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[Community Project] Morior Invictus (It's fucking done, finally.)


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19 minutes ago, forgettable pyromaniac said:

if they're not there, vanilla crashes.

 

ask Carmack.

 

I see. Gonna phone him right now and make sure, since my dad owns Id Software

 

 

Edited by Sr_Ludicolo

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1 hour ago, forgettable pyromaniac said:

if they're not there, vanilla crashes.

 

ask Carmack.

not all textures have to be there. IDK about sprites but with textures it doesnt need too. All thats needed is that all textures is in the TEXTURE1 file (or what it now is called)

 

atleast from what i know

Edited by noob_killer012345678

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1 hour ago, forgettable pyromaniac said:

thanks? don't really wanna change many sprites, personally...

My point is that you shouldn't have to put the entirety of Doom 2's sprites within the wad resource - all you need are the original sprites and the proper SS_START and S_END lumps. There's a process to it covered in the video above that shows you how to do it properly if you want original sprites working in vanilla Doom 2.

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4 hours ago, valkiriforce said:

If you need help with vanilla sprites, Doomkid did a tutorial video on the subject:

I think I got it now, then-

 

3 hours ago, noob_killer012345678 said:

not all textures have to be there. IDK about sprites but with textures it doesnt need too.

Spoiler

image-2022-02-15-173814.png

Chocolate doom would like to know your location.

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2 hours ago, valkiriforce said:

There's a process to it covered in the video above that shows you how to do it properly if you want original sprites working in vanilla Doom 2.

And it doesn't work because it still asks for the sprites.
 

Spoiler

image-2022-02-15-174150.png

 

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@Puncher_Sponge

 

This map is kinda rough. I quit after the ambush with 3 archviles, MAP08 is way too early for that. I don't understand why the blue room with the Baron is marked as a secret when the switch for it is right next to it, and nearly unmissable.

 

The MIDI and map name are sick though

 

 

Edited by Sr_Ludicolo

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17 minutes ago, Sr_Ludicolo said:

  

@Puncher_Sponge

 

This map is kinda rough. I quit after the ambush with 3 archviles, MAP08 is way too early for that. I don't understand why the blue room with the Baron is marked as a secret when the switch for it is right next to it, and nearly unmissable.

 

The MIDI and map name are sick though

 

the switch behind the misaligned brick wall is what opens the plasma switch. Glad you liked the midi. Also fine I'll remove an archie from the fight :( 

 

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My Final Map08 

I removed one archvile from the blue key fight and I noticed that @Sr_Ludicolo cheesed the strobe light archie fight so I made it uncheeseable (sorta) 

Title: Thrashed

Midi: God Save The Queen

ThrashedFinalFinal.zip

Now I can finally move on to map 09 :D

Edited by Puncher_Sponge
i meant map 09 not map 10

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Is it just the yellow skullkey you're replacing? From what I can see in the current resource wad, the starting lump only has one S (S_START, and not SS_START as it should be) the next part is to rename the new sprites (try YBAT instead of YSKU) and create a new .deh patch in WhackEd and go to Strings, change the yellow skullkey string to the new name (YSKU to YBAT once again) then go to View < Patch Settings and add the PWAD MMDW.wad and save it so WhackEd knows to look for the new graphics. You can look over the existing States to make sure it appears correctly or double-click sprites 838 and 839 to show the appropriate battery graphics.

 

Also, you have to make sure the SS_START, S_END  and all the sprites in between are at the very top of the wad resource, so that everything else that is added comes after them.

 

I'm not personally well-versed in adding vanilla sprites, but if you need any help with this I know @Doomkid could certainly give you some pointers on how to manage it. He is after all running a vanilla project at the moment which also makes use of new sprite graphics.

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39 minutes ago, valkiriforce said:

Is it just the yellow skullkey you're replacing? From what I can see in the current resource wad, the starting lump only has one S (S_START, and not SS_START as it should be) the next part is to rename the new sprites (try YBAT instead of YSKU) and create a new .deh patch in WhackEd and go to Strings, change the yellow skullkey string to the new name (YSKU to YBAT once again) then go to View < Patch Settings and add the PWAD MMDW.wad and save it so WhackEd knows to look for the new graphics. You can look over the existing States to make sure it appears correctly or double-click sprites 838 and 839 to show the appropriate battery graphics.

Spoiler

image-2022-02-15-194218.png

I GOT IT TO WORK FUCK YEAH

yea i had it mostly right but the one fucky thing was S_START instead of SS_START

im getting a non-fatal error thats telling me to use SS_END instead of S_END though, should I do that?

I also split TEXTURE1 and TEXTURE2 apart, so only new textures are in texture2 and the only things in texture1 are the default ones and new sky textures, which I'll update the main base wad with in a bit for anyone who wants to use that.

Edited by forgettable pyromaniac
i fucked my terminology i fixed it lol

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14 minutes ago, forgettable pyromaniac said:
  Reveal hidden contents

image-2022-02-15-194218.png

I also split TEXTURE1 and TEXTURE2 apart, so only new textures are in texture2 and the only things in texture1 are the default ones and new sky textures, which I'll update the main base wad with in a bit for anyone who wants to use that.

it is uploaded, should be the same link as before. Thanks @valkiriforce.

12 minutes ago, Puncher_Sponge said:

Yes please

Done & Done. Will put up that your map is finished on the first post, and will add a CWILV and all that :D

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4 minutes ago, forgettable pyromaniac said:

Done & Done. Will put up that your map is finished on the first post, and will add a CWILV and all that :D

 

Will the CWILVs include the mapper's name along with the map name? or will the mappers be credited in a separate thing like a .txt file?

Edited by LGmaire

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2 minutes ago, LGmaire said:

 

Will the CWILVs include the mapper's name along with the map name?

 

I think the project would look more professional if this is the case. I think it would also help get the names of the mappers out as well.

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3 minutes ago, LGmaire said:

 

Will the CWILVs include the mapper's name along with the map name? or will the mappers be credited in a separate thing like a .txt file?

Was downloading this .png when i got the notif for this :)

doom-small-punchersponge.png.6efad5f3681b584a6f305d0de8c73c98.png

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Just now, forgettable pyromaniac said:

Was downloading this .png when i got the notif for this :)

doom-small-punchersponge.png.6efad5f3681b584a6f305d0de8c73c98.png

 

I'd love to see the handles of everyone who helped make this possible in gilded yellow :^)

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1 minute ago, DJVCardMaster said:

Isn't "God Save the Queen by Sex Pistols? Talking about the muslist.

I didn't know since I don't really listen to regular music anymore (Deltarune soundtrack, anyone?) but if it is, i'll throw it onto the list proper.

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UPDATE REAL QUICK DON'T YELL AT ME

the updated base wad i threw up has the SW1&SW2PIPE textures fucked, i know they are and I already fixed on my end it but my wifi is barely functioning atm so i can't really update it lmfao sorry

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3 minutes ago, forgettable pyromaniac said:

I didn't know since I don't really listen to regular music anymore (Deltarune soundtrack, anyone?)

 

Based Pyromaniac?????

Jokes aside I'm glad that I've seen that I'll have my name on my maps lmao.

 

Just now, forgettable pyromaniac said:

UPDATE REAL QUICK DON'T YELL AT ME

 

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

 

Quote

the updated base wad i threw up has the SW1&SW2PIPE textures fucked, i know they are and I already fixed on my end it but my wifi is barely functioning atm so i can't really update it lmfao sorry

 

Lmao.

I mean that's fine, I can wait. I think most people can.

 

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22 hours ago, Sr_Ludicolo said:

@Thelokk

 

I love the creativity of a rocket-launcher-only map! 

Rocket Launcher: When A Grenade Absolutely Positively has to be there on time. :o)

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39 minutes ago, forgettable pyromaniac said:
  Reveal hidden contents

yea i had it mostly right but the one fucky thing was S_START instead of SS_START

im getting a non-fatal error thats telling me to use SS_END instead of S_END though, should I do that?

It's not straightforward at all, but Doom Builder wants SS_START, followed by all sprites, followed by SS_END, and finally, followed by S_END.

 

Vanilla Doom itself doesn't need the SS_END, but Doom Builder specifically does. (No biggie since it's a teeny lump anyway)

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