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hardcore_gamer

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Posts posted by hardcore_gamer


  1. 31 minutes ago, tempdecal.wad said:

    Please tell me it's a secret map.

     

    oh so when you asked "how does it look" you were talking about the titlepic? I thought you were talking about the secret map that crashes when it's finished (map32). And yes the screenshot from before was from map32 and is the one that crashes. I think it's because there are no instructions in the mapinfo telling the game what to do after map32 is finished, though I don't know how to fix this.

     

    EDIT: And yea the problem with the pic is merely that its way too large. I don't think simply resizing it will work because it would just look blurry and pixelated.


  2. I should point out that the map orders aren't the same as the original OP list. Actually, I forgot to take the secret maps into consideration when creating the map order so I will probably have to switch a couple of maps around. But I don't remember which map was the original map03 (the one that leads to the secrets according to the OP post). Can @Kore post a screenshot of what the original map03 was?

     

    The current map32 is this one with ancient aliens being 31: Ih48VwL.jpg


  3. 55 minutes ago, Bob9001 said:

    I do hope my map is going to be map31? I didn't really make it to be any other map slot,

     

    but if it just for compiling purposes that's fine.

     

    I actually reassigned it but can change it back. Actually I probably should since otherwise one of the secret maps will just contain one of the originals. I am currently busy helping out my mother (whom I am currently visiting) so I can't really do this right now. I will get back to this in a couple of hours. This probably means the wad won't be finished until late tonight. On the bright side it will be ready by the time you get back to your computers tomorrow.

     

    Your map is ancient dimensions, right?

     

    EDIT: When map32 is completed the game has nowhere to go and crashes. What do I need to add to the mapinfo to fix this?

     

    EDIT 2: The titlepic also doesn't display correctly. Does it have to be converted to some other image format to work properly?


  4. 11 minutes ago, tempdecal.wad said:

    How about these

     

     

     

    ah yea I forgot about those. Will add them now. I am almost done.

     

    EDIT: I imported the image and named it titlepic but it still just loads the same background as before. Does Doom 64 EX even support replacing the title? I can't find any information on this on the wiki.


  5. 49 minutes ago, Kore said:

    The leading whitespace was the problem. Here

    MAPINFO.zip

     

    Thank you. I will now finish this up and then create a new thread for it. Expect a new thread within a couple of hours or less.

     

    EDIT 1: I just noticed that the game crashes if you beat the final level after the intermission has finished playing. I suspect this is because the mapinfo doesn't tell the game to go to it's ending sequence.

     

    EDIT 2: Never mind I fixed it.

     

    EDIT 3: Never mind I just realized I don't have the time for that. I will just released the thing as originally planned.


  6. 14 minutes ago, Nevander said:

    Then you shouldn't be the one doing it.

     

    14 minutes ago, Kore said:

    Not that there's someone else that would do it.

     

    This.

     

    @Nevander, this project isn't even mine. I just offered to put all the stuff we made into a finished wad so that this thing could finally get released. I never had to do this, I just offered to do so and have spent many hours of my free time into this. Doom 64 EX is known for being somewhat buggy which is probably why there aren't more larger scale projects for it. I also haven't seen anybody find a solution to the mapinfo problem yet which further convinces me this could be a bug rather than the result of any mistake on my behalf.

     

    If this problem isn't solved within the next few hours, I will merely go ahead with creating the new thread and release the thing, along with some basic description of what this project is and some screenshots. It's not like not having a couple of intermission screens is a huge loss anyway. I just wanted to add them for some flavor.


  7. I give up. I am 100% sure I am doing this right after following the instructions on the EX wiki. Here is how you are suppose to do it according to the wiki example vs my current definitions:

     

    The wiki example:


     

    Spoiler

     

    cluster 2
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "The vast silence reminds",
                        "you of the military morgue.",
                        "",
                        "You knew the installation",
                        "had a classified level.",
                        "",
                        "The U.A.C. had some good",
                        "reason to hide this place.",
                        "",
                        "You wonder what it",
                        "could be..."
    }

     

    luster 5
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        nointermission
        entertext =     "Congratulations!",
                        "You found...",
                        "",
                        "HECTIC",
                        "",
                        "Only the best will reap",
                        "its rewards."
    }

     

     

     


     

    Spoiler

     

    My mapinfo:

     

    cluster 1
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "Something feels wrong....",
                        "",
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world....."
                        
    }

    cluster 2
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        exittext =     "You did it! The demons are",
                       "dead once more, thanks to",
                       "your efforts.",
                       "",
                       "You smile sadistically, happy with",
                       "Your work."
                        

    }

     

     

    As far as I can tell it's done exactly the same. And yet I keep getting errors. I'm starting to lean towards the idea that this must be a bug. Unless a solution can be found soon I will probably just remove the mapinfo and release the wad as it is. Don't have the patience for this nonsense :/


  8. 27 minutes ago, Kore said:

    There are trailing commas

    
    "this world.....", <- Here

     

     

    Yea I just realized this. I updated the mapinfo to this and yet I still get an error:

     

    cluster 1
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "You thought the demons dead",
                        
                        "Wrong",
                        
                        "True evil never dies....."
                        
    }

    cluster 2
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "Something feels wrong....",
                        
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world....."
                        
    }

    cluster 3
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        exittext =     "Something feels wrong....",
                        
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world....."
                        

    }

     

     

    Error:

     

    ********* ERROR *********
    P_InitMapInfo: Unknown token: 'rong,
                        
                        ' (line = 191, pos = 23)

     

    @Impboy4 Then I will probably just remove the first cluster and only leave the second two.


  9. 14 minutes ago, Impboy4 said:

    You should scrap the first text because for one this is not GZDoom and two it's unnecessary.

    As for the third text crashing; you obviously did something wrong during the copy+paste.

     

    Nothing to do with gzdoom. I used the instructions here: http://doom64ex.sourceforge.net/wiki/index.php/MAPINFO

     

    11 minutes ago, Kore said:

    What does this have to do with anything? Lol.
    Anyway, upload the whole mapinfo, I'll try to see what's wrong with it.

     

    Here is the entire mapinfo file in it's current form:


     

    Spoiler

     

    map MAP01 "Outpost alpha"
    {
       levelnum = 1
       music = "MUSAMB01"
       classtype = 0
       cluster = 1
       exitdelay = 18
    }

    map MAP02 "Beneath The Clay"
    {
       levelnum = 2
       music = "MUSAMB02"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP03 "Evil Industry"
    {
       levelnum = 3
       music = "MUSAMB03"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP04 "Unnamed"
    {
       levelnum = 4
       music = "MUSAMB04"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP05 "Unnamed"
    {
       levelnum = 5
       music = "MUSAMB05"
       classtype = 0
       cluster = 2
       exitdelay = 18
    }

    map MAP06 "Unnamed"
    {
       levelnum = 6
       music = "MUSAMB06"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP07 "Unnamed"
    {
       levelnum = 7
       music = "MUSAMB07"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP08 "Introger"
    {
       levelnum = 8
       music = "MUSAMB08"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP09 "Unnamed"
    {
       levelnum = 9
       music = "MUSAMB09"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP10 "Unnamed"
    {
       levelnum = 10
       music = "MUSAMB10"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP11 "Corrupted Entry"
    {
       levelnum = 11
       music = "MUSAMB02"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP12 "Deep Abyss"
    {
       levelnum = 12
       music = "MUSAMB19"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP13 "Mausoleum Halls"
    {
       levelnum = 13
       music = "MUSAMB03"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP14 "Ancient Dimensions"
    {
       levelnum = 14
       music = "MUSAMB014"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP15 "Rivets & Bolts"
    {
       levelnum = 15
       music = "MUSAMB11"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP16 "Death Center"
    {
       levelnum = 16
       music = "MUSAMB11"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP17 "Trench Fortress"
    {
       levelnum = 17
       music = "MUSAMB11"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP18 "Trials"
    {
       levelnum = 18
       music = "MUSAMB11"
       classtype = 0
       cluster = 3
       exitdelay = 18
    }

    map MAP31 "Atmosfear"
    {
       levelnum = 31
       music = "MUSAMB015"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }

    map MAP32 "Atmosfear"
    {
       levelnum = 32
       music = "MUSAMB015"
       classtype = 0
       cluster = 0
       exitdelay = 18
    }


    cluster 1
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "You thought the demons dead",
                        
                        "Wrong",
                        
                        "True evil never dies.....""
                        
    }

    cluster 2
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "Something feels wrong....",
                        
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world.....",
                        
    }

    cluster 3
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        exittext =     "Something feels wrong....",
                        
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world.....",
                        

    }

     


  10. 1 minute ago, printz said:

    Shouldn't this project get its own subforum on Doomworld, just like all the previous Community Chests?

     

    I will create a new thread once this is finished. I am merely polishing this up while adding the few missing maps that were forgotten last time. Literally the only thing left is fixing the mapinfo error above which I can't seem to figure out since nothing looks wrong to me, and then giving some names to the unnamed levels. If somebody can show me what's wrong with the mapinfo I will probably make a new thread with the full finished release later today.


  11. I am 90% done but there is a strangle problem with the mapinfo/intermission. I'm not even sure if it's my own fault or if it's just a bug.

     

    Basically there are 3 intermissions, one for the start of the game, 1 after the first third, and one for when the player beats the game.  But they don't even seem to work properly for what seems like no reason. The second intermission works fine, but the first doesn't even show up and the third just crashes the game even when it's literally just copy pasted from number 2 (which does work) and it's cluster type changed from 2 to 3. Is this my fault or is Doom64 EX just bugged? The intermission code looks like this (and yes I did assign the correct cluster number to the maps):

     

    cluster 1 ///Is suppose to play after the player starts a new game after selecting the difficulty at the start. But the map just loads and nothing happens.
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "You thought the demons dead",
                        
                        "Wrong",
                        
                        "True evil never dies.....""
                        
    }

    cluster 2 ///Is suppose to play before loading map05. This is currently the only one that works.
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        entertext =     "Something feels wrong....",
                        
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world.....",
                        
    }

     

    cluster 3 ///NOTE, this isn't the actual exit text. I just copied number 2 to get the point across that it crashes even though it's literally the same as number 2 :/
    {
        pic = "EVIL"
        pic_x = 64
        pic_y = 30
        exittext =     "Something feels wrong....",
                        
                        "The air smells like rotten",
                        "flesh. This place is not of",
                        "this world.....",
                        
    }

     

    Here is the actual error message when Doom 64 EX fails to load:

     

    ********* ERROR *********
    P_InitMapInfo: Unknown token: 'VIL
        pic_x = 64
        pic_y = 30
        exittext =     ' (line = 212, pos = 22)


  12. 12 hours ago, Caffeine Freak said:

    I've yet to see any Doomsday models that could compare with the original 2D sprites. Admittedly I haven't checked the models in a while(I don't know if/how often they get updated), but the ones I've seen were downright embarrassing. I always left that option off.

     

    The problem aren't the models. It's the animation system. The limits of the MD3 format makes 3D animation awkward to work with for Doom which results in stiff and unnatural looking animations. I actually don't like Quake 2 that much for largely the same reason. In addition sector based lightning doesn't work so well with 3D models which is also a large problem. Sure there are dynamic lights now but most wads don't use them.


  13. 23 hours ago, Gez said:

    Doomsday spend a lot of time trying to do a big refactor of everything all at once (Doomsday 2.0) and that's not really the kind of things that you can do with hobby projects because it's a lot of work upfront for very little payoff (the payoff being that you finally end up with something that works again, instead of something that works better) and then you've got to do another lot of work to hammer in the kinks and optimize it and find out the weird corner cases, etc. Doom Legacy 2.0 also became vaporware because of this. Being too ambitious and doing a total rewrite may seem like a good idea from the point of view of how you can apply better programming concepts and get rid of all the old ugly hacks but it tends to kill motivation to actually work on it.

     

    GZDoom and before it ZDoom, on the other hand, goes through a constant mix of new features and partial, isolated subsystem rewrites. It's a more natural and organic development, it doesn't fit a Grand High Concept plan of what to do and in which order to do it, but it keeps on progressing constantly.

     

    For me the biggest problem with Doomsday is that while it supports some cool things gzdoom doesn't such as superior 3D support, the scripting/coding system for gzdoom such as decorate (and as of recently, zscript) is just massively superior for general purpose modding. Gzdoom destroys Doomsday in regards to overall modding potential. The only noticeable feature gzdoom is missing compared to Doomsday is better 3D model and animation support.


  14. 48 minutes ago, Terminus said:

    I've actually been waiting for Joel to announce the winner. He did say "announcement in a week" but it's already been 2, maybe 3...

     

    At this point I don't really care. This contest has dragged on for so long that after my wad got played somewhere around part 15 I think I just sort of lost interest.


  15. On 4/9/2019 at 12:20 AM, Kore said:

    The deadline was like ages ago so it's ok.

     

    @SteelPH How much more time do you need to finish your map? I am currently busy with a Quake project so if you need the rest of the week then it's fine. Nobody will care. I'm not in the mood for fiddling around with the wad right now anyway. If you believe you can finish the map before next saturday then you can do so.

     

    3.13.19 UPDATE: Expect the finished version sometime tomorrow


  16. 2 minutes ago, tempdecal.wad said:

    Are you sure? this is MAP08 / MAP17 from D64CP1.wad that you uploaded, I don't even know which map you're talking about anymore.

     

      Hide contents

    sshot001.png

     

     

    Hmmmmm maybe I got it working after editing it I honestly don't remember there were so many levels I had to go through :/ Well if it is then I guess there is no problem anyway.


  17. On 4/6/2019 at 3:49 PM, Kore said:

    These are missing:
    enemiesofthepeople's map named riko that was posted recently.

    map16.wad is missing (I think it's the largest map)

    hzlkeep.wad (map 15?)

    map17.wad

    my map, labelled as map02.wad

    and ancient dimension, of course.

     

    i'm not sure if icon.wad was supposed to get in. but mentioning it just in case.

     

    Also, the fourth map is so low quality I'd propose for it to get removed.

     

    I now have all of the maps you listed except for icon but map17 wasn't included because it doesn't work even by itself. It's bugged. If loaded via the .exe it just crashes the game, and if loaded with the launcher it just loads the normal map 17 and not the custom level.

     

    I think it's pointless giving specific release dates for the wad seeing as there is always something happening that forces me to delay it by "just one more day" lol, so instead I will just say that the polished wad will be re-uploaded within "a few days". It will include an updated map roaster with the missing maps you mentioned as well as an updated mapinfo with intermission text screens. Levels with missing level names will also be named for the sake of immersion.

     

    EDIT: The new maps will bring the total number of maps secret levels included to about 20. That isn't too bad honestly.


  18. Ok. I spent so much time fiddling around with this stuff last night that I'm not really in the mood to do so today as well, since there is other stuff I want to spend my saturday on. I will resume work on polishing this up tomorrow, so the current target for full finished release is sunday.


  19. 12 hours ago, Kore said:

    interest already died out. so, yes, it's that hard to get the rest done.
    EDIT: My first map is missing (it was reposted 2 or 3 pages back), I think other maps are also missing from this.

     

    I had to download dozens of files and then reorganize all of them before putting them into the wad. It's possible a few may have been missed in the process. Which maps are missing?

     

    I think I will add the missing maps, add some custom names to the maps not yet named since nobody else seems to care for doing so including the original authors, and then simply release this as is as an official release. I might even make a new thread for it with some screenshots as somebody here has already suggested we do.

     

    EDIT: Actually I think I will also add some intermission text screens as well for flavor.


  20. 22 minutes ago, Kore said:

    Almost 30 slots taken but you end up 16 maps. Sad. I'll try it right now. Maybe there should be a new thread for the release.

     

    Again remember that there are a couple of maps that I downloaded that did not make it because of errors among other reasons. Also this is just a first release that isn't even very well refined. A big part of the reason I even released this in it's current state is because I had promised to release the wad this friday so people could play it over the weekend, but there is still room for improvement such as giving names to levels that currently don't have any and perhaps tweaking the music for those levels that did not bother choosing any specific tracks. Then there's also the broken/missing maps who's authors might want to fix and have added to the wad. 

     

    But like I said in my other post, I am currently busy with other things so perhaps somebody else feels they are up to the task of polishing this thing before it's full and final release?


  21. Ok, I am 90% certain that I finally got things working now. So here it is, the first version of Doom 64 Community chest 1!

     

    Now, keep it in mind that while (almost) all the wads are in this (with a couple of exceptions since 1 or 2 maps appear to be broken. I still can't get ancient aliens to work....) there are some things that will have to be polished by us collectively. For example, many of the maps don't yet have official names and thus are just called "unnamed" in the automap. Only wads that had pre-made mapinfos have custom names and music assigned to them. For the rest, we will just have to agree on names and music for them.

     

    Anyway, this took me WAY longer than I expected to. I consider my part done here to be honest. If somebody else wants to wrap up the wad and fine-polish it then they are welcome to do so. I personally, am simply too exhausted to do any more of this and also have other projects waiting for me. But anyway, here is the wad containing 15 maps in addition to 1 secret map.

     

     

    D64CP1.zip


  22. 2 hours ago, Kore said:

    You should be using slade for this kind of things.

     

    I use slade for general wad editing, but not for level design.

     

    EDIT: Never mind I think I have fixed the problem. Expect the wad to be loaded for you to play within a few hours.

     

    EDIT 2: I notice that a few of the wads include a bunch of custom shit. Wasn't this prohibited by the rules? Probably no biggie but still I thought the point of having only a single custom graphics resource was for the sake of simplicity.

     

    EDIT 3: Never mind, now for some reason Doom64 EX has just randomly decided that there is something wrong with the mapinfo lump.

     

    "P_InitMapInfo: Unknown token: 'map' (line = 108, pos = 5)"

     

    That part of the mapinfo looks like this btw:

     

    map MAP13 "Deep Abyss"
    {
        levelnum = 12
        music = "MUSAMB19"
        classtype = 0
        cluster = 0
        exitdelay = 15
    }

     

    EDIT 4: Fixed the above but now randomly the sky textures don't work anymore. Shit.

     

    EDIT 5: Never mind stuff is fixed.


  23. There is a strange problem that happens when I save the levels into a single wad. For some reason on some of the levels some textures just stop working. At first I thought the issue was the texture wad not being included but when I opened up the levels in Doom builder 64 (from the new wad they had been saved into that is) it turns out that the walls where the textures were missing for some reason don't even have any textures assigned to them anymore. I have no idea what is causing this to happen since it happens even when the texture wad is loaded alongside the levels. The original files work fine.

     

    EDIT: The wad can't be released unless this issue is resolved. If anybody understands why saving the original map into another wad (I am using the "save into" function in the editor to do this) causes some of the textures to not be assigned anymore then that would be great. 

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