Page 2 of 2

Posted: Sun Jan 28, 2007 10:16 pm
by ian_scho
I never saw the boulder in Germanny's graphic set before... I wonder if he's updated it, or I'd drunk too much wine at the time.

Posted: Mon Jan 29, 2007 6:10 pm
by Kelly
The boulder pics are on Germanny's site, but not part of the "DMJ" section.

If you look at the other links (they're in German) you will see some textures he has made available.

There is a "loading screen" pic there as well, which might interest some folk. There is two or three boulder pics, and some other stuff that might be useful.

Here's the link to the "textures" page.

http://fotos.germanja.de/index.php?pgur ... abcdf6013f

Posted: Mon Jan 29, 2007 10:22 pm
by GandolfA
^_^ very nice job. Are u making all the graphics by urself?

Posted: Tue Jan 30, 2007 12:11 pm
by Kelly
The door, trapdoor and some other stuff from my first addon pack are my own creation.

No, I haven't created all these graphics myself.
You will find that as you go through some of the stuff done so far, that they will look familair.
Some is taken for Hexen and Heretic, (the sprites from both games are available as public domain) which require a great deal of re-working in order to "fit" them into the DMJ enviroment - they are just too small for just a simple resizing.
Other things are freeware of the 'net, pictures, or other resource sites that cater for DM interests.

I will also add, that if I am unsure if a certain file is not up for public domain, I will not use that file in question without the permission of the peoples' concerned, and due credit is given to such people in every readme file I distribute with these addon packs.
Also some of these modifications are Germanny's graphics originally. I have just used the initial picture as a template and added my own textures from there.

If you are in doubt of whom to credit (and I have made clear that you must) if you're gonna use any of these files, the information is included in the readme file.
I must sound a little demanding, if not fanatical, but other preople have worked just as hard in their creations as I have to modify them, so I feel strongly on this point.

But saying that, I have done some work on Cowsmanaut's alternate fountain, from the piccies he posted a while ago. I'm just plucking up the courage to ask if I can use it! :lol:

Posted: Tue Jan 30, 2007 5:21 pm
by ian_scho
Thanks Kelly!
I've not poked around the rest of his site.

Install very diffcult

Posted: Sat Feb 03, 2007 10:28 pm
by bone
Hi Kelley,

I'm finding the installation almost impossible using Ark in linux. I know it's partly due to Ark's fuzzy unrar'ing but would you PLEASE oh please just use the standard directory structure in your rar file so that I can unrar it straight into the dmjava folder without having to jump through hoops as to what goes where. I've been unzipping files for about 18 years and have never had a more difficult time than this.

Posted: Sat Feb 03, 2007 10:41 pm
by bone
Okay I unrared the archive into an entirely separate folder and then manually copied the folders over.

What does this do exactly? There's no descriptive web page or text file saying what your archive does exactly, point by point. It's just a bunch of files and when I now launch DMJava it looks the same at first glance.

Posted: Sun Feb 04, 2007 9:12 am
by ian_scho
Yeah,.... Aghem. I'm supposed to be writing a descriptive document that goes with it and I haven't finished it yet.

I'll pm you my email address, if you like and I can send it you.

Kelly: Just finished the trapdoor section, and started on the Immutable monster... Or whatever you want to call it.

Posted: Sun Feb 04, 2007 12:37 pm
by Kelly
Until Ian has finished the doc file, I have included a brief readme file within the rar.

It basically explains to copy the map folders into the DMJ directory. All these folders are then linked by the editor settings.

The class files overwrite the existing ones, these will allow you to use the new switches, etc.
The other content from within the new folders can then be used by setting up the editor for that specific directory.

For example :-

In the editor chose "Set pic directories" - then the destination - one of the maps folders.

You will have to download Cows' wallset which will work with these new graphics - this can be found over on Creative Endeavours - look for the thread "New Wall Set".

Everything else is basically straighforward. Please examine the readme file, for more instructions. This will tell you what to do.

You did right to extract the rar file into a seperate folder, then copy them over to the DMJ directory. This will help you to determine where these files should go.
Anything within the "Maps" folder should be taken out, then copy and pasted into the original "Maps" folder within DMJ. DO NOT overwrite the entire directory.


Here's the doc file straight from the rar.

Instructions:-

Copy all the contents from the Maps folder into the "Maps" folder in DMJ.
Copy all the folders (archmaps, maps1, maps2, maps3, maps4, maps5, maps6) straight into the DungeonMasterJava directory.
Open the sounds folder and copy the contents into the "Sounds" folder in DMJ.
Open the "LAYOUT" folder and copy the scroll interface into the main DMJ directory.

Copy all the class files and overwrite the ones already there.

Please be sure to make a backup of the original files.

Also these graphics are designed to work with Cowsmanauts' new wall set.
Head over to the Dungeon-master forum to download it :- http://www.dungeon-master.com/forum/

Direct link:- http://www.cowsmonaut.com/walls.zip

_____________________________

Most of this work is modifcations of graphics originally done by others. Please be sure to give credit to the following people if any of these graphics are used in your own projects.

CREDITS:-

Germanny - For his really cool addon packs - http://www.germanja.de/
Cowsmanaut - For his new wall set from which most of these graphics are designed for.
Ian_Scho - For his comments, suggestions and future documentation.
ID Software - For the Hexen graphics.
Kelly - Myself - For modifying these graphics to work with DMJ.
______________________________

Enjoy!


If you experience any problems or can't get something to work correctly, let me know.
Either PM me over at the dungeon master forum or alternatively send me an email: kelly_thor@hotmail.co.uk
I'll be happy to help.

Posted: Sun Feb 04, 2007 12:45 pm
by Kelly

Thank you

Posted: Mon Feb 05, 2007 6:06 am
by bone
Thank you for providing more information. You forgot to say what folder to extract the Cow's wallset into. I presume it is the Maps folder.

I think I did overwrite the maps directory. Are there duplicate file names? Which should I keep? Why not use your files over the default DMJ 1.05? If I can't over write then I have to click 'skip' a bunch of times??

I found your directions here more clear but still needing more clarity. Please consider replacing the documentation above into the readme in the addon pack.

Thank you.

Posted: Mon Feb 05, 2007 8:09 am
by ian_scho
Hi bone,

Will do. As Kelly and I have already familiarised ourselves so much with the DMJava folder structure, it's easy to miss stuff like that. So thanks.

Yes, you'll be overwriting many files in the Maps directory and some .class files in the 'root' of DMJava. Overwrite all if it asks you.

The reason Kelly is overwriting files in the original Maps directory is thus: The game still doesn't let us 'inherit'/change all of the dungeon wall images. So while normal walls, alcoves and pits look different when you set a different wall set directory on a new level, objects such as wall switches and decorations donĀ“t get overwritten and look a bit strange. The editor manual explains this (page 7, Set Level Pic Directories) in more detail.

We need to get this sort of stuff explained better in the documentation. Thanks for the feedback :)

Posted: Wed Feb 07, 2007 1:39 pm
by Kelly

Posted: Wed Feb 07, 2007 5:56 pm
by ian_scho
The guy really looks as if he's giving it to you, doesn't he? :P
A clever alcove, that.

Posted: Wed Feb 07, 2007 7:57 pm
by Gambit37
I didn't really get into DM Java, but congrats on these new graphics and mechanics -- looking very good! :)

Posted: Thu Feb 08, 2007 1:01 pm
by Kelly
Cheers Gambit. :wink:

Here's the fireplace I mentioned in my earlier posts.

http://img467.imageshack.us/img467/393/piccienr7.jpg

All views are done and animates in-game.
It's set up as both decoration and as a switch. I dont know, you might want to chuck a bucket of water on it, to reveal a secret passage way .... he...he.. The bucket's done! :lol:

Secret entrance bit, I'm still doing, I'll post some more piccies later.

EDIT:-

And the secret entrance piccie.

http://img72.imageshack.us/img72/5342/fpopenpr0.jpg

Posted: Sat Feb 10, 2007 4:48 pm
by Kelly
Here's a few more piccies for the "shop" - food supplies.
Here you will be able to purchase new food, like fish and chicken and be able to purchase dragon steaks and shanks.
Beverages consist of spring water, ale and wine.

http://img201.imageshack.us/img201/5536 ... es1du4.jpg
http://img115.imageshack.us/img115/5196 ... es2gk1.jpg
http://img265.imageshack.us/img265/3457 ... es3lg0.jpg

http://img102.imageshack.us/img102/5850/cabinet1hh4.jpg
http://img162.imageshack.us/img162/8316/cabinet2dj3.jpg

Posted: Fri Feb 16, 2007 3:36 pm
by Kelly
Addon pack v0.2 has been released.
Germanny will be hosting this pack as soon as he has some free time to upload it. Just keep checking.

Also there is some misc graphics that were missed from the initial pack, a few broken door images, floor deco, and "pillar" deko (campire).
You can get these over on the DMJ modifications website (sticky link).

The download speed from this site is slow - you'll need a little patience - perferably make ya self a cuppa while your waiting! :lol:

Posted: Tue Feb 20, 2007 8:22 pm
by ian_scho
Germanny has uploaded your Version 0.2 pack, it's 19.2MB.
http://www.germanja.de/mirror/down.php?fchk=1

I see that you've updated your site again too, now :P

Re: First addon pack released.

Posted: Thu Jun 06, 2013 10:46 pm
by MagnetKatRocketerr2
oh my, this is beautiful...