Version 3.1 of the Wolfenstein 3D Total Conversion for GZDoom is available for download.
This release is a stand-alone IWAD that supports Wolfenstein 3D, Spear of Destiny, and the two Spear of Destiny level packs - all selectable via an in-engine game selection screen. Just drop this .ipk3 into the folder with all of your other IWADs and you are ready to play!
This version has been almost completely re-coded in ZScript, and is even more accurate to the original games - plus it has even more optional features!
Version 3.1 fixes a bug in the MD5 hashing function used to detect Wolfenstein game resources, as well as some additional minor updates.
Spoiler: Key features
- Custom movement, damage, and attack functions for enemies, emulating Wolf3D source
- Wolfenstein-style menu, intermission, finale, and help screens
Spoiler: Screenshots
- Additional items for use by wad authors or in Doom maps: Flamethrower, Rocket launcher, Backpack, Jeweled Scepter, Moldy Cheese, Map
- Play with a framed window that adapts to your screen size, with a fullscreen HUD, or with a Jaguar-port style hud!
Spoiler: Screenshots
- Optional: Floor and ceiling textures can be enabled in the menu - and Wolf3D and SoD sprite shadows will blend right in!
Spoiler: Screenshots
- Optional: Colored overlays on doors to indicate the color of their key
Spoiler: Screenshots
- Optional: Generalized flame/fire death effect, syringe 'explosions', fireball explosions, bullet puffs, and blood splats
Spoiler: Screenshots
- Optional: Minimalist dynamic lights in place of sprite light casts and on rockets/flames, and brightmaps for Wolf3D/SoD enemies
Spoiler: Screenshots
- Compatibility with Doom PWADs, so that you can blast Nazis in your favorite Doom maps!
Note that this version requires that you place the GAMEMAPS file from your original Wolfenstein 3D or Spear of Destiny Installation into the same folder as the .ipk3 file in order to access the full set of levels. Without these files, you will be limited to the Shareware episode of Wolf3D and the two-level demo of Spear of Destiny.
The following files are supported:
Wolf3D Registered: GAMEMAPS.WL3
Wolf3D Registered (Full Game): GAMEMAPS.WL6
Spear of Destiny: GAMEMAPS.SOD
Return to Danger: GAMEMAPS.SD2
The Ultimate Challenge: GAMEMAPS.SD3
If you only have, for example, the GAMEMAPS.WL6 file, then you will be able to play all Wolf3D maps, but only the demo of SoD.
Spoiler: Old post and screenshots
Text-based screens, such as the help reference and episode finale screens, are all parsed at run-time from the original Wolf3D text data format and can be navigated with the arrow keys. Similarly, the high score screen is actually interactive, letting you enter a name if you've set a record, and saving your high scores across games!
Spoiler: More Screenshots
Gameplay and hud closely emulate Wolf3D appearance and behavior... With the added option of a fullscreen hud.
Blood splats and weapon puffs are disabled by default, but there's an option to re-enable them in the mod's menu!
Finale scripts and help screens are identical to the original game thanks to parsing the original data via ZScript.
Menus and message prompts have also been significantly updated to match the style of the originals!
You can follow the progress of this new version of the mod, or download the current version to play for yourself, at the GitHub Repo.
Spoiler: Original Post
To coincide with the release of a new version of ZDoom, I'm releasing version 2.0 of my Wolf3D TC.
The biggest change with this version is that all 3 of the Spear of Destiny missions have been integrated into the TC. The TC can either be run as before, closely emulating the appearance of Wolf3D and SoD, or can be run as a "consolidated" TC, with the 3 SoD mission sets added as additional episodes on the main episode selection screen.
In addition, this version takes advantage of many newer ZDoom features, including custom CVars to enable a functional highscore screen, optional map markers to allow sprite views of objects and enemies on the automap, modular (non-hard-coded) handling of end-of-episode messages, updated SBARINFO code, more accurately tweaked enemy definitions, and more! A full changelog can be viewed here.
As always, the .zip file is available at my Downloads page on my web site (or here for a direct link).
and it will change your map colors to a more matching theme...
Nothing spectacular...
Also, I just noticed that there's a bug with the life counter... I'm not sure when it stopped working properly, but I'll try and fix it.
Posted: Sat Dec 18, 2004 5:15 pm
by dochist
man, i love this. it really feels like the original game! awesome!!
one thing i hate tho'... why not new levels? the original ones have been done so many times (or at least, i think it has). it would really be awesome if it has new levels. but then again, thats just me. still, great job dude. me likes.
Posted: Sat Dec 18, 2004 5:18 pm
by jallamann
Three things:
1. In Wolfenstein 3-D, the player was (IIRC) 64 units tall and the walls were 128 units. In this demo, it seems like the player is a giant (with a 56-unit tall player and 64-unit sectors).
2. Converted FM music sounds like crap on most (if not all) sound cards. Do some editing.
3. Try to make the secret doors slide in, not rise.
Otherwise, it seems quite nice
Posted: Sat Dec 18, 2004 5:27 pm
by Cutmanmike
I like it so far. I take it alot of effort has been put into this?
Posted: Sat Dec 18, 2004 5:29 pm
by TheDarkArchon
This rocks.
Posted: Sat Dec 18, 2004 5:42 pm
by Ixnatifual
It needs 94.cab to run.
Anyway it's like improved Wolf3d. I don't really like it, though. It's just the same levels, the same lack of detail, no height variation. And the treasure is useless. Obviously you're just recreating the original, but I think it would be much cooler if you were to make something new out of it.
Posted: Sat Dec 18, 2004 5:48 pm
by AFADoomer
You're welcome to make new levels if you like... Right now, I'm concentrating on recreating the look and feel of the original game, including the enemies, pickups, and HUD and the menus, intermission screens, and episode endings. I can't say what may happen in the future, though...
The player size thing is a problem, yes... If I could adjust the view height, I would. Since that's not possible in ZDoom at this time, it stays like it is.
The music sucks, yes, I know... I'm trying to find a good program that will convert it to sound just like the original. No luck so far.
As for making the secret doors slide, that's planned. I haven't been able to make polyobjects behave properly, though... Most of the time, they work fine, and then as soon as you walk up to them, they disappear.
I've been working on this on and off since around Febrary of this past year. Mostly, it started as making more correct DECORATE enemies to place in WolfenDoom. And then it grew...
I appreciate the feedback very much... Once I get a few bugs ironed out, and the other 5 episodes finished, I'll make an offical release of this.
[edit]@ixnatifual - That's the point, though . It's supposed to re-create the original (for now) [/edit]
Posted: Sat Dec 18, 2004 6:02 pm
by Ixnatifual
The treasure is funny to run over sometimes, though. Just for the sounds
Posted: Sat Dec 18, 2004 6:05 pm
by AFADoomer
That's what it did in the original game . And it gives you points! How could you not notice such an important thing .