Chaosforge Forum
DoomRL => Modding => Topic started by: Kornel Kisielewicz on September 04, 2011, 16:18
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As our regular modders are still converting their mods to 0.9.9.4 mod format, let me give you a simple example. Dead Simple.
simple.wad (http://dl.dropbox.com/u/4184221/cf/simple.wad)
Just copy it into your modules directory, run DoomRL and choose Custom Game. Enjoy! And post your mortems with a proper tag if you want :).
(source can be downloaded here (http://dl.dropbox.com/u/4184221/cf/simple.module.zip))
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Just tried it out. Definitely was dead simple. Fun though.
When I was done though, it didn't go back to the main title screen though. I got a bunch garbled text and numbers in the console then it just crashed and went back to windows.
Also noticed that the arachnotrons use the demon's hurt sound. Don't they have their own that can be used instead?
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No idea about the sounds, but about the crash, could you check your error.log, and post it's contents?
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Timestamp : 9/4/2011 2:14:30
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004819F5 :
ESoundException : RegisterSample(wav/dswpnup.wav): An invalid parameter was passed to this function
$004819F5 TSOUND__REGISTERSAMPLE, line 164 of d:/Projects/fpcvalkyrie/src/vsound.pas
$00481B12 TSOUND__REGISTERSAMPLE, line 177 of d:/Projects/fpcvalkyrie/src/vsound.pas
$0047C34D TDOOMCONFIG__SOUNDQUERY, line 237 of src/doomconfig.pas
$00480F2A ITERATE, line 78 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$00480E77 ITERATE, line 77 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$00480CBC TLUACONFIG__RECENTRYFEED, line 86 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$0047BF7F TDOOMCONFIG__CREATE, line 209 of src/doomconfig.pas
$0041D8F0 TDOOM__LOAD, line 219 of src/doombase.pas
$0041E027 TDOOM__RUN, line 326 of src/doombase.pas
$004022CA main, line 91 of src/doomrl.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 9/4/2011 23:36:26
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $004819F5 :
ESoundException : RegisterSample(wav/dspodth1.wav): An invalid parameter was passed to this function
$004819F5 TSOUND__REGISTERSAMPLE, line 164 of d:/Projects/fpcvalkyrie/src/vsound.pas
$00481B12 TSOUND__REGISTERSAMPLE, line 177 of d:/Projects/fpcvalkyrie/src/vsound.pas
$0047C34D TDOOMCONFIG__SOUNDQUERY, line 237 of src/doomconfig.pas
$00480F2A ITERATE, line 78 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$00480E77 ITERATE, line 77 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$00480CBC TLUACONFIG__RECENTRYFEED, line 86 of d:/Projects/fpcvalkyrie/src/vluaconfig.pas
$0047BF7F TDOOMCONFIG__CREATE, line 209 of src/doomconfig.pas
$0041D8F0 TDOOM__LOAD, line 219 of src/doombase.pas
$0041E0F0 TDOOM__RUN, line 341 of src/doombase.pas
$004022CA main, line 91 of src/doomrl.pas
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Here's the error log.
I also forgot to mention that the main game story still plays when you start up a mod. Seems to me like it probably shouldn't.
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Regarding the sounds for Arachnotrons, I've looked in the Doom IWAD, and there's only an alert sound, a move sound and a death sound.
And the mod is indeed dead simple, and hilariously fun.
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Being the one who was the last to muck around with default soundbinds I'd like to confirm it that, indeed Arachnotrons don't have their own pain sound. In fact a few other Doom mobs use demon pain sound, for example Cacodemons do from what I remember.
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It worked fine a few times, then crashed, and worked fine after that.
Here's the error log.
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Timestamp : 5.9.2011 18:02:37
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $0044A166 :
EFOpenError : Unable to open file "modules\simple.wad"
$0044A166
$0046A635 TVCDATASTREAM__CREATE, line 258 of d:/Projects/fpcvalkyrie/src/vdf.pas
$00469D47 TVDATAFILE__GETFILE, line 165 of d:/Projects/fpcvalkyrie/src/vdf.pas
$0042F6B9 TLUA__LOADSTREAM, line 242 of d:/Projects/fpcvalkyrie/src/vlua.pas
$00443AE3 TDOOMLUA__LOADMODULE, line 553 of src/doomlua.pas
$0041F8C6 TDOOM__RUNSINGLE, line 762 of src/doombase.pas
$0041E3DA TDOOM__RUN, line 402 of src/doombase.pas
$004022CA main, line 91 of src/doomrl.pas
----------------------------------------------------------------------
Crashed just after selecting trait.
The hidden BFG made it pretty easy, but it was still fun.
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Funny Doom 2 port and a good wordplay too. The item placement was also quite similar if I recall correctly.
Would be interesting to see a mod including every original Doom 2 map, though some would be just ridiculous, especially on higher difficulties. (Cyberdemon on O´ of Destruction anyone?)
Map size, format and height are probably the biggest hindrances. Keys could be emulated by levers opening the appropriated doors. It probably isnt such a good idea. (And I am pretty sure this suggested before, several times already)