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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...

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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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