RELEASE: Wolfenstein 3D TC Version 3.1
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Wolfenstein 3D TC (Version 2.0)
Oh, yeah, that makes sense. I opened it with 7-zip and now I see all the stuff. Man, Wildweasel you're really dedicated to the forums.
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Problem With Lives
In multiplayer, when you both die you can't press the "Use/Open" key to restart the level like you used to. Also, it seems now that you don't share lives anymore either. I know I could just use the changemap command in the console, but is there no way to make it so we share lives anymore? I just like it like that so that my friend wouldn't have to wait for me to beat a level. Whenever one of us or both of us die we have to look at this screen till I change the map again:
Also, I know you might not be able to read what's in the picture, it says can't move. You're just stuck when you die and can't do nothing @ lives 0.
Also, I know you might not be able to read what's in the picture, it says can't move. You're just stuck when you die and can't do nothing @ lives 0.
Re: Wolfenstein 3D TC (Version 2.0)
Haha, this is slick as hell. I never played wolf3d and this is definitely nicer than dusting off dosbox.
I can't help but notice that secrets are glaringly obvious on the automap, which smells like a polyobject bug to me, unless there's some way to fix that? Shame if there's no way to have a polyobject appear to be a seamless wall.
I can't help but notice that secrets are glaringly obvious on the automap, which smells like a polyobject bug to me, unless there's some way to fix that? Shame if there's no way to have a polyobject appear to be a seamless wall.
- Captain J
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Re: Wolfenstein 3D TC (Version 2.0)
if you can play it without seeing the map, that would be fine without problems. it could be hard to figure out where you suppose to go, but besides, the original wolf3d didn't had any map system after all.
Re: Wolfenstein 3D TC (Version 2.0)
Hello, All!
On this resource is very high quality textures for ECWolf (512x512 walls etc.): http://forum.drdteam.org/viewtopic.php? ... 34&p=57577
Is anyone knows way to convert this HQTextures pack for use with GZDoom+Wolfenstein 3D TC? Or way to lounch ECWolf with OpenGL?
Thanx! Sorry for my english...
On this resource is very high quality textures for ECWolf (512x512 walls etc.): http://forum.drdteam.org/viewtopic.php? ... 34&p=57577
Is anyone knows way to convert this HQTextures pack for use with GZDoom+Wolfenstein 3D TC? Or way to lounch ECWolf with OpenGL?
Thanx! Sorry for my english...
Re: Wolfenstein 3D TC (Version 2.0)
This is an awesome port and it's been a blast to play it. The zombies are a little brutal on the response time and the stat screen has a little bug when completing the secret levels if the size is maxxed out. Other than that, I really enjoyed playing wolf again with this. THUMBS UP and thanks.
Re: Wolfenstein 3D TC (Version 2.0)
Umm.... this was never fixed?
- drfrag
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Re: Wolfenstein 3D TC (Version 2.0)
Multiplayer is broken, i've been testing coop with version 2.0.1 and GZDoom 1.8.6. Mi buddy is very small and is below the floor while he can't see me (i cannot see myself using the chase command). I guess the player sprites in png format do not contain offsets and they are not defined anywhere else. I'm loading wolf3d_common.pk7 and wolf3d_resources.pk3 in that order.
Re: Wolfenstein 3D TC (Version 2.0)
Fix action was provided in the last couple of pages of this thread.drfrag wrote:Multiplayer is broken, i've been testing coop with version 2.0.1 and GZDoom 1.8.6. Mi buddy is very small and is below the floor while he can't see me (i cannot see myself using the chase command). I guess the player sprites in png format do not contain offsets and they are not defined anywhere else. I'm loading wolf3d_common.pk7 and wolf3d_resources.pk3 in that order.
New version with fix is here. Also includes a minor ACS fix for an issue that was causing crashes in newer engine builds.
- drfrag
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Re: Wolfenstein 3D TC (Version 2.0)
WOW! That was fast, thanks very much.
Re: Wolfenstein 3D TC (Version 2.0)
I can't activate secret doors in the GZDoom version. Pressing use does nothing.
Re: Wolfenstein 3D TC (Version 2.0)
Works for me with the latest dev build (and I know it worked before). What GZDoom version?Janus3003 wrote:I can't activate secret doors in the GZDoom version. Pressing use does nothing.
Re: Wolfenstein 3D TC (Version 2.0)
Using build g2.2pre-1664-g18ebe92
Just tried it with the two recent dev builds, and now it crashes on loading e1l1 with (null) - invalid ACS module
It's weird, because the ZDoom version works.
Just tried it with the two recent dev builds, and now it crashes on loading e1l1 with (null) - invalid ACS module
It's weird, because the ZDoom version works.
Re: Wolfenstein 3D TC (Version 2.0)
The invalid ACS module warning message just happens to be the last message before the engine crashes. It's unrelated.
Not a clue what's going on here. I can comment out bits of code in the main loop and get things to load properly, but then I can comment out *different* (completely unrelated) functions, uncomment the previously commented code, and everything will work without crashing. The functions are all only a few lines each, so they're not doing anything complex. This almost has to be an engine bug, given that everything is working fine in ZDoom (and in GZDoom's software renderer), but I'll keep trying to figure it out...
Until then, just use ZDoom, or change the vid_renderer cvar in GZDoom...
EDIT: Just tried an unrelated debug build of GZDoom, and this issue doesn't happen anymore... So wait for the next few dev builds and see what happens then.
Not a clue what's going on here. I can comment out bits of code in the main loop and get things to load properly, but then I can comment out *different* (completely unrelated) functions, uncomment the previously commented code, and everything will work without crashing. The functions are all only a few lines each, so they're not doing anything complex. This almost has to be an engine bug, given that everything is working fine in ZDoom (and in GZDoom's software renderer), but I'll keep trying to figure it out...
Until then, just use ZDoom, or change the vid_renderer cvar in GZDoom...
EDIT: Just tried an unrelated debug build of GZDoom, and this issue doesn't happen anymore... So wait for the next few dev builds and see what happens then.
Re: Wolfenstein 3D TC (Version 2.0)
Switching to the software renderer didn't work.
I'm wondering if it's something on my end. Everything used to work just fine for me with this TC, but I think that was before I got a new machine. Maybe I had something on my last machine that I don't now? I wouldn't know where to even start looking.
In any case, thanks for the help.
I'm wondering if it's something on my end. Everything used to work just fine for me with this TC, but I think that was before I got a new machine. Maybe I had something on my last machine that I don't now? I wouldn't know where to even start looking.
In any case, thanks for the help.