vavoom map finally done

Talk about editing and creation of Vavoom mods

vavoom map finally done

Postby gunrock » 19 Mar 2004 04:12

<br><br><br>I just completed my vavoom map called 'Braham Manor'<br>The theme is a dark mansion using most of the features of the vavoom engine: static lighting, 3dfloors, polydoors and a tga skybox. Janiz i will upload it to you via e-mail if you like to take a look at it.<br><br>Thanks!
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Re: vavoom map finally done

Postby DarkRaven » 19 Mar 2004 06:16

Hi Gunrock! I'm a mapper from Korax team and I'd like see your map
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Re: vavoom map finally done

Postby Janis Legzdinsh » 19 Mar 2004 23:20

Really nice work. It looks really cool.<br><br>I reorganized the files in a way that's more correct for distribution. Here's what I did:<br>1) Models have wrong path to skins. It should be relative to basev/doom and not to basev. Also models should be places in your game directory in models folder rather forcing users to overwrite original models.<br>2) Moved texture file to game directory and renamed it to wad0.wad so that it's loaded authomaticly.<br>3) Merged map and scripts into file wad1.wad so that users can use normal custom game option rather the development mode.<br>I uploaded new package here. I also had problems accessing archives.3dgamers.com, maybe I will try later.
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Re: vavoom map finally done

Postby gunrock » 20 Mar 2004 01:28

thanks for the fix up janis! for now on i'll use braham as the way to set it all up. oh and my other real project called Silent steel will be complete next week. it will have 7 base type  maps a few new md2 models. my brother is going over fixing the bugs.
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Re: vavoom map finally done

Postby Janis Legzdinsh » 20 Mar 2004 03:17

Can't wait to see it.  8)
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Re: vavoom map finally done

Postby Janis Legzdinsh » 25 Mar 2004 17:05

Just uploaded to archives.3dgamers.com.
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Re: vavoom map finally done

Postby Stryker » 26 Mar 2004 08:05

I'm waiting for it to download right now.<br><br>I'm also working on Maps of my own, at least trying. I'm actually trying to make a Total Conversion for Hexen with Progs... I know I should try the Source rather than progs.. But I don't have Visual C.. Only C++ and Visual Basic 4.0 which I have no Idea how to use. I'm also hoping that I could find some people that might be able to help work on it.. And maybe some other projects. Around 3 Days ago I Started a 'Company' Kinda like Korax' Heritage, Hexen and all, but I might do Doom2 also. The company is called "Heresirach Software" if anybody could think up any other Good name I may be happy to use it instead. And was hoping I could get some members for it.
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Re: vavoom map finally done

Postby The_Doomer » 02 Apr 2004 09:35

Just out of curiosity.  How do I play Vavoom maps using the Launcher?
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Re: vavoom map finally done

Postby gunrock » 02 Apr 2004 10:18

open up the vLauncher and on the Custom game line<br>type for example: braham and hit the run button.
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Re: vavoom map finally done

Postby The_Doomer » 02 Apr 2004 12:32

When I hit run I get an error message stating: "W_GetNumForName: sfxinfo not found!"  Any idea whats wrong?
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Re: vavoom map finally done

Postby Janis Legzdinsh » 02 Apr 2004 16:42

Could you run with debug file option and then tell me what are the lines beggining with Init: adding?
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Re: vavoom map finally done

Postby The_Doomer » 03 Apr 2004 07:49

Checking that option doesn't seem to make any debug file when I try to run the wad.  The rest of the message in addition to what I mentioned says "Stack trace: S_InitScript <-S_Init <-Host_Init."
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Re: vavoom map finally done

Postby Janis Legzdinsh » 05 Apr 2004 16:41

Debug file debug.txt is located in basev folder.
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Re: vavoom map finally done

Postby The_Doomer » 06 Apr 2004 08:00

Ok here's the error message from the debug text file:<br><br>0x4000000 (64.000000 meg) allocated for zone, ZoneBase: 0x2190004<br>Init: adding Braham/wad0.wad<br>Init: adding Braham/wad1.wad<br>- S_InitScript<br>- S_Init<br>- Host_Init<br><br><br>ERROR: W_GetNumForName: sfxinfo not found!<br>
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Re: vavoom map finally done

Postby Janis Legzdinsh » 06 Apr 2004 16:50

I see, it didn't add all other files that are needed, such as doom2.wad. Maybe try to use command line option '-iwad doom2.wad' (in launcher enter it in custom command line args field), maybe that will help.
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