Game Forum / Action Games / Doom / July 2004
AL|ENS TOTAL CONVERSION for Ultimate DOOM, R-2.0 on JDOOM error
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Highlandish - 25 Jul 2004 12:30 GMT "E:\Doom J-Doom\jDoom.exe" -doom -file alitcsf.wad alitcsnd.wad atclev.wad -deh atcud19.deh
is the command line I use to start the game, everything loads with no errors, but all I see are some alien textures (some blood stains and corpses are alienesque) and sounds, but the levels and demons are regular doom monsters but they take a lot more shotgun shots to put down. is this right? or is my problem that I am using an opengl doom and the alien textures aren't compatible? the alien tc that I downloaded states that it is opengl compatible.
all the files included in the archive have been placed in the "E:\Doom J-Doom\Run\jDoom" folder where jdoom expects to find "-file" wads.
what am I doing wrong?
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pop - 25 Jul 2004 13:47 GMT > "E:\Doom J-Doom\jDoom.exe" -doom -file alitcsf.wad alitcsnd.wad > atclev.wad -deh atcud19.deh [quoted text clipped - 11 lines] > > what am I doing wrong? any chance you have 3D models installed? you would need to bring down the console and enter: UseModels 0 to turn off 3D model rendering...
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Highlandish - 25 Jul 2004 14:01 GMT Quoth The Raven "pop" <p_o_p@hotmail.com> in MZNMc.26369$pR5.24923@fe2.texas.rr.com
> > "E:\Doom J-Doom\jDoom.exe" -doom -file alitcsf.wad alitcsnd.wad > > atclev.wad -deh atcud19.deh [quoted text clipped - 17 lines] > UseModels 0 > to turn off 3D model rendering... possibility, I will give that a go, thanks.
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Highlandish - 25 Jul 2004 14:27 GMT Quoth The Raven "Highlandish" <ckreskay_CURSEING@dodo.com.au> in 2mhqctFmv3trU1@uni-berlin.de
> Quoth The Raven "pop" <p_o_p@hotmail.com> in > MZNMc.26369$pR5.24923@fe2.texas.rr.com [quoted text clipped - 22 lines] > > possibility, I will give that a go, thanks. well it got the aliens to show up, along with extra wall textures themed from alien, however the rest looks terrible, drums now are unshootable and 1 dimensional and a lot of items have gone pixel rather than poly. very dreary.
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pop - 25 Jul 2004 15:10 GMT > > > any chance you have 3D models installed? you would need to bring > > > down the console and enter: [quoted text clipped - 7 lines] > dimensional and a lot of items have gone pixel rather than poly. very > dreary. yep - that's the story - the alien TC was not made with 3D models, only sprites...
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Highlandish - 25 Jul 2004 15:28 GMT Quoth The Raven "pop" <p_o_p@hotmail.com> in JbPMc.26382$pR5.11645@fe2.texas.rr.com
> > > > any chance you have 3D models installed? you would need to bring > > > > down the console and enter: [quoted text clipped - 10 lines] > yep - that's the story - the alien TC was not made with 3D models, > only sprites... no, this one states that it was made to run, possibly even on zdoom. it says; _________ Functionality with the ZDOOM port is *NOT* guaranteed. This TC has been tested with BOOM, MBF, and SMMU. _______________
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pop - 25 Jul 2004 15:52 GMT > Quoth The Raven "pop" <p_o_p@hotmail.com> in > JbPMc.26382$pR5.11645@fe2.texas.rr.com [quoted text clipped - 20 lines] > MBF, and SMMU. > _______________ 3D models/items is only implemented in the doomsday engine (not in zdoom) - in zdoom (as in the original doom/doom2/wolf3D) items and monsters are still sprites (2D representations of a 3D entity) - 3D monsters and items were not implemented by id software until quake1.
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Highlandish - 25 Jul 2004 22:54 GMT Quoth The Raven "pop" <p_o_p@hotmail.com> in 4PPMc.26477$pR5.1581@fe2.texas.rr.com
> > Quoth The Raven "pop" <p_o_p@hotmail.com> in > > JbPMc.26382$pR5.11645@fe2.texas.rr.com [quoted text clipped - 30 lines] > monsters are still sprites (2D representations of a 3D entity) - 3D > monsters and items were not implemented by id software until quake1. well yeah I knew that bit, I'm just disappointed with the Alien TC as it isn't a TC after all, I at least hoped for new maps rather than a few re-textured walls and some ugly sprites. anyhow, I'm having lots of fun with the vanilla JDOOM conversion. it looks great (although the direct3d looks better than the opengl)
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pop - 25 Jul 2004 23:33 GMT > > 3D models/items is only implemented in the doomsday engine (not in > > zdoom) - in zdoom (as in the original doom/doom2/wolf3D) items and [quoted text clipped - 6 lines] > the vanilla JDOOM conversion. it looks great (although the direct3d looks > better than the opengl) there *are* 4 new maps: E2M1,E2M2,E2M3 and E2M4 that more fully utilize the textures and provide a more "alien-like" environment but it is still sprites...
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David Damerell - 26 Jul 2004 12:55 GMT >there *are* 4 new maps: E2M1,E2M2,E2M3 and E2M4 that more fully utilize the >textures and provide a more "alien-like" environment but it is still >sprites... Er, all of Episode 2 is replaced.
To the OP; playing unchanged maps won't work at all well.
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pop - 26 Jul 2004 14:16 GMT > >there *are* 4 new maps: E2M1,E2M2,E2M3 and E2M4 that more fully utilize the > >textures and provide a more "alien-like" environment but it is still [quoted text clipped - 3 lines] > > To the OP; playing unchanged maps won't work at all well. you are correct! I was looking at the wrong "aliens" wad - in fact the version of Aliens TC that I have is all of E2 plus E3M1 & E3M2
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Highlandish - 26 Jul 2004 14:21 GMT Quoth The Raven "pop" <p_o_p@hotmail.com> in Mu7Nc.23484$WP1.19011@fe1.texas.rr.com
> > >there *are* 4 new maps: E2M1,E2M2,E2M3 and E2M4 that more fully > > >utilize the textures and provide a more "alien-like" environment [quoted text clipped - 11 lines] > pop is Mark > Old age ain't no place for sissies. No wonder, I have been playing the first episode over and over attempting to get it all working.
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pop - 25 Jul 2004 15:12 GMT > > > any chance you have 3D models installed? you would need to bring > > > down the console and enter: [quoted text clipped - 7 lines] > dimensional and a lot of items have gone pixel rather than poly. very > dreary. yep - that's the story - the alien TC was not made with 3D models, only sprites...
 Signature pop is Mark Old age ain't no place for sissies. --
Stephen Howe - 25 Jul 2004 23:55 GMT > all the files included in the archive have been placed in the "E:\Doom > J-Doom\Run\jDoom" folder where jdoom expects to find "-file" wads. Does it?
If you installed JDoom and at the same time, said that you wish to run it for Ultimate Doom, Doom2, TNT and Plutonia and then afterwards searched for where DoomsDay engine has placed the files DOOM.WAD, DOOM2.WAD, TNT.WAD and PLUTONIA.WAD, then you won't find them in that directory you mentioned.
Instead you find that the Doomesday engine will have placed them in
"E:\Doom J-Doom\Data\Jdoom
and if the DE places the regular Doom-style WADS there, then you should too (as it is data and also DOOM-style WADs). You can place the dehacked file there as well.
Your command line should be something like
"E:\Doom J-Doom\jDoom.exe" -doom2 -file alitcsf.wad alitcsnd.wad atclev.wad -deh ..\..\data\jdoom\atcud19.deh -savedir savegame\doom2-atc
Comments on this:
(i) The -doom2 parameter tells the game that this is based on Doom2 (that is right for Aliens TC, right?)
(ii) You need to run glBSP on alitcsf.wad and atclev.wad beforehand.
(iii) The -savedir gives your link a separate save directory distinct from doom2
(iv) about dehacked files - I did talk to Skyjake about seraching for these in the same directory as the WADs (after all they are data - right?) and sometime that might happen as an enhancement request. The "..\..\data\jdoom\" just allows this directory to be searched.
S
pop - 26 Jul 2004 02:23 GMT <snip>
> Comments on this: > > (i) The -doom2 parameter tells the game that this is based on Doom2 (that is > right for Aliens TC, right?) Aliens TC is based on doom (not doom2)
> (ii) You need to run glBSP on alitcsf.wad and atclev.wad beforehand. glBSP is for wads with level maps only - no need to run it on alitcsf.wad (sprites file)
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Stephen Howe - 27 Jul 2004 00:13 GMT > > (i) The -doom2 parameter tells the game that this is based on Doom2 (that is > > right for Aliens TC, right?) > > Aliens TC is based on doom (not doom2) Ok thanks, I did not know that. Then -doom parameter is correct.
> > (ii) You need to run glBSP on alitcsf.wad and atclev.wad beforehand. > > glBSP is for wads with level maps only - no need to run it on alitcsf.wad I knew the details on glBSP but not that alitcsf.wad has no levels. Thanks again
S
Highlandish - 26 Jul 2004 06:51 GMT Quoth The Raven "Stephen Howe" <sjhoweATdialDOTpipexDOTcom> in 41043a91$0$26985$cc9e4d1f@news.dial.pipex.com
> > all the files included in the archive have been placed in the > > "E:\Doom J-Doom\Run\jDoom" folder where jdoom expects to find [quoted text clipped - 38 lines] > > S it is for doom1, so that part is my line is correct. and I tried placing my custom wads in every directory until I didn't get a "file not found error" in the log. the run/jdoom folder was the only one that worked, so I put the dehack files there too. pop suggested the console cmd "UseModels 0" and that corrected everything and turned the nice doomsday engine back into a dull sprite game. however I like the savedir command.
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Grieve - 26 Jul 2004 09:05 GMT pop suggested the console cmd "UseModels 0" and that
> corrected everything and turned the nice doomsday engine back into a dull > sprite game. Yeah, Doom is actually a"dull sprite game" . I like it that way, it was supposed to be like that. The sprites look great in Doom, ID`s original sprites are more than well done. I won't bother to use the crappy and stupid 3D-models JDoom has. They make the game look really silly.
Highlandish - 26 Jul 2004 12:50 GMT Quoth The Raven "Grieve" <xtoon@tacheles.de> in 4104bb63$0$16032$91cee783@newsreader01.highway.telekom.at
> pop suggested the console cmd "UseModels 0" and that > > corrected everything and turned the nice doomsday engine back into [quoted text clipped - 5 lines] > I won't bother to use the crappy and stupid 3D-models JDoom has. They > make the game look really silly. some of the facials look silly, but since q2, I've never been able to play a sprite game.
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thumper - 27 Jul 2004 00:26 GMT >Quoth The Raven "Grieve" <xtoon@tacheles.de> in >4104bb63$0$16032$91cee783@newsreader01.highway.telekom.at [quoted text clipped - 10 lines] >some of the facials look silly, but since q2, I've never been able to play a >sprite game. There's facials in Doom?
Maybe I better go back and check out that "XXX" directory again. ;-)
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