[Release] Laz Rojas' WolfenDoom for ZDoom

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[Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Wed May 06, 2015 8:04 am


Screen from Second Encounter, MAP32

During January and February 2015, I was working hard on bringing ZDoom compatibility to all of Laz Rojas' WolfenDoom packs (except for Die Fuhrer Die as it is already included in the Original Missions). Primary goal was not to add too much eye candy, but rather fix bugs and showstoppers. However, some packs have also seen some visual improvements, e.g. fog in some maps.

Following packs are included:
Astrostein Trilogy
Escape from Totenhaus
Halten Sie!
Operation Arctic Wolf (Pt.1+2)
Operation Eisenmann
Operation Rheingold (Ep.1+2)
The Portal
Treasure Hunt
WolfenDoom: Original Missions
WolfenDoom: Nocturnal Missions
WolfenDoom: Second Encounter
WolfenDoom: Spear of Destiny


As a bonus, Caleb26's Spear of Destiny packs (with fixes done by myself) are also included:
Spear Revisited
SoD: The Lost Episodes (requires GZDoom)


----------------------------------------------
Last update: January 21, 2019

DOWNLOAD LATEST VERSION HERE:
WolfenDoom for ZDoom v1.12 (42.6 MB, zipfile) | Mirror #1 (Mega) | Mirror # 2 (Uploadfiles.io)

CHANGELOG v1.12 (released: Jan 21, 2019)
Spoiler:

Instructions:
- Pack comes with 18 PK3 files. Each of them contains one WolfenDoom pack to play.
- All of them need to be used with doom2.wad.
- Use them like any other Doom II addon (drag & drop onto your (G)ZDoom executable, add any *.PK7 as PWAD in your favorite ZDoom launcher etc.).

----------------------------------------------

What you can expect:
- Custom MIDI music for ALL packs (no Doom II music any more)
- Menu optimizations (episode selection screens --> no need to jump to certain maps any more if you start)
- Custom episode ending texts (where they didn't exist) and cast calls
- Obituary messages (when enemies kill you), pickup messages
- Difficulty settings via MAPINFO; progressive boss difficulties
- Tons of map fixes (e.g. secrets not being recognized, pushwalls not opening, texture errors)
- Sprite fixes (transparency/centering issues)
- Occasional ZDoom special effects, e.g. fog or lightning/thunder (as seen in Second Encounter)
- Widescreen statusbars
And a lot more! For details about each pack, please consult the separately included readme files.

What you cannot expect:
- Fancy stuff like GZDoom effects/lighting (except for Caleb's SoD Lost Episodes pack)
- Merging of episodes or parts (i.e. uniting Astrostein 1-3, Operation Rheingold 1+2 or the two Arctic Wolf parts)
- New levels - this just polishes what has been there already

----------------------------------------------

CREDITS:
id Software (Wolfenstein 3D Original/Nocturnal Missions)
FormGen Corporation (Spear of Destiny/SoD: The Lost Episodes)
MacPlay Entertainment (Second Encounter)
Laz Rojas (WolfenDOOM)
Executor (Spear Revisited for Wolf3D)
Caleb26 (ZDoom ports for Spear Revisited/SoD: The Lost Episodes)
Enjay (assets for Spear Revisted/SoD: The Lost Episodes)
Sgt. Shivers (assets for Spear Revisted/SoD: The Lost Episodes)
CeeJay (WolfenDoom Original/Nocturnal Missions for ZDoom + assets)
AFADoomer (Wolfenstein 3D TC assets)
blox (weapon sprites)
osjclatchford (weapon sprites)
Forty-Two (MIDI music)
James "Jimmy" Paddock (MIDI music)
99Sounds.org (sounds for WolfenDoom: Second Encounter)

More credits for Spear Revisited included with original readme file


Hope you guys will have as much fun playing these classics again with ZDoom as I had when working on them!
Last edited by NightFright on Tue Jan 22, 2019 3:05 am, edited 51 times in total.
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Re: Laz Rojas' WolfenDoom for ZDoom

Postby Doom Juan » Wed May 06, 2015 10:48 am

Thank you NightFright, Wolfendoom was the first series of total conversions that I downloaded back when you had to go to a cyber cafe for internet access: sometimes having to span three floppy disks for a Wolfendoom episode!

I will enjoy playing these later tonight 8-)
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Re: Laz Rojas' WolfenDoom for ZDoom

Postby ShinyCrobat » Wed May 06, 2015 11:51 am

The first map of the first episode of the Original missions seems to be broken.
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Re: Laz Rojas' WolfenDoom for ZDoom

Postby Caleb26 » Wed May 06, 2015 2:44 pm

Note :

SPEAR OF DESTINY : THE LOST EPISODES requires GZDOOM to work because of 3D Floors and Ambient Lights.
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Re: Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Wed May 06, 2015 3:00 pm

Using latest ZDoom revision, I can confirm the crash with Original Missions, but it is NOT a problem with my modifications. ZDoom also crashes if you just load original.wad. It definitely didn't do that when I was working on it back in January.

Meaning: ZDoom problem. I tried with different versions, and it crashes with all ZDoom releases including and after zdoom-2.8pre-1427-gcad2821 (April 19, 2015). This has been reported.

I recommend using zdoom-2.8pre-1424-g6326cd7 for the time being (and GZDoom based on that version, ofc).
Last edited by NightFright on Thu May 07, 2015 2:58 am, edited 1 time in total.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Flynn Taggart » Wed May 06, 2015 6:11 pm

This is great! I was thinking about doing something similar to this but never got to it. Although I think some map packs could benefit from some fixed GLDEFs and Translucency for objects that were changed to different decorations. (IE bits of treasure that glow green like armor bonuses for one example) and actual Underwater Sectors in Arctic Wolf. But I know you're most likely done with this by now. Great job nonetheless :D
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Thu May 07, 2015 2:45 am

Initially, I intended to put more eye candy into these packs. However, when I encountered too many glitches and inconsistencies, I decided to rather aim for a focus on bugfixes and bring all packs to the same or similar level regarding presentation (menus, features etc). Things like a key not appearing on easy mode, missing textures or pushwalls opening from the wrong side just shouldn't happen.

Also, one of the main problems people had with Laz Rojas' stuff was that gameplay was just too hard. I tried to improve this by significantly reducing player damage taken (and increasing ammo pickup amount) in lower difficulty settings. This should make it a lot more enjoyable for those who don't like hardcore combat. Third (normal) difficulty mode changes nothing, i.e. it plays as intended by the author. If you want to go beyond that, well... don't say I didn't warn you about it. :P

If anybody ever feels like adding GZDoom stuff to all this, feel free to do so! The monkey business part has already been done with this.

Regarding the MAP01 crash in Original Missions:
Graf Zahl has already identified and eliminated the issue. One of the next ZDoom snapshots will have the fix, so you should be able to play this again with "bleeding edge" releases after that. Apparently it had to do with that specific map having no sector tags at all and ZDoom not being able to handle this properly (any more).
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby sycspysycspy » Thu May 07, 2015 5:19 am

Too many enemies too few bullets
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Nevander » Thu May 07, 2015 5:22 am

Thanks for this! Been dying for a FULL pack of everything Wolf 3D. Only thing I'd change (and might for myself) is to use the music from CeeJay's enhanced version downloads. They sound better to my ear.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Tormentor667 » Thu May 07, 2015 7:02 am

This is more than brilliant, time to boot up the old goldies again :)
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Caleb26 » Thu May 07, 2015 7:03 am

Are you going to add a score counter to every wolfendoom wad? (excluding SODREV and SOD Lost eps.)
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Thu May 07, 2015 8:08 am

Maybe in a later update - when I have enough time again and once I have figured out how it's actually done. I am not that much into scripting in general. Was hard enough for me to find out how to do what was needed to apply all those changes you can see in the readme files. :mrgreen:

If anybody wants to assist with it, I wouldn't have any objections.In the end though, it'd rather be optional.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Woolie Wool » Thu May 07, 2015 3:17 pm

Spear Revisited is my creation and Caleb26 merely ported it and did the Doom engine enhancements like flats and lighting. You should also credit Id Software, FormGen Corporation, and MacPlay Entertainment for the original/nocturnal missions, the Spear Lost Episodes, and Second Encounter, respectively.

Edit: Spear Revisited also has an extensive list of credits, I hope you packed that file in with it!
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Thu May 07, 2015 3:24 pm

I included the readmes which came with Caleb's packs. They have some additional credits, but I guess they may not be complete. I can reupload a version with full credits tomorrow if someone is able to provide who is still missing.

In the meantime, I have already updated the credits in the first post (also over at Doomworld) - it's something. And sorry for this, wasn't my intention to skip anybody!
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Woolie Wool » Thu May 07, 2015 5:43 pm

http://www.moddb.com/mods/spear-revisited
Both the ECWolf and the original versions of Spear Revisited are here with their respective readme/credits files.
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