=========================================================================== Update to : hth2.wad Notice : A delayed fix. Hopefully got rid of Map05 startup crash problem. Texture checks, minor script adjustments etc. Map06 has few detail changes to avoid texture alignment issues etc. Maps04-06 have some fake doors added to the storages (there was only air vents as passages, which looked odd). Map07 no longer go berzerk with GZDoom. Advanced engine needed : Legacy 1.40 (or higher), (or GZdoom too) Primary purpose : Single =========================================================================== Title : Hi-Tech Hell 2 - Alien Tech Filename : hth2.wad Release date : 06.10.2006 06.06.2005 (original release) 06.16.2005 (fix) The original edition had certain map objects only in the UV mode. Works now on all skill levels. Author : Simo Malinen Email Address : malines24@hotmail.com Other Files By Author : Mainantance Complex (2complex.wad) Desert Base (2desert.wad) Oberon Base (2oberon.wad) +some others Description : What caused the hellspawn havoc in a remote science base? Could it have been a strange shipment sent from UAC teleport research center, a place called as 'Alien Tech'? It's time to find it out. hth2 is a sequel for an (yet) unreleased ZDoom wad. Featuring a storyline, dummy actors, intro/conversations you can skip, the very different kind of teleports you've ever seen before... and more. Additional Credits to : - id for DooM - Sami Mäki-Mantila (Maxspeed) for playtesting, comments and suggestions. - creators of Legacy, DETH, WinTex & fs-scripts - creators of many great wads ... for lots of inspiration how things should be done - creators of LaunchTool - a great application to run wads with different sourceport versions! =========================================================================== IMPORTANT: - to avoid memory troubles, run legacy with -mb XXX option, 32 or more should be enough, for example: legacy.exe -iwad ..\doom2\doom2.wad -file hth2.wad -mb 64 - SAVE GAMES working can't be quaranteed. There's a risk for "corrupted save game errors", can't help with them - sorry. see more important notes from the end of this file! =========================================================================== GZDoom users: GZDoom should work nice (tried with 1.0.03). With this fix, cutscenes should play nice and scripts no longer go bazooka with MAP07 (this was a bug in the scripts), etc. However: - Some 3D objects' texture alignments might go bit wrong. - 3D bridges with nukage rivers (MAP05 and MAP06) seem not to carry the painful effect in some versions of GZDoom? - If you wish to use GZDoom lights, run gzlights.wad with hth2: gzdoom.exe -iwad ..\doom2\doom2.wad -file gzlights.wad hth2.wad (It's just the old doomdefs lump with a few changes) Most of the lights should work OK, but a couple of light tricks could not be replicated. (Maybe I'll try an update with this in the future.) - Probably a trouble with older machines, if you see 3D objects' side textures being horizontally distorted, try console command "GL_RENDER_SEGS 0". (the default value = 1) Wonder if this occures or helps with every machine. (or if it creates new troubles) =========================================================================== * What is included * New levels : 7 (intro + 6 levels) Sounds : Yes (ambient sounds) Music : No Graphics : Yes Dehacked/BEX Patch : Yes (duh, deh) Demos : No Other : Yes (animated lumps + scripts) Other files required : No * Play Information * Game : DOOM2 Map # : Map01 - 07 Single Player : Yes - Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : No? Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : started in 2002 (way too much) Editor(s) used : DETH 4.24 (maps), Zennode 1.1.0, WinTex 3.41 (textures/patches, flats, graphics, sprites management), WinTex 4.3 (final compilation), psp5, goldwave Known Bugs : some, see "bugs/troubles" at the below. May Not Run With... : will run properly only with Doom Legacy 1.40+ or compatible. Legacy 1.32beta4 won't work. =========================================================================== IMPORTANT NOTES: SKIP'ABLE INTROS - There are some scripted intros (featuring camera action, conversations, etc.) If you feel you don't want to seem them, but just want to skip'em (and rumble back into action), you can *DO IT*! When such an skip'able intro starts, in the left up corner (console) will shortly appear three white dots "* * *" - after that, at any time during the intro just hit "use" (= the key/button you use to open doors, hit switches, etc. ("space", mouse btn2 or 3 by default)) You'll hear a beep. The intro might not stop right away (some camera actions must be completed first) but in few seconds. NOTE: you can skip them, but they also reveal things about the storyline, becoming events, objectives etc. (making them was not easy, please, look at them atleast once) MAP01 is just one huge intro, if you choose to skip it, you'll beam into intermission screen and continue to MAP02. NOTE2: you can't skip all of them. Some camera actions take only couple of seconds and you'll just have to live with them. GAMEPLAY - jumping is required. looking down/up can be useful. NOTE: you can jump over (almost) every railing in this level set. - all levels should be dooalble even from a pistol start. GAMEPLAY TIPS/HINTS - there're plenty of hidden bonuses, weapons & ammo around - some are hidden in a way only legacy can do!! (3D) - MAP02: if you feel "short handed" in the beginning (zero ammo) there're two shotguns in the entry teleport room walls. Use your fists to get them! - MAP06: if there's a vacuum inside the long-range teleport chamber, try shooting pipes. Pipes with holes usually leak air... - MAP04: (after the first section in the air vents) if there's poison gas in the air vents it's not recommended to go in there (there's a way to vent the gas out). However, if you manage to find your way through the toxic vents, it's OK - the scripts will adapt that and work a bit differently through the level. "BUGS/TROUBLES" - there's a risk for "corrupted save game errors" WATCH OUT! - MAP03 starts with the player automaticly getting teleported into a pool of legacy 3D water. For some reason I had Legacy having some troubles with this, a few times: 1.41b - got error messages into console (they can be ignored) 1.42 - crashed If crashing happens to you, before teleportation (when the screen is black) three white dots "* * *" will appear in the left up corner. After that you have 2-3 seconds to hit "use", and you'll not get teleported into the pool, but next to it. - Scripts might not be "full-proof", (there's total 125 kb of scripts) play nice and everything should work nicely. - the intros are using dummy actors having conversations etc. The green player IS REPRESENTING YOU (= our marine hero)! If you have chosen a different color, or are using a skin, you'll be wondering why in some camera actions you're having your usual outlook while in some you're a green marine... (that is: do not use skins or your own colors!) - MAP02 - 07 are all having "GRAVITY 0.75" commands in their script files, but for some reason legacy seems occasionally ignoring this command. (you'll get gravity 1.00 instead) Just nevermind, you should get everywhere with that too (minus couple of bonuses though). - if you have no gl support, you'll get a few console error messages about coronas. Just ignore them, all important scripts will still work! - legacy could have troubles with translucent walls (= solid windows) Normal textures used in 2s walls could be invisible behind the window (there's few places where this might occure) Windows also tend to flash (less translucent vs. more translucent) at some viewing angles. - (with some systems) ambient sounds could have troubles, they fade when you turn and come again when you turn some more. And (with some systems) coronas might not look too good either? - in general: there are plenty of stuff I don't know should it be done like this (such as using boom generalized specials numbers in fs scripts) but everything seems to work nice with _my_ system... OTHER COMMENTS: - English is not my native language, so the intros/texts in the game probably have grammatical errors and expressions that'll sound "odd" (sorry) - These levels are not pitch dark! You can see in there! (sorry) but instead of that the detail level is a bit more higher... - All the flats, textures, patches, graphics and sprites (minus one) were made for *this* wad. (some base to original Doom textures) Almost all textures are compiled from gazillion itchy-bitchy sized tiny patches. It saved some megs of space and building this wad was a hobby (= pure fun ;) If you want to use flats or patches in this wad - go a head! PLAYTESTING - These levels were developed with a "rusty" AMD Athlon 1000, 128Mb with a NVidia's postcard - and it works great... (uh, couch) I guess any five years younger machine should do fine. - "Playtested" (walked through) with Legacy versions: 1.40(dos) - should work fine 1.40, 1.41b, 1.42(win32) - should work fine 1.32beta32(win32) - does not work Most of the developement was done with 1.40(win32). http://legacy.newdoom.com/ http://prdownloads.sourceforge.net/doomlegacy/legacy_140_win32.zip http://prdownloads.sourceforge.net/doomlegacy/legacy_141b_win32.zip http://prdownloads.sourceforge.net/doomlegacy/legacy_142_win32.zip * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution.