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Thread: Hokuto No Doom

                  
   
  1. #21
    DCEmu Newbie hnsolo77's Avatar
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    the classic doom 3 team built their maps from scratch, they are not the same exact maps from the shareware or registered versions of DooM

    while there is a tool that can port DooM 1 and 2 format maps they look exactly the same after being ported, these guys used no such tool

    and for the sprites, for the limitations of the original and id updated 95.exe engines the sprites are pretty good, i said nothing bad about the sprites at all originally...

    *sigh* i have the feeling what im saying is getting lost in translation...

    im not flaming you, im offering to help you convert your project in such a way that you should not have to worry about any form of legal issues

    edit

    use your resources and modify this and you should have no issues at all

    http://freedoom.sourceforge.net/download/
    Last edited by hnsolo77; January 27th, 2008 at 21:18.

  2. #22
    DCEmu Newbie iceman57's Avatar
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    I understand...

    DOOM2 unfortunaly offers less textures and some are simply not present in DOOM...
    I worked a bit on texture analysis... and some conversion tools could be appreciated.

    Also demo version requires only 5Mb... that was a choice during project beginning.

    Don't waste your time on such conversion which would be too long...

    So next WAD project would be a multi-engines map, for any version of Doom... Some kind of universal PWAD

    Theme would be an architectural creation based on a french monument.

    Regards from Paris, France.
    Benoit, webmaster of http://www.icemanpage.com
    Manager of the "Hokuto No Doom" project.

  3. #23
    DCEmu Newbie hnsolo77's Avatar
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    its just an example, you can add any amount of textures to DooM without needing to replace textures already there

    i just might come up with an example IWAD using your resources, renaming some of them and adding a few things here and there...

    though as it will most likely be a quick job dont expect anything amazing in the custom levels ill make if i get around to this, just basic stuff, nothing too fancy... unless i get drunk, when i get drunk i make stuff like this

    The_Spirit_Underworld_Part_1

    The_Spirit_Underworld_Part_2

    and some people i know think that alcohol is useless...

  4. #24

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    Those are really nice looking maps hnsolo. I wonder if the PSP version of doom can even handle that... I had some problems with custom levels from the free doom IWADs, incorrect sectors causing glitching in the floors, made the PSP freeze up after I'd been playing for a while.

    By the way, what are the Imp replacement creatures you're fighting in the video?

  5. #25
    DCEmu Newbie hnsolo77's Avatar
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    Quote Originally Posted by Zethzune View Post
    By the way, what are the Imp replacement creatures you're fighting in the video?
    no creatures were replaced at all, this thing uses the ZDooM engine to run, those creatures are called shadow's and they are a custom monster programmed with DECORATE not dehacked

    i can give an example of its decorate

    *DECORATE start*
    ACTOR Shadow 3126
    {
    //$Category Monsters
    Health 80
    Radius 20
    Height 56
    Mass 100
    RenderStyle "Translucent"
    Alpha 0.7
    Speed 8
    PainChance 200
    Monster
    +FLOORCLIP
    SeeSound "imp/sight"
    PainSound "imp/pain"
    DeathSound "imp/death"
    ActiveSound "imp/active"
    Obituary "%o was assasined by a shadow."
    MissileType ShadowBall
    States
    {
    Spawn:
    See:
    TROX A 15
    TROX AAA 1 A_Chase
    TROX A 0 A_CustomMissile("ShadowGhostA", 0, 0, 0)
    TROX BBB 1 A_Chase
    TROX B 0 A_CustomMissile("ShadowGhostB", 0, 0, 0)
    TROX CCC 1 A_Chase
    TROX C 0 A_CustomMissile("ShadowGhostC", 0, 0, 0)
    TROX DDD 1 A_Chase
    TROX D 0 A_CustomMissile("ShadowGhostD", 0, 0, 0)
    TROX AAA 1 A_Chase
    TROX A 0 A_CustomMissile("ShadowGhostA", 0, 0, 0)
    TROX BBB 1 A_Chase
    TROX B 0 A_CustomMissile("ShadowGhostB", 0, 0, 0)
    TROX CCC 1 A_Chase
    TROX C 0 A_CustomMissile("ShadowGhostC", 0, 0, 0)
    TROX DDD 1 A_Chase
    TROX D 0 A_CustomMissile("ShadowGhostD", 0, 0, 0)
    Goto See+1
    Missile:
    TROX E 30 A_FaceTarget
    TROX F 5
    TROX G 5 BRIGHT A_MissileAttack
    TROX F 5
    TROX E 20
    TROX E 1 A_SpidRefire
    Goto Missile+1
    Pain:
    TROX H 4
    TROX H 4 A_Pain
    Goto See+1
    Death:
    TROX I 6 A_Scream
    TROX J 5
    TROX K 5 A_CustomMissile("Shadowtorso", 0, 0, 0)
    TROX L 5 A_Fall
    TROX MNO 6
    TROX P -1
    Stop
    XDeath:
    TROX W 5
    TROX X 4 A_XScream
    TROX Y 4
    TROX Z 4 A_Fall
    TROX ] 4
    TROX [ 4
    TROX \ -1
    Stop
    Raise:
    TROX M 8
    TROX KLJI 8
    Goto See
    }
    }

    ACTOR ShadowBall
    {
    Radius 6
    Height 8
    Speed 12
    Damage 4
    Projectile
    +RANDOMIZE
    RenderStyle "ADD"
    Alpha 0.75
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    MissileType ShadowTrail
    Missileheight 0
    Decal DoomImpScorch
    States
    {
    Spawn:
    SBAL ABC 4 BRIGHT A_MissileAttack
    Loop
    Death:
    SBAL C 5 Bright
    SBAL DEFGH 4 BRIGHT
    Stop
    }
    }

    ACTOR ShadowGhostA
    {
    Radius 4
    Height 8
    Speed 0
    Damage 0
    Mass 75
    RenderStyle "Translucent"
    Alpha 0.3
    PROJECTILE
    States
    {
    Spawn:
    TROX A 10
    Stop
    }
    }

    ACTOR ShadowGhostB : ShadowGhostA
    {
    States
    {
    Spawn:
    TROX B 10
    Stop
    }
    }

    ACTOR ShadowGhostC : ShadowGhostA
    {
    States
    {
    Spawn:
    TROX C 10
    Stop
    }
    }

    ACTOR ShadowGhostD : ShadowGhostA
    {
    States
    {
    Spawn:
    TROX D 10
    Stop
    }
    }

    ACTOR Shadowtorso
    {
    Radius 12
    Height 15
    Speed 1
    Mass 5000
    RenderStyle "Translucent"
    alpha 0.7
    +Doombounce
    States
    {
    Spawn:
    TROX QRS 5
    TROX T 5 A_Fall
    TROX U 5
    TROX V -1
    Stop
    }
    }

    actor ShadowTrail
    {
    Radius 1
    Height 1
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.6
    +NOCLIP
    States
    {
    Spawn:
    SHTR ABCDEF 4 Bright
    Stop
    }
    }

    *DECOARATE end*

    as for the PSP being able to run it, if someone can port ZDooM to the PSP it should run, now if it crashes the PSP eventually im not sure, this level has crashed my dads computer 3 times already, luckily mine is newer

    maps is a good guess though, since the level got so huge i had to split it in half to actually finish building it, the level editor i use was running waaaay to slow and it refused to enter 3D editing mode

  6. #26
    DCEmu Newbie iceman57's Avatar
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    They are some directories in PSP Doom to use such addons...
    But in my opinion requires to possess Doom2 to make them run because PSP Doom is only supplied with shareware IWAD.

    And I wouldn't encourage to D/L it...
    We fall again on the shareware IWAD use parallax... most of the ports give it but didn't exists a lot of shareware PWAD as it's a bit "border line".

    Concerning texture adaptation, if you've time, DOOM2 conversion of "Hokuto No Doom" would be appreciated, but you may face an issue on big textures as they aren't lots of them in the DOOM2 version that are over 128x128.

    Keep me in touch on this case.

    Maybe you may be more interested by my "cathedral" project...

    Regards from Paris, France.
    Benoit, webmaster of http://www.icemanpage.com
    Manager of the "Hokuto No Doom" project.

  7. #27
    DCEmu Newbie hnsolo77's Avatar
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    ive added textures that are 1024 X 256 do both DooM and DooM 2 with no issues, you are not limited to the texture sizes DooM already has, i can easily create a completely new Texture1 lump without issues regarding to sizes

  8. #28
    DCEmu Newbie iceman57's Avatar
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    We need to respect the original capacity to preserve the challenge aspect...

    But if you've time to convert it for DOOM2 that'd be pleasant, issue would be textures names and patches names non matching.

    Also note that the DOOM2 interstage screen wouldn't offer animated graphics as DOOM one and we'll loose the driving car effect.

    If you wanna help on cathedral project, I'm looking for a mapper.
    Here's my e-mail / MSN : [email protected]

    Target is to make it run on DOOM / DOOM2 and only for online gaming.
    I'm currently working on textures for the compatibility.

    Regards from Paris, France.
    Benoit, webmaster of http://www.icemanpage.com
    Manager of the "Hokuto No Doom" project.

  9. #29
    DCEmu Newbie hnsolo77's Avatar
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    about your cathedral thing maybe, ive got other projects in the works as it is, the major one being my tribute to the alien movies with a level heavily themed in spirit to the movies

  10. #30
    DCEmu Newbie iceman57's Avatar
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    See [SL] spaceship map, that could be usefull...

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