Laz Rojas' WolfenDoom for ZDoom [v1.32]

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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby irukanjji » Wed May 13, 2015 7:42 pm

Thanks m8, i´ve played all this wads with doom legacy, but with gzdoom it´s better
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Kinsie » Thu May 14, 2015 5:11 pm

NightFright wrote:For some reason, some sounds in this addon didn't play back for me when I tried (with ZDoom at least).
Yes, some stuff in the original mods is broken in ZDoom. Which is why I figured a fix pack was being made.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby scalliano » Thu May 14, 2015 5:54 pm

Excellent! I forgot how many of these there were. Fitting, what with BoA in the works.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Thorir » Tue May 19, 2015 10:36 am

For the boss enemies angled sprites should be added. I sawed some a few years ago somewhere, so they are exist.

By the way it's great. Maybe the SMG firing sound could be a bit louder.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Echelon5 » Tue May 19, 2015 1:19 pm

Yeah I was thinking the same thing on the SMG fire sound. I don't think the original DOS version's sfx mixes well with the new (excellent!) sprites.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Tue May 19, 2015 1:26 pm

@Tormentor:
Thanks for featuring this pack on your website. It is highly appreciated. ^^

@Thorir/Echelon5:
You are probably referring to this thread about bosses rotations. If it's just a matter of adding the new frames with the proper frame names, it's worth thinking about it.
Regarding the SMG sound: I assume you are only talking about the Laz Rojas packs, but not the SOD packs (Lost Episodes, Spear Revisited)? Because I wouldn't touch those, sorry (was only doing some bugfixing there, nothing else). I gotta check the volume again by myself, but adjusting it wouldn't be a huge problem, I guess. However, I cannot say when I can work on this again in general, it may take quite some time.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby SiFi270 » Thu May 21, 2015 3:22 am

I see the weapons are adjusted to be more like their Wolf3D counterparts in the remakes, and I'm glad for that, but are there any plans to do the same for the new missions like Rheingold and Arctic? I'm not exactly sure how the Kar98 would be handled in the former, but I do know it's also been in several Wolf mods like Castle Totenkopf, so unless I have no idea what I'm talking about maybe that could be used as a starting point of some kind?

If these changes were made I'm not sure what that would mean for the Astrostein weapons, unless someone knows how they behaved in LR's original Mac-enstein version.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Thu May 21, 2015 3:29 am

I have already explained it before: Neither did I touch the weapons of any addons that didn't cover the Original Missions, Nocturnal Missions, SoD or Second Encounter nor do I intend to do so. Reason for that is that different sets of hand sprites are used and they don't fit together. Consider the new weapons in those four packs as some kind of bonus feature which is supposed to make the remakes of these official missions look more polished than the rest of Laz Rojas' work. I never intended to apply all this effort to every addon.

Additionally, one would need weapon replacements that fit the style of all the existing ones that osjclatchford and Sgt. Shivers made. I am not a sprite artist and cannot provide this by myself.

I am aware that there are some of you who consider this being work only partially done, but I had to set certain limits to this project and I will stick to them. Take this release pretty much as it is, for it is unlikely that any further enhancements will be applied to it from my side. It's highly unlikely that I will either find time or motiviation to work on it again, especially not like I did when I created it. My focus now just is on eliminating remaining bugs or annoyances.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby TheRealRudy » Thu May 21, 2015 8:51 am

Hey, first of all, thank you so much for this dude, it's really awesome to being able to play this on a proper sourceport. Secondly, is there a way to get WolfenDOOM working with an editor like Doom Builder 2? I'd love to create some of my own levels with these assets.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Thu May 21, 2015 9:55 am

I also used DB2 for this. I don't have it in front of me right now, but basically you load a map with doom2.wad as iwad and the wolfendoom wad as pwad, just as if you wanted to launch the game. My fix wads can also be loaded, but unless you edit the actual Rojas maps, that won't be required.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby TheRealRudy » Thu May 21, 2015 10:21 am

I've tried that, but all the textures appear non existant in the editor, and you can see from the enemies really only the siluet, the rest of them is grey.
I've also tried loading on of the maps, but question marks everywhere.

Edit:
Nevermind, I got it working :)
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby idfreak » Sat May 23, 2015 7:09 pm

NightFright, I've just discovered that halten.pk7 crashes in the latest build of GZdoom. It runs fine in the current Zdoom build though. Wondering if you can reproduce this? It occurs as soon as I choose skill level and hit enter. All your other .pk7s play fine in GZdoom as well.

Here's the crash report, which is incomprehensible to me but maybe useful to you?
--------------------------------------------------------------------------------------------------

Spoiler:
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby idfreak » Sun May 24, 2015 10:16 am

Here's something interesting from the tail end of the "log.rtf" document GZdoom generated:

Playing demo DEMO1
Cannot play non-GZDoom demos.
Playing demo DEMO2
Cannot play non-GZDoom demos.

No idea if this is useful... :(
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby armymen12002003 » Sun May 24, 2015 11:36 am

idfreak wrote:Here's something interesting from the tail end of the "log.rtf" document GZdoom generated:

Playing demo DEMO1
Cannot play non-GZDoom demos.
Playing demo DEMO2
Cannot play non-GZDoom demos.

No idea if this is useful... :(


Umm you kno there is a edit button right?
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby idfreak » Sun May 24, 2015 12:44 pm

I'm sorry, are you a mod? If not, maybe you could try to help with the actual issue at hand.
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