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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Thu Aug 11, 2016 8:19 am
by ZioMcCall
sweety80 wrote:•Alternate HUD (by TheDarkArchon)
Image

HI-res Textures by freelanzer:
http://www.mediafire.com/download/jtfre ... olfTex.pk3

SOD Hi-res Textures by freelanzer:
http://www.mediafire.com/download/iw9t1 ... SodTex.pk3


Groovy.This texture pack work even on my Brutal wolfenstein mod,see use the same maps of Laz Rojas.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Thu Aug 11, 2016 6:05 pm
by Zenon
It would be nice if Wolfendoom's textures didn't replace Doom's textures
Spoiler:

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Sat Aug 13, 2016 10:21 pm
by Gideon020
Out of curiosity, would these be compatible with WildWeasel's NAZIS! mod?

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Sun Aug 14, 2016 4:36 am
by Wiw
Last I checked, they are to an extent.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Fri Aug 19, 2016 3:45 am
by NightFright
For the record: I am still working on this!

At least there is one thing left I'd like to do: Merge parts that belong together. This affects:
- Operation Arctic Wolf, parts 1+2 (merge into one coherent episode)
- Operation Rheingold, Episode 1+2 (put into one pack, but as separate episodes to select via menu)
- The Portal + Astrostein 1 + Astrostein 2 + Astrostein 3 (put into one pack, but as separate episodes to select via menu)[/b]

JPL has just pulled off a similar task with his WadSmoosh project. I have contacted him to determine whether a merge of the episodes above is technically possible.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Fri Aug 19, 2016 3:47 am
by Tormentor667
Very good, looking forward to this :)

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Fri Aug 19, 2016 4:02 am
by Wiw
Do it, I say! In Arctic Wolf's case, I don't see why I have to stop halfway through to change the WAD. When I start part 2, I lose everything!

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Fri Aug 19, 2016 4:59 am
by NightFright
In the meantime, I have uploaded a rollup release (v1.1) which includes all updated addons. No additional fixes have been applied since Oct 21, 2015, but if you are downloading only now and want all the latest files including updated readmes/changelogs, you just need a single download again.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Sun Oct 02, 2016 12:50 pm
by Kroc
I've registered just to say that this is incredible work you're doing and I'm very much looking forward to continued consolidation and polish. This is a ton of great content and anything to make it more readily accessible is of great benefit and respect to the authors.

Perhaps you could also consider a "starters pack" like Brutal Doom, where an engine is included and shortcuts are provided to start the games. This would make these games immediately playable by anybody who downloads them. (freedoom2.wad can be used to replace the legal requirement for DOOM2.wad)

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Wed Oct 05, 2016 4:02 am
by NightFright
Thanks for the feedback, it's appreciated.

I don't know if a "starter edition" is needed. If you use launchers like ZDoom Executor, it's actually quite easy already to get these addons to run with ZDoom. I am not sure what they would look like with FreeDoom, but I will take a look at it later maybe.

Until now, I haven't really found a way to merge Arctic Wolf/Rheingold/Astrostein. JPL explained to me how his tool works, and it can only pull it off via MAPINFO (I have created those files, but they are rather patches and don't contain all the info needed). My biggest problem are still conflicts of actors/textures from different addons with identical definition slots. Textures and sprites of the merged maps would need to be remapped, decoration/dehacked code merged and other quite ugly stuff. Not sure if I feel up to the task, but I will keep trying to find a way.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Sun Apr 02, 2017 9:55 am
by Purity666
Good afternoon,

I have to second Kroc. Thanks for all the effort, to clean this up and make it easier to use for us - it's really appreciated!

Are there any other "wolfenDoom"-like adventures comparable to Laz' scenarios which could be added to this or which might be worth a try?

Has anyone asked Laz if he started on the remaining Rheingold episodes, so that someone could take over or are there even fan-made expansions of Operation Rheingold?

Keep up the great work.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Mon Apr 03, 2017 1:28 pm
by Wiw
I don't think he's in any shape to start anything. Last I heard, he was out on the streets. I suggested we hire him for something, but all that did was get the thread locked.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Mon Apr 03, 2017 1:39 pm
by Purity666
I'm sorry to hear that :-(

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Mon Apr 03, 2017 4:36 pm
by Enjay
Don't know if this has been linked to here or not...



It's got quite a bit of detail about how Laz's life has been going if anyone is interested.

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Mon Apr 10, 2017 4:12 pm
by Purity666
Interesting but also very sad on the other hand :-(

Even more important to keep his work alive I think! That said, I've scrutinised the things he did more closely and stumbled over his macintosh versions of his mods. As I understood, these include graphics with an higher resolution than the PC version. While checking several thread and hundreds of postings, I've found several attemps to rip off these parts (for example here viewtopic.php?f=37&t=48738), recreate them from scratch (for example here viewtopic.php?f=46&t=48769) or ports of them for ECWolf (for example here viewtopic.php?f=42&t=51748). Something I couldn't find though was an texture update (with higher resolution) for WolfenDoom in special. Excuse my (perhaps stupid) question but is it that tricky to create, is no one interested in something like this or does it has any special reason? As far as I can tell, most resources are already available (even some rotating bosses). Perhaps I just missed the rub in it (I'm still a newbie in doom modding) but hasn't someone tried or is willing to give this series of missions some graphical update? Perhaps someone could give me a hand or some kind of introduction so that I can understand the problem or even better, try to start a project like this myself? (I tried some "hires" files like the ones of freelanzer but they don't work with Laz' files although they look fine with the original missions and spear of destiny hence this is no real option. Also using ECWolf instead of ZDoom is no option for me either as I want to play them on my RaspberryPi - there is no ECWolf port.)

Sorry again, if these are stupid questions - I'm still trying to work one's way into all this.

Greetings