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adurdin
Vortininja
Posts: 169
(3/2/02 6:58 am)
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Keen Newsletter Issue 1 is here!

Keen Newsletter issue one is now here!



Those of you who've already signed up for it should have got it by email. Those of you who haven't, head on over to www.commanderkeen.net and click "Current Issue" to read it! Currently only the text version is up; the HTML version should be there in a few hours.

Here's a quick rundown of the contents:

Article:Changing the World -- Editing Keen 4, 5, and 6 levels with TED5; includes utility pack for easy setup and use.

Fan Game Review: The Mystery of Isis II, Public Demo 2

Website Reviews: Crazy Keen's Commander Keen Site, Commander Keen Infinity

Monthly Fiction: An unnamed story (First 650 words)

Keen Community News

Miscellaneous Stuff

I Am Keen
Vortininja
Posts: 216
(3/2/02 6:03 pm)
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Re: Keen Newsletter Issue 1 is here!
Very nice! I learned many things in your newsletter. It was layed out well and somehow managed to dig up really old Keen sites which I had competely forgotten about. And I will confirm what you mentioned in your newsletter: TED does not work on Windows XP, just like every other level editor for Keen.

Oh my giddy aunt!

TCL999
Vortininja
Posts: 36
(3/3/02 2:35 am)
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Re: Keen Newsletter Issue 1 is here!
Wow! That was great! I guess we can sign up for the newsletter and get it in our e-mail as well, correct?(I haven't explored the site alot) Anyway, very nice job, and layout.

And BTW, when you mentioned me in the newsletter about the Keencyclopedia, you put "Dope Fish 9", in the future just put "DF9", but of course what you put was fine.

Can't wait until the next one comes out! When will that be?

~DF9

Edited by: TCL999 at: 3/2/02 9:48:35 pm
Flaose
Vorticon Elite
Posts: 575
(3/3/02 4:24 am)
Reply
Re: Keen Newsletter Issue 1 is here!
It was a good read. Great job with the editor Andrew!

adurdin
Vortininja
Posts: 172
(3/3/02 10:29 am)
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Re: Keen Newsletter Issue 1 is here!
Quote:

Great job with the editor Andrew!



Thanks!

Now how soon can I expect to see some good fan-made levels? ;)

AEWorld Interactive
Grunt
Posts: 26
(3/3/02 12:41 pm)
Reply
Re: Keen Newsletter Issue 1 is here!
I've started working on some.. :)

Forge315
Vortininja
Posts: 538
(3/3/02 8:58 pm)
Reply
Re: Keen Newsletter Issue 1 is here!
Sorry but the newsletter is the maximum extent of the free time I’ll devote to Keen. There will be no levels or level from me anytime soon.

adurdin
Vortininja
Posts: 173
(3/4/02 10:22 am)
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Re: Bug in TEDSETUP
There was a bug in TEDSETUP that sometimes causes a crash when you try to run a custom level. I've fixed it now, and you can re-download from www.commanderkeen.net/files/tededit.zip

If you don't want to be bothered running TEDSETUP again, you can just edit your go4.bat/go5.bat/go6.bat files and change copy gamemaps.ck 4 custmaps.ck XX to copy gamemaps.ck 4 custmaps.ck 4 (where XX is any one or two letters; and use 4, 5, or 6 as appropriate)

Andrew

Forge315
Vortininja
Posts: 543
(3/4/02 7:33 pm)
Reply
Levels
To anyone on CC314, will you guys be reviewing and collecting levels for Keen4-6 now? Cause if it’s not done soon, we may have a jumbled mess of levels.

Forge315
Vortininja
Posts: 546
(3/4/02 11:15 pm)
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Error
When I run the go5.bat it says it created the first file successfully, but then it says "Bad file name or command"; that’s not an exact quote though. Would the new version fix this?

I’ll try everything over again, with the new version.

Forge315
Vortininja
Posts: 547
(3/4/02 11:52 pm)
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NA
It worked this time.

I suppose a simple level would be fun, so I’ll make one.

Too Much Spare Time 
Vortininja
Posts: 266
(3/5/02 12:39 am)
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Re: Keen Newsletter Issue 1 is here!
They spelled my name wrong, and I'm supposed to be the proofreader. Well, there's my serving of irony for the day. :mortlol

The "Too Much Spare Time" Network. Something funny every few days. Or Else.

Yorpy 
Vortininja
Posts: 260
(3/5/02 3:26 am)
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~
Jeez, that is ironic. I can't believe I didn't notice that.

Flaose
Vorticon Elite
Posts: 576
(3/5/02 12:51 pm)
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Re: Levels
Quote:
Originally Posted by Forge315
To anyone on CC314, will you guys be reviewing and collecting levels for Keen4-6 now? Cause if it’s not done soon, we may have a jumbled mess of levels.


Yeah...

XkyRauh2001 
Vortininja
Posts: 201
(3/5/02 10:11 pm)
Reply
arrrgh!
hehehe

i got Keen 6 and Keen 5 loaded into the editor just fine, and on a whim i decided to try Keen 4... no dice. i think my version's corrupted or something O_o it keeps saying that there's some bad Source Handler or something. i'm going to try re-downloading episode 4 (since its shareware) from the 314 webpage ^_^

--Xky

XkyRauh2001 
Vortininja
Posts: 202
(3/5/02 10:32 pm)
Reply
yay
that fixed it.

i think i'll try my hand at my favorite episode first... Keen5 ^_^
a million zillion thanks to ADURDIN!! :-D

--Xky

XkyRauh2001 
Vortininja
Posts: 203
(3/5/02 11:36 pm)
Reply
whoops
okay, i've got a question that wasn't covered in the setups guide... how do i make the exits work? like... i can make the Exit Door itself, B1B1, but that will dump me on Korath III, instead of completing the level i'm on. other than that, Ted5's not too tough :-) if i can get the knowledge of how to "complete" a level, i'm gonna make a full Keen 5 remake... eventually. lol

--Xky

adurdin
Vortininja
Posts: 175
(3/6/02 4:10 am)
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Re: Exit doors in Keen 5
First off, I don't understand what you mean by "That will dump me on Korath III instead of completing the level"... When I put a door in and put $B1B1 in the info layer, it worked perfectly.

XkyRauh2001 
Vortininja
Posts: 204
(3/6/02 4:29 pm)
Reply
hmm...
maybe i just did it wrong? i deleted the first level (Ion Ventilation Systems) and created a muck-up of a first level, included the door, and put the $B1B1 in the info layer... went into the game, jump-cheated up to the door, walked through, it says "Keen steps out onto Korath III" and it put me at the secret level O_o

i'll just try it again today after school. thanks anyway ^_^

--Xky

Forge315
Vortininja
Posts: 551
(3/7/02 2:50 am)
Reply
Help
I can make my levels, and then I run the game with gox.bat, but it crashes and says map to tall when I start a game. Did I do it wrong?

Flaose
Vorticon Elite
Posts: 579
(3/7/02 3:02 am)
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Re: Help
It's too big. Probably too tall.

adurdin
Vortininja
Posts: 178
(3/7/02 7:10 am)
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Re: Help
The "Map Too Tall" error is printed basically when Keen has trouble loading a level -- often it means it's too big (what are the dimensions of the map you made?), but I have got it under other circumstances when something entirely different was wrong with the map. If you don't think your map is too big, email it to me and I'll figure out what's wrong with it if you want.

Admiral Bob
Grunt
Posts: 12
(3/17/02 4:32 am)
Reply
Don't forget...
Don't forget to thank me as well for being able to actually load your custom levels... :)

Anyways, I'm still waiting on feedback from you guys whether CKPatch works as expected under Windows NT/2000/XP, so I can clear it out of beta stage (it's still at version 0.5.1 folks). You don't need TED5 to run CKPatch, just download someone else's edited levels and try and load them into Keen 4-6 on your machine.

Also, since we have the source code available for TED5, I'm wondering if it's possible to patch TED5 to work around the problems it has with Windows NT/2000/XP? I don't have Borland C/C++ for DOS on me so I can't recompile it, but would someone who does and is knowledgeable enough like to have a go (namely Andrew and ChargingMoose)? It may be as simple as changing #defines or editing the Makefile to disable EMS support. I imagine it should be legal to distribute modified versions (as long as you give proper credit to id Software).

Admiral Bob
Grunt
Posts: 13
(3/17/02 4:49 am)
Reply
Re: Help
You'll also get the "Level too tall" error if you forget to use the MHEAD utility on the resulting CKxMHEAD.OBJ file that TED5 ouputs when you carmackize the levels.

The file format for the MAPHEAD resource seems to differ between TED5 and the game itself - I was expecting them to be the same while I was designing CKPatch and I only stumbled across this issue during testing. I was thinking of adding an option to CKPatch for loading the CKxMHEAD.OBJ files as well, though I was expecting that the upcoming third-party editors should be able to write the proper MAPHEAD format anyway (I need to keep the size of the CKPatch executables down because of the additional memory overhead they impose when you run the game).

adurdin
Vortininja
Posts: 190
(3/17/02 7:25 am)
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Fixing TED5
I reckon it'd be possible to fix TED5... Certainly I can recompile it without trouble with BC++3, but I'm not sure about the legality of distributing a modified version...

Admiral Bob
Grunt
Posts: 14
(3/17/02 4:59 pm)
Reply
Re: Fixing TED5
Isn't the license the same as the ones for the Wolfenstein and Doom source releases? IIRC those licenses allowed the distribution of modified versions with or without source code as long as there was no commercial exploitation (and proper credit was given).

I've just redownloaded the original TED5 package and there doesn't seem to be any mention of a license whatsoever (other than the word 'Freeware' which does not cover the issue of modified distribution). We could always contact someone at id Software if we need to clear any doubts.

You could also simply distribute the fix as a source or binary patch to the original program.

(reply 26 of page 2 missing)
Yorpy 
Vortininja
Posts: 285
(4/2/02 8:30 am)
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Yes!
Yes, there will be. It should come out this week.

KeenRush
Vortininja
Posts: 52
(4/4/02 6:09 am)
Reply
missing image (ckvault.150m.com/keenrush.gif)
Re: Yes!
Ok.. Mmmh reading..

Forge315
Vortininja
Posts: 651
(4/5/02 8:46 am)
Reply
NA
The release date is Sunday; probably mid afternoon. If you clock this by my time than it is currently 2:42 AM Friday.

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