9/29/2011 - I've been quietly working on adding numerous textures, items, etc. to the kit, as well as something that you guys might enjoy seeing.
The next release should be very soon, as I'm almost finished!
9/24/2011 - We've been working on a very large feature update the past few days, and so I'm going to post an upcoming feature that is due either tonight or tomorrow for the pack.
The first thing (and the only thing that I can release a screenshot for) is...
A third keycard door!
In Adventurecraft, users can place two types of locked doors. The first is just a regular locked door, the second is a boss locked door.
Well, we don't want boss doors in DooM so we just made it a blue keycard door. But, we wanted to have three key types. So, seagoingmanatee went ahead and added a third locked door so that everyone can put three different key types in their DooM maps!
The rest of this list are things that aren't screenshot ready (as they aren't perfect yet) so just wait and see what we've got in store for the pack!
9/22/2011 - The toolkit has been updated to v0.3.3, and there have been some pretty major changes. For the full list of them, see the changelog at the bottom of this post.
9/21/2011 - fyi for those of you who are using the tools right now, you can ask questions about how things work on the IRC channel for #NanoEdge.
Feel free to stop by with your questions and suggestions and we'll be more than happy to answer them.
Introduction:
For those of you who have heard of or are making a map that uses the Adventurecraft mod by Cryect (which can be found here) I've posted this as a map development aid.
This mod plugin is a tool that allows map makers to make DooM themed maps MUCH more quickly. All of the assets that would be needed to both recreate levels from DooM or make entirely new ones are taken care of and included in this resource pack.
The thing that makes it a mod (since I had trouble classifying what it technically is) is the extensive javascript and gameplay modifications that are made to Adventurecraft maps that use this.
Video:
Why look at pictures when you can just watch the toolkit in action?
Screenshots:
Put them in a spoiler so this page loads more quickly
The Contents:
Custom Javascript package
Custom HUD system
Custom Armor
Custom Art
Custom Items and DooM themed items
DooM music (currently only 8-bit versions)
Sound overrides and assets
DooM style texture pack
A sample area if you just want to go kill some zombies (who wouldn't?)
64x Textures, with optional 32x and 16x addons.
Detailed tutorials explaining how the toolkit works and how to modify it
Three reskinned mobs | Zombie | Imp | Cacodemon
Installation:
This is pretty straightforward. All you need to do is install the Adventurecraft mod (instructions on that page, which was linked at the beginning of this post) and then copy the DooM Toolkit v0.6.1 folder into the "maps" folder in Adventurecraft. Like I said, the main goal of this mod add-on is for AC mappers to use, so you should already know how to do this if you are interested in this.
Download Link:
v0.6.1 is now live! Download the latest version here.
A basic look at how to make a DooM themed Adventurecraft map, these tutorial sections cover the basics.
Javascript Package:
This set of videos goes over the basics of the javascript package, and how to edit some minor things in it to suit your tastes
.js Overview:
A general overview of the javascript pack as a whole.
OnLoadPlaying.js:
The portion of the javascript pack that is most visible in this toolkit. This allows weapons to fire.
OnNewSave.js:
The portion of the javascript pack that covers how the player begins the map, and what they start with.
OnUpdate.js:
The portion of the javascript pack that allows for item conversions and custom item mechanics in this toolkit.
General Map Building:
This set of videos goes over the basics of adding beginner level map details to your DooM themed map.
Static Medkit Tutorial
This video goes over how to add in a medkit that isn't an obtainable item, but rather a terrain feature in the map that will always remain there until picked up. Users can use this technique to avoid having to spawn inventory items in their maps. This technique can be applied to other items as well.
My First DooM Map:
This is a short series of videos that will show me building a DooM map for Adventurecraft, and explaining what I am doing and why I am doing it during the process. This should be very useful for all beginners who want to make a map.
Part 1
This video discusses how to make a small piston based doorway that is activated by a wall switch, and covers the use of trigger blocks, timer blocks, storage blocks, custom mob spawners, and light bulb blocks.
Part 2
This video discusses how we can decorate our levels, use locked doors, change the weather, and add custom music.
Changelog:
9/30/11 - v0.6.1
-Added even more textures that will allow users to recreate entire DooM levels with the right textures.
-Added concealed walls, where users click a door to open secret passages.
-Added a ton of new scripting features, allowing users to make more complicated item pickups.
-Added overlays for item pickups.
-Recreated the majority of E1M1 from The Ultimate DooM, as a showcase.
-Added non-exploding barrels (they will explode soon, trust me :biggrin.gif: )
-Added all of Episode One's music in .ogg format. E1M1 - E1M9, and the "level complete" music.
-Added a few more sounds to further replicate DooM's style.
-Added a super secret .txt file and .png file that may or may not be alluding to a DooM toolkit project.
-Kept the same file description since I'm a noob and didn't change it :sad.gif: )
9/22/11 - v0.3.3
-More than 30 new textures
-64x texture resolution
-Changed the starting ammo and max ammo in OnNewSave.js
-Added a few YouTube tutorials explaining features
-New starting area to demo the toolkit
-Added in more music and a few more sound files
This isn't a mod, you need to post it in the mod's thread.
If a moderator agrees with you then tell them to lock this thread. Alternatively, you could just try to understand that there isn't a better place to put this.
Too bad they are not custom items for the Minecraft SSP.
Is there any way to port them to the original minecraft (like the guy who have made the BFG9000)?
Too bad they are not custom items for the Minecraft SSP.
Is there any way to port them to the original minecraft (like the guy who have made the BFG9000)?
That is probably not going to happen. I think this is going to be Adventurecraft only for now.
Thanks. I'm glad I posted this late last night. Seems it is doing well enough to justify the work that went into it.
Still planning on making some tutorials tonight. I use fraps, but I want to do screen capturing outside of Adventurecraft to show you guys how to edit the scripts and what to look for, as well as some other out of game things. Any ideas on some good software I should use (preferably free)?
Well... if enough people were demanding it I might be forced to. But I really only know a bit of javascript so that would probably take some time. A stand-alone mod would require me to learn java, which I want to do eventually but I'm not quite ready for that!
fyi for those of you who are using the tools right now, you can ask questions about how things work on the IRC channel for #NanoEdge.
The toolkit has been updated and a few tutorials on how to do some things have been added. I'm dedicated to supporting this and making it very easy for you all to make your own DooM levels, so you can count on new videos almost daily for now.
A few videos are still uploading that should be the most important for jumping right into making a map. I'll be sure to include and link those the moment they have finished uploading.
Go nab your copy of v0.3.3!
EDIT: The first video in my beginner's map making series can be found in the topic post, or here!
This is kind of cool, unfortunately, I can't use it because I'm getting a ton of errors that is preventing me from playing this wonderful toolkit, mainly the hudcontainer error that is being spammed every second I am on the level.
Don't get me wrong, I like this, this represents a cool new angle for people who like the DOOM games, but it just seems like it needs a lot more work in order to actually make it sort of playable.
This is kind of cool, unfortunately, I can't use it because I'm getting a ton of errors that is preventing me from playing this wonderful toolkit, mainly the hudcontainer error that is being spammed every second I am on the level.
Don't get me wrong, I like this, this represents a cool new angle for people who like the DOOM games, but it just seems like it needs a lot more work in order to actually make it sort of playable.
Sounds like someone didn't watch the tutorials :tongue.gif: Obviously it works if I'm able to use it quite well, though I admit it is a bit complicated to use.
The hud container error only occurs if you don't use OnLoadPlaying.js for whenever you want to play. If you want to build, deactivate OnNewSave.js and OnUpdate.js and only load OnLoadBuilding.js
You have to restart the game to have your changes take effect.
EDIT: Just booted up v0.3.3 and hit the "New Save" button and it started in play mode as it is supposed to. Go watch this video and you'll see how OnLoadPlaying.js vs OnLoadBuilding.js work and you'll be free of those errors. Have fun :biggrin.gif:
EDIT: Also found a funny bug in the GUI where if you press F5 to zoom out, the GUI is still there (with gun), so you're basically pointing a gun at yourself when you zoom out.
EDIT #2: Found another bug where if you go to shoot by pressing the button to shoot, it will change the weapon you are holding, before shooting, to another weapon.
EDIT #3: Found another bug where if you pick up an item like a clip and put it on your front row, you'll be able to see it being held invisibly while you hold your gun. Dunno if this is a bug really but it just looks weird seeing a clip floating at the edge of your screen.
EDIT: Also found a funny bug in the GUI where if you press F5 to zoom out, the GUI is still there (with gun), so you're basically pointing a gun at yourself when you zoom out.
EDIT #2: Found another bug where if you go to shoot by pressing the button to shoot, it will change the weapon you are holding, before shooting, to another weapon.
EDIT #3: Found another bug where if you pick up an item like a clip and put it on your front row, you'll be able to see it being held invisibly while you hold your gun. Dunno if this is a bug really but it just looks weird seeing a clip floating at the edge of your screen.
Thanks for reporting them! I think #2 is a matter of using left click instead of right click (for now, only right clicking works correctly) but we planned on forcing only one gun out at a time to either right or left click. We'll figure something out.
Number three is odd since all items are supposed to be converted (including clips) so when the player is playing the map that won't happen.
I just tested to ensure that when all of the scripts are properly loaded for playing a map and that bug doesn't occur when properly set up.
So it looks like the first and third things are already fixed without me having to do anything different, while the second thing needs some attention. I'll see what I can do.
Instead of adding DOOM weapons, would there be a method of the mapper making his/her own weapons to add?
Yes, I was planning on showing how to modify the code to show others how to make their own weapons that use the same weapon selection style and appear as 2D UI sprites.
I was actually working on adding the chainsaw in my philosophy class a few minutes ago so it is pretty fresh on my mind. I think I'll post a video tonight that shows users how to add in a weapon, and will record me modifying the code to add in the Super Shotgun so others can get a feel for how it works.
Are there any other requests for tutorials that you guys feel I need to make first? Otherwise I'll just be making random ones that I think are important, and what I think is important and what you guys think is important are most likely two different things :wink.gif:
This ruined my adventure craftt. All my sounds have been replaced with doom sounds, even after loading up different maps. WTF? I open a wooden door and I hear the Doom mechanical door opening sound. P.O.S.
Oh and now my GUI has disappeared when loading other maps. Double P.O.S.
Announcements:
10/01/2011 - Go check out Catgoth's DooM-Craft and HEXERETIC R2 texture packs here! This pack borrows some resources there.
http://www.minecraftforum.net/topic/30454-64x18-pr19doom-craft-hexeretic-r2-10111/
9/30/2011 - v0.6.1 is now live! Download the latest version here.
DooM Toolkit v0.6.1 (64x Included)
For those of you who want to use lower resolution textures, I've included those AC packs here as well.
32x32 Texture Add-on
16x16 Texture Add-on
Archived Announcements:
9/29/2011 - I've been quietly working on adding numerous textures, items, etc. to the kit, as well as something that you guys might enjoy seeing.
The next release should be very soon, as I'm almost finished!
9/24/2011 - We've been working on a very large feature update the past few days, and so I'm going to post an upcoming feature that is due either tonight or tomorrow for the pack.
The first thing (and the only thing that I can release a screenshot for) is...
A third keycard door!
In Adventurecraft, users can place two types of locked doors. The first is just a regular locked door, the second is a boss locked door.
Well, we don't want boss doors in DooM so we just made it a blue keycard door. But, we wanted to have three key types. So, seagoingmanatee went ahead and added a third locked door so that everyone can put three different key types in their DooM maps!
The rest of this list are things that aren't screenshot ready (as they aren't perfect yet) so just wait and see what we've got in store for the pack!
9/22/2011 - The toolkit has been updated to v0.3.3, and there have been some pretty major changes. For the full list of them, see the changelog at the bottom of this post.
9/21/2011 - fyi for those of you who are using the tools right now, you can ask questions about how things work on the IRC channel for #NanoEdge.
#NanoEdge (Opens Mibbit)
Feel free to stop by with your questions and suggestions and we'll be more than happy to answer them.
Introduction:
For those of you who have heard of or are making a map that uses the Adventurecraft mod by Cryect (which can be found here) I've posted this as a map development aid.
This mod plugin is a tool that allows map makers to make DooM themed maps MUCH more quickly. All of the assets that would be needed to both recreate levels from DooM or make entirely new ones are taken care of and included in this resource pack.
The thing that makes it a mod (since I had trouble classifying what it technically is) is the extensive javascript and gameplay modifications that are made to Adventurecraft maps that use this.
Video:
Why look at pictures when you can just watch the toolkit in action?
Screenshots:
Put them in a spoiler so this page loads more quickly
The Contents:
Installation:
This is pretty straightforward. All you need to do is install the Adventurecraft mod (instructions on that page, which was linked at the beginning of this post) and then copy the DooM Toolkit v0.6.1 folder into the "maps" folder in Adventurecraft. Like I said, the main goal of this mod add-on is for AC mappers to use, so you should already know how to do this if you are interested in this.
Download Link:
v0.6.1 is now live! Download the latest version here.
DooM Toolkit v0.6.1 (64x Included)
For those of you who want to use lower resolution textures, I've included those AC packs here as well.
32x32 Texture Add-on
16x16 Texture Add-on
Tutorials:
If at any time you have questions or need help with something, you can either post your question here or visit us on IRC. Just click the link below.
#NanoEdge (Opens Mibbit)
A basic look at how to make a DooM themed Adventurecraft map, these tutorial sections cover the basics.
Javascript Package:
.js Overview:
OnLoadPlaying.js:
OnNewSave.js:
OnUpdate.js:
General Map Building:
Static Medkit Tutorial
My First DooM Map:
This is a short series of videos that will show me building a DooM map for Adventurecraft, and explaining what I am doing and why I am doing it during the process. This should be very useful for all beginners who want to make a map.
Part 1
This video discusses how to make a small piston based doorway that is activated by a wall switch, and covers the use of trigger blocks, timer blocks, storage blocks, custom mob spawners, and light bulb blocks.
Part 2
This video discusses how we can decorate our levels, use locked doors, change the weather, and add custom music.
Changelog:
9/30/11 - v0.6.1
9/22/11 - v0.3.3
And I don't know if it's just me, but I looked around the map and noticed it resembled Zelda Adventure...a lot
/config, enter, OnUpdate.js goes OnUpdate, and then OnLoad goes OnLoad.
I just tested that and it works.
If a moderator agrees with you then tell them to lock this thread. Alternatively, you could just try to understand that there isn't a better place to put this.
Too bad they are not custom items for the Minecraft SSP.
Is there any way to port them to the original minecraft (like the guy who have made the BFG9000)?
Then no one would know about this awesome mod add-on. Saw the video and was finally convinced to download AdventureCraft and this.
Right, I was kind of in an awkward position when I wanted to post this. Nobody reads modding discussion and it wouldn't even really fit there.
That is probably not going to happen. I think this is going to be Adventurecraft only for now.
Thanks. I'm glad I posted this late last night. Seems it is doing well enough to justify the work that went into it.
Still planning on making some tutorials tonight. I use fraps, but I want to do screen capturing outside of Adventurecraft to show you guys how to edit the scripts and what to look for, as well as some other out of game things. Any ideas on some good software I should use (preferably free)?
Well... if enough people were demanding it I might be forced to. But I really only know a bit of javascript so that would probably take some time. A stand-alone mod would require me to learn java, which I want to do eventually but I'm not quite ready for that!
fyi for those of you who are using the tools right now, you can ask questions about how things work on the IRC channel for #NanoEdge.
#NanoEdge (Opens Mibbit)
Feel free to stop by with your questions and suggestions and we'll be more than happy to answer them.
This is why I need to post a video. It is a bit confusing if you have no idea how it is set up.
Have you used AC before?
EDIT: you could just join the IRC channel too if you want a quicker answer.
A few videos are still uploading that should be the most important for jumping right into making a map. I'll be sure to include and link those the moment they have finished uploading.
Go nab your copy of v0.3.3!
EDIT: The first video in my beginner's map making series can be found in the topic post, or here!
Don't get me wrong, I like this, this represents a cool new angle for people who like the DOOM games, but it just seems like it needs a lot more work in order to actually make it sort of playable.
Sounds like someone didn't watch the tutorials :tongue.gif: Obviously it works if I'm able to use it quite well, though I admit it is a bit complicated to use.
The hud container error only occurs if you don't use OnLoadPlaying.js for whenever you want to play. If you want to build, deactivate OnNewSave.js and OnUpdate.js and only load OnLoadBuilding.js
You have to restart the game to have your changes take effect.
EDIT: Just booted up v0.3.3 and hit the "New Save" button and it started in play mode as it is supposed to. Go watch this video and you'll see how OnLoadPlaying.js vs OnLoadBuilding.js work and you'll be free of those errors. Have fun :biggrin.gif:
EDIT: Also found a funny bug in the GUI where if you press F5 to zoom out, the GUI is still there (with gun), so you're basically pointing a gun at yourself when you zoom out.
EDIT #2: Found another bug where if you go to shoot by pressing the button to shoot, it will change the weapon you are holding, before shooting, to another weapon.
EDIT #3: Found another bug where if you pick up an item like a clip and put it on your front row, you'll be able to see it being held invisibly while you hold your gun. Dunno if this is a bug really but it just looks weird seeing a clip floating at the edge of your screen.
Thanks for reporting them! I think #2 is a matter of using left click instead of right click (for now, only right clicking works correctly) but we planned on forcing only one gun out at a time to either right or left click. We'll figure something out.
Number three is odd since all items are supposed to be converted (including clips) so when the player is playing the map that won't happen.
I just tested to ensure that when all of the scripts are properly loaded for playing a map and that bug doesn't occur when properly set up.
So it looks like the first and third things are already fixed without me having to do anything different, while the second thing needs some attention. I'll see what I can do.
Yes, I was planning on showing how to modify the code to show others how to make their own weapons that use the same weapon selection style and appear as 2D UI sprites.
I was actually working on adding the chainsaw in my philosophy class a few minutes ago so it is pretty fresh on my mind. I think I'll post a video tonight that shows users how to add in a weapon, and will record me modifying the code to add in the Super Shotgun so others can get a feel for how it works.
Are there any other requests for tutorials that you guys feel I need to make first? Otherwise I'll just be making random ones that I think are important, and what I think is important and what you guys think is important are most likely two different things :wink.gif:
Oh and now my GUI has disappeared when loading other maps. Double P.O.S.