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Author Topic: Joseph's Modifications (Updated 11/16/10)  (Read 9505 times)

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November 01, 2010, 10:45:44 PM
Reply #15

Offline Joseph Collins

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Re: Joseph's Modifications (Updated 10/31/10)
« Reply #15 on: November 01, 2010, 10:45:44 PM »
Nope, because I couldn't remember the ZDoom Lump coding to switch around music file names. (I think I had such lumps in a WAD at some point, but then I learned that the various source ports can read OGGs so just renamed the music appropriately.)  I'm not entirely sure that would work besides, considering Starman's easter egg now calls "D_TTFTW" instead of "DUCKSPA".

On that note, try "changemus DUCKSPA" some time with the PWAD in place.  :3

November 04, 2010, 01:59:47 PM
Reply #16

Offline Joseph Collins

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #16 on: November 04, 2010, 01:59:47 PM »
Apparently, I do maps now.  Get equipped with JCDM01 - Simply Wily!

Edit: v1.2 of the map.  Custom decorate object removed.  I found out it was preventing players from joining any server not running this map. (In other words, all servers.)
(click to show/hide)

November 04, 2010, 02:00:53 PM
Reply #17

Offline Ivory

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #17 on: November 04, 2010, 02:00:53 PM »
That is awesome xD

November 04, 2010, 02:09:15 PM
Reply #18

Offline CutmanMike

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #18 on: November 04, 2010, 02:09:15 PM »
Haha cool. Remakes in mm8bdm is the new cool!

November 04, 2010, 07:39:36 PM
Reply #19

Offline Korby

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #19 on: November 04, 2010, 07:39:36 PM »
I'm gonna download it soon, but whatcha mean by "remake", Cutman? Am I supposed to know what that is? Or am I just really so stupid I don't notice it.

November 04, 2010, 07:42:11 PM
Reply #20

Offline Mr. X

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #20 on: November 04, 2010, 07:42:11 PM »
Quote
Remember "Dead Simple" from Doom II?  A dead simple
                          deathmatch arena for 2-4 players and/or several
                          Mancubi and Arachnotrons?  Well, it's baaaaack...
                          And decked out in classic 8-bit style!

November 04, 2010, 07:48:12 PM
Reply #21

Offline Korby

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #21 on: November 04, 2010, 07:48:12 PM »
...Remind me to read.
Anyway, this is awesome. Good job.

November 04, 2010, 10:51:45 PM
Reply #22

Offline Joseph Collins

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #22 on: November 04, 2010, 10:51:45 PM »
Guys?  I made a mistake.  A really big mistake.

As it turns out, if you add any kind of custom item to your WAD (or PK3, ZIP, etc.) via DECORATE lump (or similar), this automatically invalidates your base game WAD authentication.  In short, my WAD was preventing people from playing online.  This has been fixed.  And might I add, I'm a little disappointed...  I liked my little secondary Easter Egg... (For those who never saw it, it was just a simple Mega Man 1-up icon which, like the Yashiichi, does nothing but look neat.)

New download URL: http://www.mediafire.com/?6e65kgr24bihtny

The one thing I didn't test...  Well, at least I know better now.  No custom items in PWADs.

November 04, 2010, 11:19:42 PM
Reply #23

Offline Mr. X

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #23 on: November 04, 2010, 11:19:42 PM »
Yeah, Yellow Devil's game refused to load when I had a custom lump file in Sunset Canyon.  Luckily, it was an object I never put in the course so I could simply delete it.

November 07, 2010, 09:15:20 PM
Reply #24

Offline Joseph Collins

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #24 on: November 07, 2010, 09:15:20 PM »
No new downloads, but I do have a new WiP I'd like to showcase...

CTF - Air Man II Work-in-Progress
(click to show/hide)
On a side-note, CutmanMike made Airman's cloud textures scale incorrectly.  I had to change it from 0.1 scale to 0.5 to get it to display properly without making a 5,000-unit skybox.  >_o  Now I know why he uses Gyro Man's clouds in the Deathmatch stage.  *adds that in a trivia section on the wiki*

November 07, 2010, 09:18:41 PM
Reply #25

Offline Ivory

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Re: Joseph's Modifications (Updated 11/04/10)
« Reply #25 on: November 07, 2010, 09:18:41 PM »
I'm surprised you pulled that off. Air Man textures look like vomit from far distances. But this actually looks decent. Good Job.

November 17, 2010, 12:43:22 AM
Reply #26

Offline Joseph Collins

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Re: Joseph's Modifications (Updated 11/16/10)
« Reply #26 on: November 17, 2010, 12:43:22 AM »
New file.


Eddie Fix - Fixes the "squished" side-view Eddie sprites and enhances them in some ways.

This one has to be loaded manually and can't be loaded from the "skins" directory.  That's all for now.

November 17, 2010, 05:41:44 AM
Reply #27

Offline CopShowGuy

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Re: Joseph's Modifications (Updated 11/16/10)
« Reply #27 on: November 17, 2010, 05:41:44 AM »
That Air Man stage looks like it could be a single player level instead of a CTF map.  But you said that's a work in progress.

Really nice fixes on Eddie.

November 25, 2010, 06:13:48 PM
Reply #28

Offline CutmanMike

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Re: Joseph's Modifications (Updated 11/16/10)
« Reply #28 on: November 25, 2010, 06:13:48 PM »
I've added that Eddie to to the official game, hope thats ok with you  ;)

December 29, 2010, 09:27:27 AM
Reply #29

Offline DimentedFlames

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Re: Joseph's Modifications (Updated 11/16/10)
« Reply #29 on: December 29, 2010, 09:27:27 AM »
Say Joseph, heres a question. Have you gotten around to fixing the Metool skin up for Roboenza yet? All of the frames' outlines turn out black as a zombie, except on the side frames, where only a few portions of it's body are red.