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loser

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Everything posted by loser

  1. loser

    I'll NEVA GIVE UP! :P - I need help w/ WinTex

    This is not really an answer, just shameless self-promotion. Why don't you try my wad editor, XWE? It can do everything WinTEX can do (or, if not, let me know what's missing and I'll add it). It has a cleaner, more intuitive interface. http://wadedit.50megs.com
  2. loser

    Slightly more WadEdit

    Actually it takes two steps to import all the Q3 images. 1.) Open the .PK3 file, select all images, and click Entry|Save As. 2.) Open your .WAD file, click Entry|Load and select the all the images you just saved.
  3. loser

    Slightly more WadEdit

    1. Done. Doom images are saved as 8 bit bitmaps with the Doom palette, other images are saved as 24 bit. 2. This wasn't possible before, but it is now. Select any images and use Entry|Save As. 3. Fixed. 4. This was possible before too, but there was no side scrollbar. Touched it up a bit. Also compiles and re-inserts the BEHAVIOR lump. 5. That's been lurking around for a while quietly. Only for viewing right now. --- Today I released the first 'official' XWE, no known bugs, everything is clean and nice. The new Copy/Paste feature makes WAD management even easier. The whole image handling was re-written, it's much better. This means that JPGs and GIFs can also be imported and are automatically converted to Doom images. Also import/export works well: e.g. you can import all images from Quake3 in one step.
  4. loser

    How to write a decission?

    With ACS scripts, this is easy to implement. Write two scripts, something like: int generator; // declaration script 10 ( void ) { generator = 1; print ( s: "Generator on" ); } script 11 ( void ) { if ( generator != 0 ) { // raise or lower the floor, etc... } } Then assign script 10 to the generator switch, and script 11 to the bridge switch (ACS_Execute special, first parameter is the script number).
  5. loser

    Ahem (Is that even a word?) question for ling

    Where have I seen that face icon?
  6. loser

    Ahem (Is that even a word?) question for ling

    It's not possible for you to change it, unless you have the Admin password. Linguica seems to be having fun.
  7. loser

    newbie question.

    It's hard to tell from your description what's wrong. Why don't you upload the level somewhere and give us the URL. I'm sure someone will take a look at it and help you out.
  8. The DooM and DooM II menu includes these four menu items: New game (M_NGAME) Options (M_OPTION) Load game (M_LOADG) Save game (M_SAVEG) When any one of the above is selected, a new 'page' opens, with a title at the top. The title is the same as the menu item, except it's in all capitals, so it uses a different lump, as follows: NEW GAME (M_NEWG) OPTIONS (M_OPTTTL) LOAD GAME (M_LGTTL) SAVE GAME (M_SGTTL) However, the latter two is never used. The load and save screens use the same lump as the main menu. So those who lumps just waste space. Both DooM and DooM II does this, and I assume some of the source ports, too (ZDooM does). The real reason I brought this up is that this could be a problem for anyone who is trying to customise the main menu. Does anyone know why? Is this something ID software and all the beta testers overlooked?
  9. loser

    A cry for help

    The rest of the data seems to be garbage, so I guess this is all we've got. I encourage you to download my editor (it opened even the orignal file you sent me). It's at http://wadedit.50megs.com/ If you insert a "REJECT" and "BLOCKMAP" after the "SECTORS" entries, you will be able to load the maps into WadAuthor.
  10. loser

    A cry for help

    Here is the reconstructed file: http://wadedit.50megs.com/reconst.html I have made it public instead of emailing it to you, so others could take a look at it and maybe even 'fix it' more. Anyway, it seemed to have 4 maps. The first one is almost gone. The second and third are ok, after loading it into WadAuthor I was able to play them. The 4th one has all the entries except b[SECTORS]b.
  11. loser

    A cry for help

    The file had no entry directory, and some of the other data is also overwritten. From $24660 in the file one can see a FAT directory structure with subfolders DOOM2, RAWCOPY, MAHJONGG, MONOPOLY etc. Sometimes the FAT gets written into files, I experienced similar things. You must have had an ugly crash. Anyway, I have already reconstructed the directory, and right now I'm manually adding refernces to the existing entries.
  12. loser

    A cry for help

    If you provide the URL, or email me the file at wadedit@marchmail.com, I'll be glad to take a look at it.
  13. loser

    WadEdit and more WadEdit

    In EXWE, only 00FFFF (in RGB) gets converted to transparency. (I should make that an option like in DeeP.) It handles 8, 24 and 32 bit BMPs the same way. ReX: Sorry to disappoint you, but the Unreal code is almost totally commented out, because it doesn't work. I understand why anyone has given up on it, it's the toughest format I ever saw, with very little info available. I'll give it another shot though, as soon as I have time. I didn't mention it on the homepage, but the current EXWE already has some HalfLife (WAD3) and Foresaken support. It's pretty half-baked, I need to clean up the code.
  14. loser

    Even more WadEdit

    I uploaded the latest version of EXWE. It now plays WAV files, and also loads VOC WAV and RAW formats. You can also open Quake3, Thief and Blood files as well, plus lots of other improvements. Comments, bugreports, ideas are welcome. http://wadedit.50megs.com
  15. loser

    Zdoom wcf

    You need to do a few additional things. Use zwadconv on the original Doom2 file to convert it to ZDooM format. (I saved the new file as "ZDOOM2.WAD".) Then open up the WCF file in any text editor, and change the IWAD=... line to point to your file name. Zwadconv is available here: http://zdoom.notgod.com/ftp/utils050999.zip
  16. loser

    Help with editors

    I recommend WadAuthor, you can download it here: http://home.zyan.com/~wc/wainfo.html It's Windows based, simple but powerful, with an excellent tutorial/help file for beginners.
  17. loser

    DEHacked question

    Editing dead enemies with DEHacked can produce some real interesting effects, so I experimented a little. When Thing 117 (Dead Imp) is edited to be shootable etc., it seems that only the things that are placed on the map as dead imps are affected. When an Imp is killed, it's corpse does not seem to become Thing 117. Here's what I used: Thing 117 (Dead Imp) Hit Points = 100 Bits = SHOOTABLE + PUSHABLE + SOLID Mass = 1000 I'm using the latest ZDooM. Am I doing something wrong? Or is this ZDooM's fault? What Thing ID does a real imp become when it dies? And another, unrelated question. There is a message in Doom2: "You picked up a medikit that you REALLY need!" When does this message ever appear? I've yet to see it.
  18. loser

    Even more WadEdit

    Thanks for the encouraging words. :-) About WAVes: you are right, currently all it does is displays them. I have implemented VOC support (for DUKE files) and I will put in WAV support of course (for Quake). Finally it will load all waves as data (instead of just displaying them). Once that is done, I can add lots of functions to manipulate the sound, etc. Same thing with MUS and MIDI files. (What I personally did for now was just saving the raw data and playing it outside.)
  19. loser

    More WadEdit

    Just updated ExWE today. Images can now be saved. Plus you can view Duke3D, Quake and other files as well. http://wadedit.50megs.com
  20. loser

    Midi to MUS converter

    I believe MIDI2MUS is the only one. However, the problem is with the .MUS format itself, not the converter. Take a look at this: struct MUSheader { char ID[4]; // identifier "MUS" 0x1A WORD scoreLen; The "scoreLen" is the length of the songs data in bytes. Since it's a 16 bit value, MUS format can only store songs that are smaller than 64K. To use those MIDI files are MUS, you will have to reduce the MIDI's size (cut some parts or channels out).
  21. loser

    HOW DO YOU CHANGE ALIGNMENTS?!

    Yes, there's a way to do this in WinTEX. From the main screen, select your WAD and click "Edit PWAD". Now select the sprite entry from the list on the left to be aligned. On the far right you will see a small group labeled "Offsets". Align your sprite here with the scrollbars, then click "Apply".
  22. loser

    reject tables

    Try one of these: http://www.doomworld.com/files/editors.shtml#reject
  23. loser

    More WadEdit

    1. Actually saving bitmaps as a native lumps is not a technique, it's a lack of technique :-) It just saves the raw data into a file - just like with every other entry (except WAVes, which is properly exported). However, I *will* add exporting bitmaps. 2-3. Undo is now implemented, unlimited steps can be undone. Perhaps I should change the Entry|Load menu item to Entry|Replace - that's more clear. 4. I already fixed this early this week. Thanks for the suggestions.
  24. loser

    Linedef specials list anyone?

    It's probably not all of them, but the WadAuthor config file has a whole bunch. Also, if I'm not mistaken, each source port may support different linedef specials, so maybe you should specify which source port you need it for. http://www.3ddownloads.com/showfile.php3?file_id=7932
  25. loser

    New Idea

    Sure, I'd be glad to see it. You can post the link here, or email your wad to me at wadedit@marchmail.com
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