Zandronum Christmas Community Pack

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Guardsoul
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RE: Zandronum Christmas Community Pack

#101

Post by Guardsoul » Wed Dec 12, 2012 6:44 pm

Polar Express is completed.

Screenshots:

Image

Image

Image

Comments:
- Not a long map and it isnt difficult if you know how to dodge without falling :razz:
- All windows are breakable
- Map format: Skulltag in hexen fomat
- Can be completed in 8 minutes
- Train driver is mad :twisted:

Do I have to send you all wads from where I take textures?

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Sicamore
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RE: Zandronum Christmas Community Pack

#102

Post by Sicamore » Wed Dec 12, 2012 9:47 pm

Nope. Just add the textures to your wad, but include the names of where you took them from.
Image

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agaures
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RE: Zandronum Christmas Community Pack

#103

Post by agaures » Fri Dec 14, 2012 3:22 am

Need help with script :hmm:

Code: Select all

script 12 enter
{
while(thingcount(t_mancubus, 705)> 0)
delay(1);
thing_spawn(704, t_redkeycard, 0, 0);
}
Redkeycard won't spawn.

Edit: Can't hand my map in if this isn't fixed :L
Last edited by agaures on Fri Dec 14, 2012 6:09 am, edited 1 time in total.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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Guardsoul
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RE: Zandronum Christmas Community Pack

#104

Post by Guardsoul » Fri Dec 14, 2012 8:04 am

agaures wrote: Need help with script :hmm:

Code: Select all

script 12 enter
{
while(thingcount(t_mancubus, 705)> 0)
delay(1);
thing_spawn(704, t_redkeycard, 0, 0);
}
Redkeycard won't spawn.

Edit: Can't hand my map in if this isn't fixed :L
Try with this:

Code: Select all

script 12 enter
{
while (thingcount(T_NONE,705)>0)
{
delay(1);
}
spawnspotfacing("Redcard",704,0);
spawnspotfacing("TeleportFog",704,0);
}

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agaures
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RE: Zandronum Christmas Community Pack

#105

Post by agaures » Fri Dec 14, 2012 8:44 am

Guardsoul wrote:
agaures wrote: Need help with script :hmm:

Code: Select all

script 12 enter
{
while(thingcount(t_mancubus, 705)> 0)
delay(1);
thing_spawn(704, t_redkeycard, 0, 0);
}
Redkeycard won't spawn.

Edit: Can't hand my map in if this isn't fixed :L
Try with this:

Code: Select all

script 12 enter
{
while (thingcount(T_NONE,705)>0)
{
delay(1);
}
spawnspotfacing("Redcard",704,0);
spawnspotfacing("TeleportFog",704,0);
}
Still doesn't work :sad:

I have noticed that when i go through the map normally it doesn't spawn, but when i cheat ( noclip ) to get to where you get the redkeycard the script works.

It seams that the script just dies if you wait to long for it ( e.g going through the map normally ).
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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Guardsoul
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RE: Zandronum Christmas Community Pack

#106

Post by Guardsoul » Fri Dec 14, 2012 11:21 am

agaures wrote: Still doesn't work :sad:

I have noticed that when i go through the map normally it doesn't spawn, but when i cheat ( noclip ) to get to where you get the redkeycard the script works.

It seams that the script just dies if you wait to long for it ( e.g going through the map normally ).
Then you should execute the script in a specific moment with ACS_Execute(3,0,0,0); or with a line with this special 80 "Script execute"
and change "script 3 Enter" to "script 3 (void)".

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Guardsoul
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RE: Zandronum Christmas Community Pack

#107

Post by Guardsoul » Fri Dec 14, 2012 4:02 pm

Ok guys, due to the new deadline is December 21st, I have started map12 "Aurora emitter"

Here it is an early screenshot:

Image

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agaures
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RE: Zandronum Christmas Community Pack

#108

Post by agaures » Fri Dec 14, 2012 10:18 pm

Wow what? it's to the 21st now?
i guess I'll make another map then :biggrin:

Also nice map so far guardsoul
Last edited by agaures on Fri Dec 14, 2012 10:18 pm, edited 1 time in total.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

katZune
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RE: Zandronum Christmas Community Pack

#109

Post by katZune » Sat Dec 15, 2012 2:01 am

friends, i've bad notices, recently i got problems at the school, i've done the layout of the map, so i'm searching some1 to finish it, i'm seriously sad , i'll try do my best this night and tomorrow will upload it if anyone here want finish it, sorry guys
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

one_Two
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RE: Zandronum Christmas Community Pack

#110

Post by one_Two » Sat Dec 15, 2012 5:29 pm

Final map layout (bar a bit of detail):

Image

Blade
 
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RE: Zandronum Christmas Community Pack

#111

Post by Blade » Sat Dec 15, 2012 11:11 pm

I know I'll sound like a noob, but how do I use custom skies? I tried a lot of tutorials but have been no help. For reference, here's my MAPINFO script:

Code: Select all

map MAP01 "Entryway" 
{
   next = "MAP02" 
   sky1 = "SIDE5", 0 
   cluster = 1 
   music = "IDMUS1" 
   aircontrol = 0.5 
   forcenoskystretch 
   clipmidtextures
   }
I like big puns and I can not lie.

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Luke
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RE: Zandronum Christmas Community Pack

#112

Post by Luke » Sun Dec 16, 2012 12:13 am

Blade wrote: I know I'll sound like a noob, but how do I use custom skies? I tried a lot of tutorials but have been no help. For reference, here's my MAPINFO script:

Code: Select all

map MAP01 "Entryway" 
{
   next = "MAP02" 
   sky1 = "SIDE5", 0 
   cluster = 1 
   music = "IDMUS1" 
   aircontrol = 0.5 
   forcenoskystretch 
   clipmidtextures
   }
The mapinfo shouldn't contain brakets:

Code: Select all

map map01 "mapname"
sky1 sky1 0
music d_runnin
par 30
next map02

Qent
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RE: Zandronum Christmas Community Pack

#113

Post by Qent » Sun Dec 16, 2012 1:24 am

The old format does not have brackets. I recommend that you try to use the new format, since the project is meant for Zandronum. Although of course do whatever works and is convenient.

BTW Blade, your mapinfo works fine for me. Are you sure you're adding it correctly (old or new, the whole mapinfo should be the same format AFAIK)? Are you sure your map is MAP01?
Last edited by Qent on Sun Dec 16, 2012 1:28 am, edited 1 time in total.

Blade
 
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RE: Zandronum Christmas Community Pack

#114

Post by Blade » Sun Dec 16, 2012 4:43 pm

When I try out the map, everything is just fine, but the sky is just repeated in its native size.
I like big puns and I can not lie.

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Luke
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RE: Zandronum Christmas Community Pack

#115

Post by Luke » Sun Dec 16, 2012 6:03 pm

The ceiling texture, for every sector that has a sky, has to be F_SKY1.
If you applied the sky to a horizon linedef, that lindef must use the "special action 9 - Line horizon".

Blade
 
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RE: Zandronum Christmas Community Pack

#116

Post by Blade » Sun Dec 16, 2012 9:42 pm

Okay I'm an idiot for using your advice after 2 hours of constant breaks, it worked. Now its just that the sky isn't stretched, but that'd be an easy thing to solve. Thanks for the help!

-Edit: Okay how do you expand the sky so it can wrap itself completely? (Woe, is me.)
Last edited by Blade on Sun Dec 16, 2012 10:03 pm, edited 1 time in total.
I like big puns and I can not lie.

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Luke
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RE: Zandronum Christmas Community Pack

#117

Post by Luke » Sun Dec 16, 2012 10:18 pm

Shall you show me a screenshot? If you did everything I said it should be fine by now.
However, join the irc, if you can, and then join #zccp or #zamapping, would be easier to help you.
Last edited by Luke on Sun Dec 16, 2012 10:18 pm, edited 1 time in total.

Blade
 
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RE: Zandronum Christmas Community Pack

#118

Post by Blade » Sun Dec 16, 2012 11:08 pm

Screenshot:

Image
I like big puns and I can not lie.

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Luke
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RE: Zandronum Christmas Community Pack

#119

Post by Luke » Mon Dec 17, 2012 2:46 am

Sicamore added those skies, you should try to ask him (you can find him on the irc in #zccp when he's online).

New version of the resource wad: http://speedy.sh/JdapY/GERALDINE.wad

Code: Select all

-Fixed the BFALL1-2-3-4 textures, now they are properly animated.
-Added GLDEFS for the chandelier.
-About 9 skies added to the textures (we forgot to do it before eheh).
-Added SKY19.
-Added SKY20 , made by Agaures.

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Sicamore
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RE: Zandronum Christmas Community Pack

#120

Post by Sicamore » Tue Dec 18, 2012 2:41 am

That my friend is a skybox and not a sky. You need to make a skybox out of sectors ( a round area off map that uses those SIDE1 - 6 textures as walls) then put a camera actor in there to make this work. Trust me, it looks amazing if you do it in the correct proportions and with correct lighting.
Last edited by Sicamore on Tue Dec 18, 2012 2:44 am, edited 1 time in total.
Image

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