• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
I tried to give DoomRPG with DoomRLA + Monsters as well, it gives me the following: [CODE]Script error, "DoomRL Arsenal Beta 7.94.wad:DECORATE" line 12762: Invalid state parameter a_checkrange [/CODE] And as Vanilla DoomRPG, it gives me this: [CODE]Script error, ":actors/DamageNumbers.txt" line 13: "NOTONAUTOMAP" is an unknown flag Script error, ":actors/Effects.txt" line 9: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 25: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 45: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 74: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 93: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 120: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 139: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 155: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 173: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 199: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 217: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 241: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 260: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 284: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 303: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 321: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 340: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 367: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 386: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 412: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 444: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 497: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 518: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 636: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 650: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 667: "NotOnAutomap" is an unknown flag Script error, ":actors/Effects.txt" line 703: "NOTONAUTOMAP" is an unknown flag Script error, ":actors/Monsters.txt" line 351: "NEVERTARGET" is an unknown flag Execution could not continue. Script error, ":actors/Shields.txt" line 1487: Expected ')', got ','.[/CODE] Been trying to install this for the last couple hours since I saw DoomRPG posted. Now nothing's coming up in google searches for these errors. I'd love to figure out how to get this running.
I think you need the latest build of the source port, not the latest stable release.
DoomRPG requires the latest GZDoom build to work: [url]http://devbuilds.drdteam.org/gzdoom/[/url] using Zdoom isn't supported for this mod. Edit: Actually, get it here: [url]http://forum.zdoom.org/viewtopic.php?f=19&t=33292&start=1605#p796911[/url]
[QUOTE=E.C.S;46586448]DoomRPG requires the latest GZDoom build to work: [url]http://devbuilds.drdteam.org/gzdoom/[/url] using Zdoom isn't supported for this mod. Edit: Actually, get it here: [url]http://forum.zdoom.org/viewtopic.php?f=19&t=33292&start=1605#p796911[/url][/QUOTE] [QUOTE=Tuskin;46586432]I think you need the latest build of the source port, not the latest stable release.[/QUOTE] Welp, I'm dumb. Thank you guys so much.
I don't know about the bloke after me, but I am running the latest release from that same page. Otherwise the game performs as it should, I think. Just the saving and loading characters is not working.
One more question, What are the keyboard controls for DoomRPG and DoomRLA? There should be a way to access the outpost, see my inventory and everything, but I've hit every key on my keyboard and it's just the standard doom controls.
[QUOTE=Durrsly;46530949][URL="http://doom64ex.wordpress.com/"]Doom64 EX has a big update coming.[/URL] My guess is support for games using the SlaveDriver engine, judging by the blurry HUDs.[/QUOTE]Someone looked at recent forum posts by a friend of Kaiser's, and took a screenshot that directly matched one of the blurred ones... looks like it's going to be [sp]a legal re-release of Strife[/sp]. In other news, the CEO of some web 2.0 thing dug up something cool in his garage. [t]http://i.imgur.com/kHpxdxF.png[/t] [quote="Don MacAskill"]I found the long-lost, mythical DoomEd software from id Software this weekend! If you're an old-school DOOM geek and/or programmer, like me, this is pretty epic. As far as I know, it's never been released (as an executable or source code), there are almost no screenshots on the entire Internet, and I don't think I'd ever gotten to use it until last weekend. Here's the quick story: A long time ago, in a galaxy far, far away, John Carmack was kind enough to give me id's old NeXT computers. I've been lugging them around the country ever since, knowing there might be priceless artifacts hidden on them, but mostly too busy to really do much until recently. I've been slowly playing with them this year, making sure they turn on, archiving the hard disks, and poking at them. But it's been slow going. As a birthday present for my awesome wife, Liz, I spent some time this weekend trying to finish the project, once and for all, so I could clean out her garage. I've long wanted to auction them off to good homes for a charity like Child's Play, since there are probably far better homes for them than mine, but didn't want to do so until I both archived the data and cleaned them off. (John made me promise I'd clean them off if I ever passed them along). The first few machines yielded fun but mostly un-interesting data. I thought the odds of finding something truly great were low, anyway, since id and John have always done such a great job of open-sourcing their stuff. There was the old IRC network I used to co-run with Christian Antkow, and I found Barrett Alexander's login on one of them, but mostly not much interesting to anyone outside that social circle. Then I turned on this NeXTStation Color Turbo, which looks like it was probably Shawn Green's, and there it was: DoomEd! And it ran! And played demon growling noises at me when I lauched it! (Freaked me out the first time!) And it had source code!! (Note to self: Does the ProjectBuilder tree still build in Xcode? I think we'd better find out!) There's something else on there called TileEd that I'd never even heard of, too, including full source. If any other DOOM geeks know what that is, I'm all ears. As far as I know / can tell, it's never been released either. So there you have it. The long-lost DoomEd has been found & still runs and I'm pretty stoked. Finally, I know this will break a few hearts, but I can't release the binary or source publicly. It's not mine, after all. Happy to share with the actual owners if they'd like to do something with it, and I'm also happy to try things, answer questions, post videos / screenshots, etc. I started to build a map, but I'm flying blind and it's been 20 years since I've built sectors, so... I wouldn't hold your breath. :)[/quote]
[QUOTE=AnonymaPizza;46587035]One more question, What are the keyboard controls for DoomRPG and DoomRLA? There should be a way to access the outpost, see my inventory and everything, but I've hit every key on my keyboard and it's just the standard doom controls.[/QUOTE] You can customize keys in gzdoom options menu. If you have successfully loaded DoomRPG then there should be doomrpg specific keys in key customization sub-menu. And to access outpost, you have to pay attention how to navigate doomrpg menu. It should be Skills sub menu and then do shift+d until you get to utilities. Most of the sub menus have several pages which you can access with shift+a/d. Anyways, you have to assign teleport to Outpost to your skill wheel and then access it during game. And thats how you teleport to Outpost. Looking at your inventory is a tad harder part. To my best of knowledge you have to bind some keys to Next item / Previous item, so it works pretty much like other ID tech 1 engine game's inventories. I bound that to mousewheel up and down and using items to enter. However you can see what items you have also in shop menu. The items which you currently possess have a small "1" either in lower right corner if you currently have it in inventory or upper right corner if you have deposited it in locker.
[QUOTE=The Kins;46587100]Someone looked at recent forum posts by a friend of Kaiser's, and took a screenshot that directly matched one of the blurred ones... looks like it's going to be [sp]a legal re-release of Strife[/sp]. [/QUOTE] [sp]I would gladly pay full price for that.[/sp]
Have some extra Hexen content to celebrate! (Maybe Strife stuff soon) [img]http://puu.sh/d9Abe/9c7fe0af22.gif[/img] full vertical slash, animations will randomize ingame. [editline]28th November 2014[/editline] Hey whats that? SIDE SLASH MAN [IMG]http://puu.sh/d9FZ1/3642e92972.gif[/IMG]
What are some good wads for coop/newcomers?
[IMG]http://media.tumblr.com/b3c83f0659639513ffe6b64897df2f49/tumblr_inline_nfh9qciZQ91r95fgm.png[/IMG]
[QUOTE=cdr248;46600436]What are some good wads for coop/newcomers?[/QUOTE] Nuts
[QUOTE=cdr248;46600436]What are some good wads for coop/newcomers?[/QUOTE] Chillax [url]http://static.best-ever.org/wads/chillax-v9.7.2.wad[/url]
UAC Labs is also fantastic, clean, and easily accessible.
UAC Military Nightmare is a good place to start.
[sp]don't fuckin play it its awful[/sp] automerge why
Any Terry Styles mod is definitely a good start. The sheer amount of detail he puts into his maps is stunning, and the little political statements are actually done pretty well. They are nothing short of works of art. [URL="http://youfailit.net/pub/idgames/themes/terrywads/aforest.zip"]For example[/URL], this mod is by far one of the scariest mods I've played while still being able to efficiently satire living conditions in post-soviet Albania.
I guess I'll stick to Knee Deep for now
[QUOTE=Mysterious;46605667]automerge why[/QUOTE] Automerge only happens within 2 hours of the previous post.
[QUOTE=cdr248;46600436]What are some good wads for coop/newcomers?[/QUOTE] Scythe and Scythe 2 are my personal favorite mapsets of all time and I think are the best continuation of Doom-style design--short and quick levels with varied environments and a dramatically escalating difficulty, open enough to roam around but straightforward in the path you need to follow. Doom 2 Reloaded is kind of a rehaul of Doom 2, with an emphasis on urban architecture and a modern city setting leading into Hell, without some of the nonsense that plagues Doom 2's levels. Out of all the "let's remake Doom" wads, it's one I heartily suggest. Suspended in Dusk is pretty much THE magnum opus of all vanilla mapsets, having done with a simple copy of Doom2.exe what a lot of people are struggling to replicate with ZDoom features. It's perfectly balanced and perfectly designed, but over far too quickly. Epic 1 and Brotherhood of Ruin are good for a change of pace from techbases and shit to ruins and shit, trading out the computers for overgrowth. They're still very solid mapsets, though personally I'd stay away from Epic 2 since it turns very quickly into "where the hell do I go". Dark7 and Dissolution are excellent maps to demonstrate ZDoom features, and each boast usage of jump and crouch. Woohoo!
I bought Doom 3 recently and I love it so much. I was surprised by just how Doomy it was despite many people saying the opposite. It really feels like classic Doom and Half-Life. Yeah you aren't running at breakneck speeds and the game is really dark, but the levels look fantastic and very Doom-like with familiar textures and architecture.
[QUOTE=A Beaver;46611088]I bought Doom 3 recently and I love it so much. I was surprised by just how Doomy it was despite many people saying the opposite. It really feels like classic Doom and Half-Life. Yeah you aren't running at breakneck speeds and the game is really dark, but the levels look fantastic and very Doom-like with familiar textures and architecture.[/QUOTE] I agree, its pretty fantastic. You got the regular or BFG edition? Cause we can play co-op sometime if you want if it is regular. [editline]1st December 2014[/editline] Not related to Doom games but, I got to be honest, the more I dig into Z/GZDoom and look at it compared to BUILD, the more I begin to realize that pretty much everything I saw in Shadow Warrior barring a few unique effects; is completely possible. Wall Destruction? We're doing that shit Room over Room? Get your shit in here Slopes? Fuck it why not. We no longer use stairs but now use slopes.
Don't know how much you guys have been keeping up with the Total Chaos mod for Doom 2 but they released a new video for it a couple weeks ago. [media]http://www.youtube.com/watch?v=Ta1EGfCQN4Y[/media] Literally blows my mind that this is Doom [img_thumb]http://wadaholic.files.wordpress.com/2014/10/05.png[/img_thumb][img_thumb]http://wadaholic.files.wordpress.com/2014/10/04.png[/img_thumb][img_thumb]http://wadaholic.files.wordpress.com/2014/10/03.png[/img_thumb][img_thumb]http://wadaholic.files.wordpress.com/2014/10/06.png[/img_thumb][img_thumb]http://wadaholic.files.wordpress.com/2014/09/crafting1.jpg[/img_thumb][img_thumb]https://wadaholic.files.wordpress.com/2014/09/anim3.jpg[/img_thumb] [URL]http://wadaholic.wordpress.com/[/URL]
The [url=https://github.com/Olde-Skuul/doom3do]source code for 3DO Doom was released[/url]. It has some interesting things in it... One of Id's raw source files: [img]http://i.imgur.com/5NhehrG.png[/img] Unfinished "source" art files for certain graphics, sans the background: [IMG]http://i.imgur.com/VanjYko.png[/IMG][IMG]http://i.imgur.com/LJvhgZI.png[/IMG] And an [I]extremely[/I] unfinished map wad file, lump name EXTRAMAP (as opposed to MAPxx) that seemingly isn't actually referenced anywhere in the code. [T]http://i.imgur.com/LtbGh4s.jpg[/T] [T]http://i.imgur.com/RTk1wKV.jpg[/T] Kind of neat, from a historical perspective. I'm kind of tempted to hack together a "3DO Doom" mod for ZDoom, ala the PSX and N64 mods... it wouldn't need a lot of work.
[QUOTE=Half-Dead;46611410]Don't know how much you guys have been keeping up with the Total Chaos mod for Doom 2 but they released a new video for it a couple weeks ago. [/QUOTE] Thats it, I'm just not even going to bother anymore. I'm never going to ask "is this possible?" because I now realize that if some dude can make that in GZDoom, I can make dual-wielding or magic. Jesus H Christ. [QUOTE=The Kins;46611426]The [url=https://github.com/Olde-Skuul/doom3do]source code for 3DO Doom was released[/url]. It has some interesting things in it...[/QUOTE] What a cool tidbit, I wonder if there is anything juicy in this.
[QUOTE=The Kins;46611426]The [url=https://github.com/Olde-Skuul/doom3do]source code for 3DO Doom was released[/url]. It has some interesting things in it... [/QUOTE] I hope the SNES version's source code is released in the future. I know it's not the Doom engine, but I still am interested in it since it's a full 3D engine running on Super Nintendo. Maybe someone from id has a copy. IDK where Randy Linden, the engine's programmer, is. Last I knew he worked on the PS2 with Sony but that was 14 years ago.
[QUOTE=Xubs;46612187]it makes a bit more sense to know how he made it if you take the fact that A) it's been in development for like 6 years, and B) he's using a lot of DLL injectors to add in effects GZDoom cannot normally handle like bloom and (I think) ambient occlusion. Doesn't make it any less impressive, but it puts it into perspective. If anything it makes it seem more impressive to me.[/QUOTE]Their [url=https://code.google.com/p/qeffects-gl/]DLL injector[/url] adds bloom and DOF effects. Everything else, I'd wager, is smoke, mirrors and sleight of hand (like all the best magicians) by abusing GZDoom's featureset in ways that at least one of the engine's authors probably fucking [I]hates[/I]. :v:
I remember in the beginning they said there wasn't going to be combat and instead it would focus on puzzles and stuff.
[QUOTE=Dantz Bolrew;46612289]I remember in the beginning they said there wasn't going to be combat and instead it would focus on puzzles and stuff.[/QUOTE] Even then there were screenshot where the player wielding guns.
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