[Release] Laz Rojas' WolfenDoom for ZDoom

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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Tormentor667 » Fri Jan 11, 2019 6:31 am

Thanks for cleaning it up furthermore :)
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Version 1.12 released

Postby NightFright » Mon Jan 21, 2019 6:09 am

Small fix for Nocturnal missions (GAMEINFO was not properly formatted which caused autoload issues). Thanks to Mere_Duke for pointing it out!
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Wiw » Mon Jan 21, 2019 2:30 pm

I get an error when I try to download this new set.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Tue Jan 22, 2019 3:06 am

I have no issues with Dropbox or Mega, but I have added a second (temporary) mirror. Will only be available for 30 days, so grab it while it's available.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Clifford21 » Tue Jan 22, 2019 9:55 pm

Just want to say thanks to OP, NightFright, and all other contributors of the original project. Now I have a chance to re-visit this old time classic in a modern source port.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Crazy-Blingy » Mon Jul 08, 2019 10:59 pm

I have a few bugs that might need addressing.

One bug that I found is that the dog food is apparently marked as requirement for item percentage. I would suggest adding the -COUNTITEM parameter to the entry in the decorate folder to remove this issue.

Another bug i found thus far is, that in E2L1 of the Original Missions, [and I am using the I Am Death Incarnate difficulty just for clarity], there are 26 enemies instead of 25, and the 26th seems to be inaccessible/unreachable. Is an element in the map incorrectly flagged as required toward the 100 percent killcount?

Lastly, and this might be a little nitpicky, but is there a way edit the ammo you get so that it's not affected by difficulty at all? I find myself trying to trudge through Episode 2 of the campaign and i keep running out of ammo when fighting the mutants.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Dr. Shotgun » Thu Jul 11, 2019 10:40 pm

I'm not sure if it's the same thing, but I know there are a couple of maps with an incomplete kill count because in order to create the "ambient" dog barks, the maps literally just contain an out of bound dog.

I think another "ambient" sound is linked to an invisible mancubus, too.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Fri Jul 12, 2019 3:56 am

I might look into this whole pack again later this year. However, I am hesitant when it comes to changing maps by now. We might reach a point where it stops making sense providing patch wads and put everything into the original pwad instead. Anyway, I will take your suggestions into consideration and see what I can do about them.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Tormentor667 » Fri Jul 12, 2019 3:13 pm

Keep it coming, I love that you continue improving the old Wolfendoom series :)
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Fri Jul 12, 2019 4:32 pm

I still haven't given up on merging the split episodes, but I really don't want to do this manually since it's a ton of effort, plus my Decorate skills are far too sub-par for that task. I won't consider this being 100% done before it has happened, though.
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