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Messages - XDelusion

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61
The issue was resolved in the ZDOOM forums.

It turns out that you have to use ACC manually with the -h option.

I.E.

acc.exe -h scripts.acs BEHAVIOR

This will compile the script for classic ZDOOM, you then of course take the BEHAVIOR file and load it into your wad with XWE or SLADE.

Someone else said that I should be able to edit DOOM Builder's config files to make a custom configuration for Odamex.

I've never worked with them, but I am going to look at the config files tonight and try to figure something out and hopefully create an Odamex config file of my own.
The only problem I foresee is not knowing exactly what ZDOOM features are support, and which ones are not as there does not seem to be any clear documentation on this, though I'm sure with a little trial and error using the ZDOOM example WADs from the ZDOOM resource that I'll be able to zero it all down to the features that are currently supported.

Perhaps through all of this I might be of some help contributing to the Odamex Wiki that you guys are looking for help with...

I've never edited Wiki either, but you never know.
62
You are absolutely correct! I was playing with this last night and could not for the life of me figure out why it was doing this, so I figured that I should take one of the example WADs that did work with Odamex, compile it's script in DOOM Builder 2, then save it to see what would happen...

...and wouldn't you know it broke compatibility with both Odamex and ZDOOM 1.22! :)

 So yes, you are right, I need to sign up on the ZDOOM forums, seeing as I'm mostly familiar with DOOM Legacy and PrBOOM anyhow, I could use a few tips from there to adapt me over to the changes.

Thankx!
63
There are more example WADs in this link here:

http://zdoom.org/zdkb/zdkbviewer.php

Of course some WADs have features that Odamex does not support yet, while other WADs do work fine, until I try to re-create them, then they will not work in Odamex or ZDOOM 1.22, but if I load them up in GzDOOM, they work fine, so I know it should not be a problem in regards to what I'm doing...

...at least I wouldn't think.
64

Maps, Wads and Mods / Re: How to add MOD Musick?

« on: December 16, 2010, 13:18:26 »
Thank you, I will keep this in mind in regards to my other projects, but as for this one, the goal is to eventually be 100% DOOM2.WAD independent.
65
Alright, I have another question for you. I was trying to familiarize my self with ACS script last night. I had looked at a few demo maps that are packed full of examples, but for what ever reason, I could not produce a map that begins with a script running.

Essentially what I'd like to be able to do is start a map out where there is a bit of dialog on the screen telling the player what to do, then after all the dialog is gone, I wanted to assign a tagged door to open, thus ending the script.

I was going to attach a file as an example of what I'm trying to accomplish, but I can't attach it. It was a zip file and it was small, but no go. Hmmm.


---

Also are ZDOOM features in Odamex ready enough that I should be editing in ZDOOM - DOOM in HEXEN mode, or should I still be editing in BOOM mode with DOOM Builder?

Thankx again!


EDIT: Got script working in GzDOOM, so I'm doing things correct, so I assume that Odamex just isn't quite ready for the task yet, though that is strange considering the wad I used as a base for this ran it's ACS code just fine under Odamex, here it is:

http://zdoom.org/files/examples/demo.zip
66

Maps, Wads and Mods / Re: How to add MOD Musick?

« on: December 13, 2010, 12:35:29 »
Alright, I know this should be simple, but for some reason, I can't get it working.

I downloaded a four channel MOD file from Aminet then loaded up XWE and replaced the D-RUNNIN file with the MOD, but I'm not hearing any musick.

I used to do this a long time ago with nxDOOM for the Dreamcast, but it's been so long that I've apparently lost my touch.

EDIT: If I leave in the original song, then merely add in the MOD or MP3 as an additional D_RUNNIN, everything works fine. Thankx again for the help.
67

Maps, Wads and Mods / How to add MOD Musick?

« on: December 11, 2010, 22:55:23 »
I noticed that Odamex supports MOD musick, such as that made on the Amiga line of computers...

...how would I go about adding this into my WAD file?

Thank you!
68

Technical Support / Re: Server and the Server List

« on: November 03, 2010, 19:37:21 »
I hope someone comes up with a clue cause I'm going through the same exact motions, except I have to manually add the server on the same machine the server is running on. All firewalls are disabled, Port Forwarding is set, etc. etc. etc.

I see no reason for it not to work, and yet it does not without manually typing in the server adress. :/
69

Technical Support / Private, off-line Local Server (won't display)

« on: November 01, 2010, 01:09:44 »
Is it possible to create an automatically detectable server with a router that is not connected to the internet?
I know this sounds like a dumb question, but I got port forwarding on and everything, and regardless nothing will auto detect the server. I've evern tried a cross over cable but to no avail.
Granted on the computer that I am running the server on, I can connect to the server, but only if I put in the server IP manually. Considering that this is not an option on the XBOX port, I'm kind of at a stand still.

Also when ever I try to refresh the server list, Odamex crashes, or hangs in the case of the XBOX. On the PC side, it will not let me close the Launcher.

Any ideas?

Thank you, AMAZING source port!!! I hope to see it on the Wii, and Amiga OS/MorphOS some day! ;)


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