Dude. Thanks for these. I did something similar years ago, but never felt it was good enough for release. I'm gonna give yours a go right now!
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Thu Dec 28, 2017 4:15 pm
by Kroc
NB: Spear of Destiny Revisited has had a Special Edition release to fix it up further -- viewtopic.php?f=19&t=58269
Now I'm reminded of this thread, I'm going to look into a PortaDOOM package just for WolfenDOOM releases -- this thread was the reason why I started developing PortaDOOM in the first place, to solve the issue of getting any kind of WAD to run easily.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Mon Apr 02, 2018 12:58 am
by GreenDoomguy1999
Found more bugs
The Portal
-Missing sounds
DSAMMOUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSHEALUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSKEYSUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSKEYTRY(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSSECRET(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSTRESUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSWPNUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
Operation : Rheingold ,Episode 2 :"Gestapo Headquarters"
-One of hanging dudes in jail from first level having partial invisibilty sphere effect
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Tue Apr 03, 2018 12:22 am
by Dr. Shotgun
GreenDoomguy1999 wrote:Operation : Rheingold ,Episode 2 :"Gestapo Headquarters"
-One of hanging dudes in jail from first level having partial invisibilty sphere effect
Huh. All this time I thought it was an intentional "ghostly" effect.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sat May 12, 2018 3:58 am
by Baronos
I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sat May 12, 2018 7:48 am
by Zenon
Baronos wrote:I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.
What mod are you running with?
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sat May 12, 2018 8:20 am
by Baronos
Zenon wrote:
Baronos wrote:I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.
What mod are you running with?
With Doom Incarnate and Accessories to Murder.And later even with High Noon Drifter. I've played Die Fuhrer die and the key just won't appear.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sat May 12, 2018 10:47 am
by Whoah
Baronos wrote:
Zenon wrote:
Baronos wrote:I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.
What mod are you running with?
With Doom Incarnate and Accessories to Murder.And later even with High Noon Drifter. I've played Die Fuhrer die and the key just won't appear.
I've had this exact same problem. My theory was always that Laz replaced the chainguns with keys through dehacked, that way the chaingun wielding bosses would drop a key like they're supposed to.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sat May 12, 2018 11:23 am
by CeeJay
The Original, Nocturnal and Spear Missions by Laz came with a customized Doom 2 EXE, which among other things made the bosses drop keys and end the levels in some cases. These were changes that were beyond the limits of DeHacked.
Quote from ENGINE.TXT that came with ORIGINAL MISSIONS package:
Spoiler:
WolfenDOOM PC Engine Notes Joel Murdoch (Joel@ts.co.nz)
--------------------------
This engine is a modified version of Boom version 2.02. Nothing major, just a few minor modifications to recreate the original Wolfenstein as closely as possible. Some of the changes I remember making (I'm hopeless at taking notes) are:
- Hans Grosse drops a gold key when killed just like in the original
- Secret exits and "cast list" code rewritten so all three episodes can be in the one WAD
- New intermissions. The original 320x200 backgrounds from the orginal are included
- Exit messages from the original game reproduced
- The bad guys don't go after each other when they accidentally shoot each other, though those accidental shots still cause damage.
- The two bonus levels (see main text file) play on a continuous loop
- Hitler has two states, armoured and normal, like in the original
- ORIGINAL.WAD and ORIGINAL.DEH load automatically
The WAD also has some music from Spear of Destiny and Wolfenstein 3D, taken from Bob Prince's site (www.bpmusic.com), plus three half-assed demos by me. Don't bother watching them - they were done in a hurry for the sake of completeness only and besides, I suck!
There's two ways to play. You can use one of the supplied batch files to select an episode and play it at skill 4:
Or run ORIGINAL.EXE and start a new game to play Escape From Wolfenstein. Type in IDCLEV11 for Operation Eisenfaust, IDCLEV21 for Die, Fuhrer, Die, or IDCLEV31 for the bonus levels. The EXE assumes the DEH and WAD are in the same directory that the EXE is run from. Since this engine's a Boom port, you don't need DEUSF or DeHackEd.
In all other WolfenDOOM scenarios, Laz would just put the key or exit switch somewhere in close proximity to the boss.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sun May 13, 2018 2:19 am
by Whoah
Huh. That's pretty damn interesting! Never knew that
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sun May 13, 2018 5:36 am
by CeeJay
Well, I was around the community even back then. I remeber Boom, and all ports based on it that followed such as Marines Best Friend (MBF) and Smack My Marine Up. Yes, I'm that old. The original intact packages for his work are surprisingly hard to get ahold of nowadays.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Sun May 13, 2018 10:29 am
by AFADoomer
I think the original release packages, plus some fixes, are still available from Laz's own mirror of the original web site. The original Doomworld site (that is still referenced in all of the readme files) is full of broken links, though.
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Wed Dec 19, 2018 3:34 pm
by StroggVorbis
Last time I checked, the MP40 in WolfenDoom: Original Missions doesn't do 5, 10 or 15 damage like the pistol and chaingun, but 3, 6 or 9. Intentional?
Re: [Release] Laz Rojas' WolfenDoom for ZDoom
Posted: Wed Jan 09, 2019 5:10 am
by NightFright
I would think so, yes. I didn't change anything with actual damage output other than through difficulty settings.
Version 1.11 released
Posted: Thu Jan 10, 2019 5:05 am
by NightFright
I issued a small update for the collection, bringing it to v1.11.
Changes:
- Files repacked from PK7 to PK3 format (LZMA compression)
- Operation Rheingold Ep.2: Fix for hanging corpse having Invisibility Sphere effect