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Everything posted by printz

  1. (crossposted from ZDoom forums) Since I wasn't advancing on it any more, I've decided to simply release the source code, in its current state, of MAPtoWAD. MAPtoWAD is a command-line utility that can read Half-Life uncompiled .MAP files (built using something like Worldcraft v3 or Hammer, I think) and convert them to GZDoom TEXTMAP (UDMF) lumps. It reads all brushes from the Half-Life uncompiled map (.MAP, not .BSP) and uses their coordinates to build equivalent 3d floors in a GZDoom setting, all inside a very large 16384x16384x16384 cube sector with sky and line_horizon background, which would be very useful for making void maps. The result is something unreadable unstable in Doom Builder, but fully playable in GZDoom. I stopped working on it because of a serious limitation: no speed optimization on GZDoom 3d floors at all. Here is the source code, compilable with Dev-C++ or whatever works for you. HOW TO USE IT: - download Worldcraft for Half-Life so you can make HL maps - download Wally so you can collect the textures from Doom into a Quake/Half-Life WAD - find a Wad browser that can extract textures into PNGs without resorting to patches - use Wally to import those into a WAD - setup Worldcraft to use that WAD - start mapping! - after saving, do NOT try to use BSP/VIS/LIGHT. Just go to the command prompt and launch maptowad <halflife .map input> <gzdoom textmap output> - use your favourite Wad browser to import the textmap into a UDMF setup - use your favourite node builder on that setup. - play! As an example of where I used it, it's this HPack WIP: http://forum.realm667.com/viewtopic.php?f=20&t=2164&start=10 . I wish I had more updated screenshots. You may need to update the source code for your needs.
  2. printz

    Emergency medical help needed.

    Just so you know, currency is automatically converted if you pay by card. No need to have USD specifically in your account.
  3. printz

    Why Eternity

    You mean like subforums under Source Ports, one for Eternity and another for Doom Retro?
  4. I've been adding stuff to AutoDoom, which is my Doom bot for single-player and coop. With this new release, you can finally control your own player, while playing coop with a bot or more. Previous versions would simply replace the main player with a bot, turning the game into a demo. Go to download page Information Project is based on Eternity, which means that you start it in a similar way. If you don't use the -bots command-line parameter, the main player (you) will be the bot, so it will be like a non-interactive demo. To be able to control your player and play coop with bots, add the -bots n command-line parameter, where n is the number of coop bots. For example if it's you and one bot, use -bots 1. Currently you should only try vanilla/limit-removing Doom 1 wads. On Doom 2 the bot still has trouble deciding whether the SSG is a good weapon, and levels more complex than vanilla are not supported yet. Examples of Doom 1 wads: Concerned, 2002ADO, Base Ganymede, DODEAD, Crusades, Serenity, Classic Episode... You can record demos which play back in vanilla Doom or Doom+! Even coop demos work. But to make that work, use the -vanilla command-line parameter. Mind that you may have to also add the -spechit 0x01C09C98 parameter (it's a technicality because some vanilla wads such as Base Ganymede may fail playing back without it). Multiplayer not currently supported (it's also limited by what Eternity can do now). But I'm planning to allow bot-computers (no -bots command on them) to join multiplayer games. Demo video Indigo player is computer-controlled (I used -bots 1).
  5. Is this the Statue of Liberty in hell?
  6. I'm fine with anyone copying AutoDoom to other ports, but please be GPL3 compatible. If you want to copy to GPL2, please message me first. An API sounds like a good idea -- I already want to export the bot map feature. But other stuff seem like low level stuff. I'll think of it. Maybe path finding and other generic stuff sound doable. But there are also game specific stuff, such as linedef specials...
  7. printz

    Infernew, a Community Project (+Discord)

    Hi, here's a screenshot of my map. I want to use rough (low) detail overall, at least in the beginning, and improve detail later. I'll come a bit later with the official description as per rules.
  8. Pointless question, because time machines don't exist. And the answer is obvious anyway: of course they would have sold fine, since OBLIGE didn't exist back then.
  9. Well, in the wild, predators prefer hunting the young because they're easier prey. This can easily be explained on why you'd see lots of child corpses in hell.
  10. printz

    Infernew, a Community Project (+Discord)

    Are we required to adhere to the classic fire-and-brimstone hell style? In Doom that means lots of red and satanic imagery. I'm asking because Doom 2 tempts me to use its rich brown (and less satanic) texture palette. Of course, I have my earthly startup level, but this being said, I'm considering starting a typical satanic dungeon level, which may fit better. What I'm trying to come up with is an inspiration on the Doom 1 episode 2 ending screen. That spiky field with red mist looks nasty. Obviously it won't have the same visual complexity in-game. But it's not a satanic dungeon.
  11. printz

    The Sixth Hour

    Pretty cool speedmap. Secrets are a bit on the easy side and some areas seem recycled from the original id work, but it's understandable, and the gameplay is quite fun.
  12. printz

    Need testers for Eureka DOOM Editor

    On Mac, whenever I turn on fullscreen, the menu bar is permanently hidden and there's no known hotkey to restore it. On modern macOS, a lot of apps which didn't have fullscreen have gained it. I suspect it's a FLTK problem unless you can set a special flag in the code. Doesn't seem to be fixed in the development builds of FLTK. I would have posted this as an issue on sourceforge but I'm not logged in. User experience reactions (maybe it's old): 1. Sector flat rendering is too slow to be usable. I turn it off, but whenever I start or open a new wad, it's back on. It's only saved per project. 2. By default grid is hidden and snapping is off, which is wrong. 3. Did you remove the option to use vertical and horizontal wheel/touchpad scrolling to pan the map? Now it only zooms, and i have to use keys to pan. 4. I find the commands to get the next free tag too heavy. There needs to be a little button next to the tag field.
  13. printz


    Interesting design which makes use of Doom's limitations.
  14. printz

    Sudden Death

    One of the best levels I've played.
  15. printz

    Infernew, a Community Project (+Discord)

    Seems awesome. The theme is a natural Doom sequel, and it's vanilla Doom 2. I'd love to contribute. If I don't show anything within a week, remove me.
  16. printz

    Is it still a trap if you know it's coming?

    I've noticed that often when a key is heavily guarded before you can get it, picking it up will not trigger even more ambushes. Why are mappers reluctant to put more traps when you think you're done? To answer the original post: of course it's a booby trap, haven't you watched any museum burglary movie?
  17. printz

    Is it still a trap if you know it's coming?

    Yes, Doom is all about satanism and the darkness it can reach. The demons know no limits.
  18. printz

    PNAMES/TEXTURE1/2 sucks.

    Doom patch layering is superseded by Photoshop-like layering in image editor projects. Such layers end up merged together when brought into Doom.
  19. printz

    Things about Doom you just found out

    Mains hum? Cute.
  20. printz

    PNAMES/TEXTURE1/2 sucks.

    Eternity also lets you define switches and animations in EDF (besides ANIMDEFS), which you can add and include together. Also, doesn't SLADE abstract TEXTURE1 and PNAMES much better than predecessors? Does it let you do such things as merging them or converting them to/from simple graphics?
  21. printz

    Site and/or forum bugs or things not working

    I have some issues with the new frontend. OK, it looks great and modern, and I hope one day the /idgames uploads will be done directly on the web using some account (or if not Doomworld account, then using some email-based verification), if not already. But the issues right now are as follows: Lots of clicks to explore through /idgames. By default most of the folders are concealed by a "see more" link. Files are shown by their title, not also by their filename.
  22. printz

    Site and/or forum bugs or things not working

    "The order has seen to it that we only ask one question: why?"
  23. printz

    Hexen: The Morgue

    Nice challenge at the start of the map, but it ends really quickly.
  24. printz

    Site and/or forum bugs or things not working

    I'm unable to post /idgames reviews on the legacy frontend, but I can do it on the new (beta) one.
  25. printz


    Very challenging map, with lots of really difficult dark areas. You need to visit every place to reach your goal. Both keys require a bit of secret observation to be obtained.