotest7.zip The pistol and the weapon pickups. They are quite big, because I wanted them to be to scale with the environment. The hammer replaces the fists. I tried plain minifigure arms at first, but I couldn't make the punching animation look convincing. The hammer's swinging motion suits better with the limited movement of the minifigure arms The chainsaw The shotgun. I suggest downloading the WAD to see the pump animation in action. Still have to figure out a replacement for the SSG. The submachine gun replaces the chaingun. The plasma gun. I tried to keep the spirit of the original.
  17. NerdKoopa

    Lowering custom sound quality?

    I'm currently in the early stages of a project that will eventually require custom sounds. However, the sounds that I intend on using are much higher quality than the original Doom sounds. What would be the best way of lowering their quality just enough that they would not sound out of place with the stock sounds? I'm not very familiar with Audacity and audio editing in general.
  18. NerdKoopa

    Possible Lego TC concept

    I've been experimenting with LeoCAD and LDView to make Lego themed textures and sprites for ZDoom. I'm even able to make animated enemies, as seen in this thread: http://www.doomworld.com/vb/wads-mods/64659-lego-soldier-enemy-test/ However, there was one style problem. When rendered in LDView, models meant for making textures look best when rendered with subtle dark grey outlines and subdued lighting. For textures it works better than other options, but it makes them look very cartoony. Models meant for making sprites look best without outlines and without subdued lighting, making them look more realistic. This created two clashing styles, so I decided to try going full cartoon. Below is a screenshot of a small texture/sprite test room as a proof of concept. What do you guys think? Should I kick this project into high gear? I'm thinking of a small four to six level WAD set on a cruise ship and a tropical island. Kinda like Duke Caribbean.
  19. NerdKoopa

    Possible Lego TC concept

    There are not enough shades of yellow in the Doom palette to make the hands look good. I have to use skin tones.
  20. NerdKoopa

    Possible Lego TC concept

    I now have a working Lego version of the chainsaw, and some basic enemy designs (not functional just yet). I guess this is how it starts!
  21. NerdKoopa

    Possible Lego TC concept

    I Think I'm going with simple cartoony muzzle flashes, but without black outlines. As for stages, I think another option would be to have each level to take place in a different Lego set. One level for space Legos, one level for Lego city and so on. I'll see what I can do. This is still in a concept state with some textures and ideas.
  22. NerdKoopa

    [RELEASE] Charge Sequence CTF

    Well, I do have a second layout idea, but I'm not sure if it's original enough to be interesting.
  23. NerdKoopa

    [RELEASE] Charge Sequence CTF

    Charge Sequence is my first CTF map meant for Odamex. The layout is simple; five routes shared by both teams, all routes are connected to eachother. Relatively small size favors offensive play and rapid captures. Mostly meant for 4v4, but 6v6 is supported. This map was designed for and tested with Odamex, but I'm pretty sure it will run in Zandronum and ZDaemon as well. There are plenty of bridge things, so make sure to have co_realactorheight set to 1 (or whatever is the corresponding command in your source port of choice). Special thanks to nub_hat for testing and helping with item placement! /idgames link: http://www.doomworld.com/idgames/index.php?id=17273 MediaFire link: http://www.mediafire.com/download/vw70v5t3fl9885p/charge.zip And now, screenshots. (I apologize if they load slowly, or not at all. ImageShack is having technical issues.) Map center, looking at red side from blue side. Red flag area. View from red side, looking towards map center. Red corridor details. The walkway, red side. In Doom Builder 2
  24. NerdKoopa

    [RELEASE] Charge Sequence CTF

    Well, that's up for the players to find out!
  25. NerdKoopa

    CTF: Charge Sequence (Beta 2)

    Beta 2 is here! Big thanks to nub_hat for helping with item and spawn placement.
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