Jan
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*megabump* The rumors of this project's death have been mildly exaggerated. It was just resting! But seriously, I'm still plugging away at it whenever I have time and inspiration and I do plan to release it eventually. A few levels have been dropped from the episode, new ones have been created and some have been reshuffled. Current status is: E1M1: done E1M2: done E1M3: done E1M4: 80% done E1M5: done E1M6: done E1M7: done E1M8: done E1M9: 95% done, just needs some gameplay tweaking. E2M1 (bonus level): done In the mean time, I rehosted the screenshots I had put up a few posts back. I edited the post, but you can also find them here: http://imgur.com/a/XhVmr
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https://www.doomworld.com/vb/wads-mods/53924-no-sleep-for-the-dead We may have? https://www.doomworld.com/idgames/levels/doom/d-f/dodead https://www.doomworld.com/idgames/levels/doom/a-c/class_ep https://www.doomworld.com/idgames/levels/doom/Ports/a-c/class_e2 https://www.doomworld.com/idgames/levels/doom2/megawads/darken https://www.doomworld.com/idgames/levels/doom2/megawads/darken2
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Does this count?
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So... why so many vanilla oriented projects?
Jan replied to Memfis's topic in Map Releases & Development
That's simply not true. -
*bump* Just wanted to let you guys know that I've been in touch with Ola, and among the things we discussed were the permissions on the Darkening E2 textures. He agreed on relaxing the permissions, and allowing people to incorporate them in their own projects. This is what he had to say on the subject: So there you have it. I know a lot of people had problems with the original restrictive permissions (and some were not so nice about it...) so I hope that this is settled now for once and for all. As the archive maintainer, I've also re-uploaded the texture wad to the idgames archive with updated permission info in the txt so that everything is "officialized".
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It's a bit of a mixed bag for me. I really like some of the earlier base style maps, but the later levels (past MAP08 Final Outpost) don't do much for me. The puzzle solving starts to get a bit tedious at that point, and the gameplay gets repetitive and relies too much on scripting to surprise spawn monsters (too much "suddenly hell knights" traps). Other than that, it feels much more claustrophobic to me than regular Doom because of the darkness, the more muted palette with less saturated colors and less contrast in general, the more constricted architecture with its narrower hallways and lack of airy open areas and finally the ever dark sky.
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Well I got some more missing includes in various files, and after adding them, I managed to get doom64ex to compile. However, the wadgen utility still doesn't compile and adding the missing include to (apparently) MD5.h doesn't fix the problem. Linking C executable WadGen CMakeFiles/WadGen.dir/Rom.c.o: In function `Rom_VerifyChecksum': Rom.c:(.text+0x14f): undefined reference to `MD5_Init' Rom.c:(.text+0x165): undefined reference to `MD5_Update' Rom.c:(.text+0x17b): undefined reference to `MD5_Update' Rom.c:(.text+0x191): undefined reference to `MD5_Update' Rom.c:(.text+0x1a7): undefined reference to `MD5_Update' Rom.c:(.text+0x1bb): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x1cf): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x1e3): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x1f7): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x20b): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x21c): undefined reference to `MD5_UpdateString' Rom.c:(.text+0x232): undefined reference to `MD5_Update' Rom.c:(.text+0x248): undefined reference to `MD5_Update' Rom.c:(.text+0x25e): undefined reference to `MD5_Update' Rom.c:(.text+0x276): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x28a): undefined reference to `MD5_UpdateInt32' Rom.c:(.text+0x29d): undefined reference to `MD5_Final' CMakeFiles/WadGen.dir/WadGen.c.o: In function `WGen_AddDigest': WadGen.c:(.text+0x11a): undefined reference to `MD5_UpdateString' WadGen.c:(.text+0x129): undefined reference to `MD5_UpdateInt32' WadGen.c:(.text+0x138): undefined reference to `MD5_UpdateInt32' CMakeFiles/WadGen.dir/WadGen.c.o: In function `WGen_Process': WadGen.c:(.text+0x19f): undefined reference to `MD5_Init' WadGen.c:(.text+0x4da): undefined reference to `MD5_Final' collect2: error: ld returned 1 exit status make[2]: *** [WadGen] Error 1 make[1]: *** [CMakeFiles/WadGen.dir/all] Error 2 make: *** [all] Error 2 For the time being, I just copied over the wad and soundfont file from my Windows 7 installation so I don't need wadgen and I can just use the doom64ex binary.
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Ok, it compiles a lot longer now, but crashes on this: Linking C executable doom64ex CMakeFiles/doom64ex.dir/gl_draw.c.o: In function `Draw_Text': gl_draw.c:(.text+0x3e8): undefined reference to `va_start' gl_draw.c:(.text+0x41c): undefined reference to `va_end' CMakeFiles/doom64ex.dir/gl_draw.c.o: In function `Draw_ConsoleText': gl_draw.c:(.text+0x157e): undefined reference to `va_start' gl_draw.c:(.text+0x15b2): undefined reference to `va_end' collect2: error: ld returned 1 exit status make[2]: *** [doom64ex] Error 1 make[1]: *** [CMakeFiles/doom64ex.dir/all] Error 2 make: *** [all] Error 2
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So this is what's reported by the build script: [ 3%] Building C object CMakeFiles/doom64ex.dir/am_map.c.o /home/janvkn/doom64ex/branches/2.3/src/kex/am_map.c: In function ‘CMD_AutomapSetFlag’: /home/janvkn/doom64ex/branches/2.3/src/kex/am_map.c:150:15: error: ‘PCKF_UP’ undeclared (first use in this function) /home/janvkn/doom64ex/branches/2.3/src/kex/am_map.c:150:15: note: each undeclared identifier is reported only once for each function it appears in /home/janvkn/doom64ex/branches/2.3/src/kex/am_map.c: In function ‘AM_RegisterCvars’: /home/janvkn/doom64ex/branches/2.3/src/kex/am_map.c:1115:63: error: ‘PCKF_UP’ undeclared (first use in this function) make[2]: *** [CMakeFiles/doom64ex.dir/am_map.c.o] Error 1 make[1]: *** [CMakeFiles/doom64ex.dir/all] Error 2 make: *** [all] Error 2
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Yeah I think I got all the prerequisites, and 2.2 compiled so. I'll be able to give you the exact error message later tonight when I get home. As for mlook, that would be great, but the y-axis mouse movement thing is much more a showstopper for me, so if it's one or the other ... I'd much rather have proper mouse movement.
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I just tried this last night, I have a few gripes: The one that annoys me the most is that there seems to be no way to have back and forward movement through the y-axis of the mouse. I use this a lot in addition to the arrow keys, and I really felt handicapped not having it. This is really a showstopper for me, because fumbling around in frustration takes out most of the enjoyment :( Another frustrating issue with the controls is that there is no way to have "conditional" mlook. Ever since Quake 1, I have configured all my first person shooters to have mlook only while I'm holding down a certain key (I use the enter key) and to center the view again when I release it. Having mlook on all the time, I feel like a bobblehead doll, and turning off mlook entirely is a bit dull. Finally, while the binaries worked fine on my Windows 7 laptop, I couldn't get v2.3 to compile on my main PC which runs Ubuntu 12.10, I got some kind of undefined reference error. V2.2 did compile and run correctly. I'm not at my Linux PC now, so I'll look up the exact error when I get home tonight.
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Heh, you just described me.
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What would you like id to do for Doom's 20th Anniversary
Jan replied to purist's topic in Doom General Discussion
Personally, I would love to see an extra episode for Doom 1 made by some of the original level designers (i.e. Romero, Hall and Petersen) or by some of their current level designers. It's not going to happen though :) -
Listening to this right now ... sounds really cool. It's actually the first time I'm hearing these tracks, because I never had an N64 :)
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Counterpoint: that's because it actually makes sense to do it that way. The natural progression of an episode is from easy to difficult. The easier monsters are the former humans, and the more difficult monsters are the various demons. A tech level at the end, populated with only hellspawn would look weird as would a hellish level at the start populated with troopers and shotgunners. That being said, I actually prefer a progression where tech levels gradually get more and more corrupted by evil over outright hell levels.
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Hey guys, I just found this thread ... I wouldn't mind doing an interview, if anyone's still interested in that.
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Here's the deal, I haven't worked on it for several months because I felt stuck on some levels that I need to finish and because I have had some other things going on in my life. Over the Christmas holidays and the past few days, I did manage to find some time and inspiration to work on some levels. I did some tune ups on the finished levels. I did some big overhauls on sections of E1M5 that I was unhappy with, and I have some ideas on how to finish it. I scrapped E1M6 and built a new level, which is almost done. I still haven't touched E1M7 :-/
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poep.png?
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Of course there are trees on Phobos. Why else would there be chainsaws? Hah!
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It's always nice to hear that people are still enjoying Dawn of the Dead so many years later. You may be happy to hear that I'm currently working on a sequel: http://www.doomworld.com/vb/wads-mods/53924-no-sleep-for-the-dead/ Sorry about the instant death teleporter btw :-) Back when I made dodead, I was still in my experimental phase, putting every new trick I learned into the level I was currently building. I can assure you though that in the new episode, all teleporters are perfectly safe.
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Map02 of Scythe2 is "Black Planet" by Sisters of Mercy
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Also correct! No need to search for anagrams in the other titles, those were the only two.
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Correct! thanks for using the spoiler tags :) Can you find the other one?
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I think it's a hint to show you that you can somehow get into that nukage pool.
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Indeed, the maps definitely have an "old school" feeling to them, which is deliberate :-) Something I forgot to mention in my opening post is that they will also be completely vanilla compatible.