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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Mon Dec 18, 2017 12:52 pm
by Shane
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

PostPosted: Thu Dec 28, 2017 5:15 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

PostPosted: Mon Apr 02, 2018 1:58 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

PostPosted: Tue Apr 03, 2018 1:22 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

PostPosted: Sat May 12, 2018 4:58 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

PostPosted: Sat May 12, 2018 8:48 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

PostPosted: Sat May 12, 2018 9:20 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

PostPosted: Sat May 12, 2018 11:47 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

PostPosted: Sat May 12, 2018 12:23 pm
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:


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

PostPosted: Sun May 13, 2018 3:19 am
by Whoah
Huh. That's pretty damn interesting! Never knew that

Re: [Release] Laz Rojas' WolfenDoom for ZDoom

PostPosted: Sun May 13, 2018 6:36 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

PostPosted: Sun May 13, 2018 11:29 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

PostPosted: Wed Dec 19, 2018 4:34 pm
by DabbingSquidward
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

PostPosted: Wed Jan 09, 2019 6:10 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

PostPosted: Thu Jan 10, 2019 6:05 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