WolfenDOOM (by Laz Rojas) update (final? version)

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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby Enjay » Sun Mar 04, 2012 8:26 am

Did they really purposefully make it cartoony? At the time, there were precious few games that looked more realistic. I suspect performance overheads, graphics capabilities and things like that were bigger considerations. In fact, I remember the game causing a bit of a ripple in the press simply because it required VGA graphics capabilities.

Also, the main theme is the "Horst Wessel Lied" and I hardly think that using that song is indicative of a company trying to avoid controversy.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby Gez » Sun Mar 04, 2012 8:36 am

Keep in mind that their previous games were the Commander Keen series. Adrian Carmack wanted to move away from the kid-friendly cartooniness, but realistic graphics are not something you can do instantly. Especially when you're still constrained by a 320x200 display mode, so you have to make every pixel count.

For Doom, they actually used photos of sculpted models to serve as a base for many of the sprites. And while Doom monsters seem very cartoony now, they seemed realistic then.

Despite its colorful palette and hand-drawn pixel art, Wolfenstein 3D was considered an extremely realistic and immersive game when it was released.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby printz » Sun Mar 04, 2012 9:20 am

I think Wolf3d looks cartoony because of the colour choice. You get stuff like grey, blue, red, mustard (dark yellow), magenta... pretty similar to the 16-color setup of EGA video modes.

I think I was able to make Mecha Hitler shoot a modified Arachnotron plasma that looks and acts like simple Hitler in vanilla Doom, without crashing.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby CeeJay » Sun Mar 04, 2012 11:06 am

printz wrote:I think I was able to make Mecha Hitler shoot a modified Arachnotron plasma that looks and acts like simple Hitler in vanilla Doom, without crashing.


I did try various monster projectile attacks aswell but like mentioned before, they are drawn transparent in ZDoom and would spawn a few steps infront of the mechasuit and if i remember correctly not move at all. Even when having the exact same properties as the enemy that is to be spawned.

If any one manages to figure out a way of achieving this affect in a convincing manner in ZDoom using just Dehacked/Whacked, i might consider yet another update. :)
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby wildweasel » Sun Mar 04, 2012 9:28 pm

ZDoom does not draw Cyberdemon rockets transparently - perhaps use those?
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby CeeJay » Mon Mar 05, 2012 12:49 pm

wildweasel wrote:ZDoom does not draw Cyberdemon rockets transparently - perhaps use those?


Tried it, did not work either. I do believe I used the Cyberdemons rocket for something else in the finished product.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby CeeJay » Tue Mar 06, 2012 12:52 am

After some consideration a new Wolfenstein project is in the works by myself. Since I have to pretty much learn about decorate and such I have no idea how long it may take or even if i finish it. Also, i would prefer to keep a low profile about what it is at the moment until things actually start to shape up. What I can say is that it will be designed for ZDoom and use AfaDoomer's WolfTC as a foundation so to speak and will not be a remake of any of Laz Rojas works.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby Tormentor667 » Tue Mar 06, 2012 5:39 am

AWE-SOME!
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby SamVision » Tue Mar 06, 2012 3:52 pm

Dehacked to Decorate conversions are not hard.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby CeeJay » Wed Mar 07, 2012 4:43 am

What is the easiest way of converting DeHacked to Decorate? Is there a tool for such a task or would it need to be done manually?
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby Gez » Wed Mar 07, 2012 5:51 am

There is no tool for that, no, and for a Wolf project you'll be better off using the DECORATE code from AFADoomer's TC anyway so the point is entirely moot.

And anybody who claims dehacked to decorate isn't hard needs to work with seriously hacked stuff, like Batman Doom or Harmony.
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby CeeJay » Wed May 02, 2012 2:24 am

The whole idea of a "new project" is pretty much scrapped alltogether.

However I am workig on a special version of this update which is being designed for EDGE (sorry, take it or leave it). Almost finished with the Original Missions (and dust the basic groundwork on which all will be based). The biggest diffrence is that it will use the 128x128 walls and sprites instead of the 64x64 originals and it will include Laz' Spear of Destiny levels.

Stay cool 8-)
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Postby CeeJay » Tue May 08, 2012 10:04 am

I present to you the EDGE version:

http://www.mediafire.com/?trix5529ghm92s0

You will need EDGE 1.35 or later (edge.sourceforge.net) and a Doom 2 IWAD.

The most noticable difference between this and the ZDoom version is the 128x128 walls and sprites, new HUD display and treasure items that actually have a function (somewhat). There are other less noticable differences and improvements aswell.

Enjoy!
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Re: WolfenDOOM (by Laz Rojas) update (EDGE version released)

Postby DarkReign27 » Tue Oct 02, 2012 11:49 pm

I am very happy about the updated graphics using the highest res characters from the MAC version. The only thing missing from this is all of the sounds incorporated, I wondered if there was a way to have all sounds used from the PC version since it has way more death sounds and such? It would be amazing even more with all the sounds maybe even mixed and matched for the proper sprites just wondering how I'd go about doing that I was spending a while trying to get it working I can't find the specific files for actors for sounds.
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Re: WolfenDOOM (by Laz Rojas) update (EDGE version released)

Postby CeeJay » Fri Dec 28, 2012 12:21 pm

NEW VERSION!!!

http://www.mediafire.com/?00vb8ia98nbadd9

The mod received a complete overhaul from the ground up, now being much more accurate and faithful to the Wolfenstein 3D and Spear of Destiny Games. Among new eye and ear candy are extended and improved enemy frames and Spear of Destiny exclusive music which was previously missing. Most other changes are under-the-hood type stuff, improved mechanics and behavior.

For those who have no idea what this is: it is an extensive remake/update of Laz Rojas' WolfenDoom scenarios: Original Missions, Nocturnal Missions and Spear of Destiny featuring hi-res wall and sprites, crisper sound effects and re-recorded Wolfenstein 3D music (with real instruments) among other things. It was developed for and requires EDGE 1.35 and a Doom 2 IWAD. Everything else is included in the package.
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