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 Da E1 project 
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Me, IMPCNRD, and any1 else who gives a flying shit have started the E1 Project. as a HLMG member, i felt like if anyone wanted to help us on it, well, help. Ill try to find the forum IMPCNRD made, but it may take a while, ill edit the post if i find it.
The E1 mod is a remake of E1 of doom, Knee Deep in da Dead (i call in in da for some reason.) All you need is the GoldSRC SDK with hammer, the Doom.wad (comes with the Classic map) and the Halflife.wad and your all set. If anyone is intersted, either reply to this thread, send me a message, or join the E1 mods forum, once i find it
Edit, yay i found it!

hlgmdoomep1.freeforums.org

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Tue Aug 19, 2008 6:46 pm
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you'll need more then the doom.wad file that's with classic, I doubt that has all of the doom textures, you'll have to hunt down that 200 some od mb hd texture pack(used to have it a few years ago, have since lost it.) on the net to get all of the needed textures, there's a reference to the hd texture pack in the classic .txt files.

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Tue Aug 19, 2008 7:06 pm
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i would help but i have no shit how to make maps

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Wed Aug 20, 2008 9:17 am
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cartman-2000 wrote:
you'll need more then the doom.wad file that's with classic, I doubt that has all of the doom textures, you'll have to hunt down that 200 some od mb hd texture pack(used to have it a few years ago, have since lost it.) on the net to get all of the needed textures, there's a reference to the hd texture pack in the classic .txt files.

Its what we are preety much going to use, but im not sure.
But Valve Hammer is also easy to get the hang of, and the help section helps alot.

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Wed Aug 20, 2008 11:48 am
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I made a dev acc on my hosting thing for this mod, for impcnrd, anyone that is officially in the project can be given access to it, this is a place were devs can upload stuff for the mod(making the transferring of files between devs easier.). you'll have to ask impcnrd about getting access to it, ninjabunny, do it over the PM's though.

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Thu Aug 21, 2008 7:19 pm
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ninja we are switching over to the paranoia sdk instead of hlsdk
but we will still need the hlsdk for programning
i wanna use paranoia cuase it looks so much better and has a better flash light
you can get it at moddb.com

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Sun Aug 24, 2008 8:39 am
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....and when was i suppose to be told this?

Edit: can you send me a link? all i can find is the mod

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Sun Aug 24, 2008 11:40 am
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flash light? there weren't any flashlights in original doom, the only thing that came close to it was the light amplification device(don't remember exactly what it was called.).

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Sun Aug 24, 2008 12:25 pm
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wtf no one mentioned flash lights

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Sun Aug 24, 2008 12:54 pm
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well light amplification devices require programming that i don' know
plus the flashlight in paranoia is like the one in half-life 2
http://files.filefront.com/paranoia+too ... einfo.html

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Sun Aug 24, 2008 4:20 pm
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Remember the night vision goggles in opfor, something like that could be applied here. Using something like that it should be possible to code a new entity into the game to enable that for a set amount of time when it's picked up in-game. see how the flashlight looks when you look at players using them in SC, it does that in opfor, lighting up the area your in when your using the night vision goggles. The area it lights up could be made bigger then the opfor one since that only lites up maybe 10 feet in front of you.

To be able to get this mod finished and released, we need people that can do/or make one or more of the following: coding, mapping, models, model animations, textures and sounds.

... I can upload the paranoia toolkit upto the dev acc.

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Sun Aug 24, 2008 6:52 pm
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Oh its only a toolkit. Yeah i found it, i thought you meant it by it being a full SDK


Edit: im fu****, the bumprad.exe file dosent work. Most files like that never work on Vista.

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Mon Aug 25, 2008 10:00 am
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are you executeing it after executing the rad exe in the compile.

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Mon Aug 25, 2008 12:11 pm
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All i did was doubles clicked on the icon, something came up, and came down withen a split second, like most files older than 5 years

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Mon Aug 25, 2008 3:41 pm
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the tool has to be run in hammers building thing, you have to edit the advance build options to add it to the list.

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Mon Aug 25, 2008 6:45 pm
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