Jump to content

Community Chest 64


Recommended Posts

Due to circumstances involving my health(both physical and mental), I probably won't be able to finish my map. Especially not with the sudden rush to get this released.

Share this post


Link to post
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

Edited by hardcore_gamer

Share this post


Link to post

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)

Edited by hardcore_gamer

Share this post


Link to post

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

Share this post


Link to post
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.

Share this post


Link to post

You should scrap the first text because it's unnecessary.

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

Edited by Impboy4

Share this post


Link to post
1 minute ago, Impboy4 said:

You should scrap the first text because for one this is not GZDoom 

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

Share this post


Link to post
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.....",
                    

}

 

Edited by hardcore_gamer

Share this post


Link to post
9 minutes ago, hardcore_gamer said:

You obviously didn't read well enough:
 

'entertext = "<message>"

<message> is a message to be displayed when the player has just finished a level in another cluster and is entering a level in this cluster.'

In other words, the first text will not show because it needs to be after a level's been completed.

Share this post


Link to post
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.

Edited by hardcore_gamer

Share this post


Link to post

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 :/

Edited by hardcore_gamer

Share this post


Link to post
6 minutes ago, hardcore_gamer said:

Don't have the patience for this nonsense

Then you shouldn't be the one doing it.

Share this post


Link to post

shoulda posted the text lump.

 

Then you shouldn't be the one doing it.

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

Edited by Kore

Share this post


Link to post
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.

Edited by hardcore_gamer

Share this post


Link to post

Maybe post your work so far and someone else could pick it up and see what's causing the error instead of releasing it unfinished.

Share this post


Link to post

Maybe the error is the empty newlines you left there. No way of knowing without the lump. This may sound obvious but make sure you saved the wad.

Edited by Kore

Share this post


Link to post
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.

Edited by hardcore_gamer

Share this post


Link to post

How about these

 

On 12/16/2018 at 11:35 PM, Đeⓧiaz said:

 

Hmm, right...

 

nUg21tV.png

 

\m/

 

On 12/16/2018 at 7:10 PM, Đeⓧiaz said:

FeLUzMZ.png

 

Titlepic? Instead of previous. I've used the Doomworld.com palette.

Edited by tempdecal.wad

Share this post


Link to post
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.

Edited by hardcore_gamer

Share this post


Link to post

I believe the lump is simply named TITLE in Doom 64 (it should support png format aswell)
EDIT: also place it between G_START and G_END markers.

Edited by tempdecal.wad

Share this post


Link to post

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.

Share this post


Link to post
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?

Edited by hardcore_gamer

Share this post


Link to post

How does it look?

EDIT: nvm I just tested it, you have to scale it down I think.

Edited by tempdecal.wad

Share this post


Link to post

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

Edited by hardcore_gamer

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...