WolfenDoom Chronicles

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SamVision
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Re: WolfenDoom Chronicles

Post by SamVision »

Moar weapons please, just the stock Wolfenstein set is a bit boring.
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skyrish10
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Re: WolfenDoom Chronicles

Post by skyrish10 »

SamVision wrote:Moar weapons please, just the stock Wolfenstein set is a bit boring.
Yeah, change it to the weapon set from Return To Castle Wolfenstein and upload it on Mediafire, due to Gamefront block downloads for certain users lived in the other country than in the US.
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DeathIncarnate
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Re: WolfenDoom Chronicles

Post by DeathIncarnate »

I seem to have a problem with the whole "kill all enemies, find all treasure and secrets to access secret levels" mechanic. I've implemented a "bonus counter" (script 210) to check if these goals have been achieved.

Find all secrets (bonus counter incremented by 1)
Find all treasure (bonus counter incremented by 1)
Once the bonus counter reaches 3, a message is given, telling you that the secret level is available.

Here's where my problem is:
Kill all enemies (counter increments constantly, and never stops, regardless of the fact that I terminate the script once all enemies have been killed)

Now, the scripts that I've placed here all serve the same function: Increment the bonus counter by 1. It's identical in what it's supposed to perform, yet one of them (kill counter) goes haywire.

Code: Select all

///////////////
// BONUSES
///////////////

///////////////
// SECRETS
///////////////

script 100 OPEN
{
    if (GetLevelInfo(LEVELINFO_FOUND_SECRETS) == GetLevelInfo(LEVELINFO_TOTAL_SECRETS))
    {
        bonuses++;
        ACS_Execute(200, 0);
        ACS_Terminate(100, 0);
    }
    
    delay(35);
    Restart;
}

script 200 (void)
{
    SetFont("DBIGFONT");
    HudMessage(s: "ALL SECRETS FOUND"; HUDMSG_PLAIN, 17, CR_WHITE, 0.5, 0.75, 1.0);
}

//////////////////////
// MONSTERS KILLED
//////////////////////

script 101 OPEN
{
    if (GetLevelInfo(LEVELINFO_KILLED_MONSTERS) == GetLevelInfo(LEVELINFO_TOTAL_MONSTERS))
    {
        bonuses++;
        ACS_Execute(201, 0);
        ACS_Terminate(101, 0);
    }
    
    delay(35);
    Restart;
}

script 201 (void)
{
    SetFont("DBIGFONT");
    HudMessage(s: "ALL ENEMIES KILLED"; HUDMSG_PLAIN, 18, CR_WHITE, 0.5, 0.75, 1.0);
}

///////////////////
// TREASURE LOOTED
///////////////////

script 102 OPEN
{
    if (GetLevelInfo(LEVELINFO_FOUND_ITEMS) == GetLevelInfo(LEVELINFO_TOTAL_ITEMS))
    {
        bonuses++;
        ACS_Execute(202, 0);
        ACS_Terminate(102, 0);
    }
    
    delay(35);
    Restart;
}

script 202 (void)
{
    SetFont("DBIGFONT");
    HudMessage(s: "ALL TREASURE LOOTED"; HUDMSG_PLAIN, 19, CR_WHITE, 0.5, 0.75, 1.0);
}

//////////////////////
// OPEN SECRET DOORS
//////////////////////

script 110 OPEN
{
    if (bonuses >= 3)
    {
        SetFont("DBIGFONT");
        HudMessage(s: "SECRET EXIT IS NOW ACCESSIBLE"; HUDMSG_PLAIN | HUDMSG_LOG, 20, CR_WHITE, 0.5, 0.25, 1.0);
        delay(1);
        ACS_Terminate(110, 0);
    }
    
    delay(35);
    Restart;
}

//////////////////////
// BONUS COUNTER
//////////////////////

script 210 OPEN
{
    HudMessage(d: bonuses; HUDMSG_PLAIN, 21, CR_WHITE, 0.5, 0.1, 1.0);
    delay(1);
    Restart;
}
If anyone can provide me with some help, it would be much appreciated.
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cem26
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Re: WolfenDoom Chronicles

Post by cem26 »

can you upload to media fire?
mallo
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Re: WolfenDoom Chronicles

Post by mallo »

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wolfman
 
 
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Re: WolfenDoom Chronicles

Post by wolfman »

mallo
Posts: 1112
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Re: WolfenDoom Chronicles

Post by mallo »

Hey, wolfman, do you have every file from every thread in this subforum archived?
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cem26
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Re: WolfenDoom Chronicles

Post by cem26 »

i cant realod gun in mod WHY
mallo
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Re: WolfenDoom Chronicles

Post by mallo »

I dunno, why can't you?
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wildweasel
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Re: WolfenDoom Chronicles

Post by wildweasel »

cem26 wrote:i cant realod gun in mod WHY
Make sure you've bound the correct Reload key in the menu. Some mods use an older coding technique for reloading weapons, so check near the bottom of the Controls list to see if there is one of those for this mod.
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xenoxols
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Re: WolfenDoom Chronicles

Post by xenoxols »

If I recall correctly, this mod doesn't have reloading.
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Sgt. Shivers
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Joined: Fri Jun 22, 2012 5:39 am

Re: WolfenDoom Chronicles

Post by Sgt. Shivers »

Just played through this, the levels look absolutely amazing, but I gotta say you either need to spread out the enemies a bit more or give the player more ammo from pickups. The big room with the intel is pretty much impossible too, because there's next to no cover. Other than that, I really really liked this!
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Ed the Bat
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Re: WolfenDoom Chronicles

Post by Ed the Bat »

I had dismissed this originally because I was frankly put off by some of the practices taken in making this... for instance, why use ACS and require a custom keybind for recreating what is essentially the Quartz Flask from Heretic/Hexen? If the wheel already exists, I see no reason to reinvent it in a more cumbersome fashion. I also see the beloved clearplayerclasses command in use... typically an instant rejection from me. And we shouldn't overlook the fact that BJ is apparently wearing UAC Marine armor in this, as well.

I really have to ask about this one, though: Even on Baby difficulty, enemy aggressiveness is bumped all the way up to .5, and on Easy and Normal, it's maxed out to 1.0! Nightmare has it set to 2.0 (well above the maximum value, so essentially 1.0 again), making this undoubtedly an incredibly punishing fight on even low difficulty settings.
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DeathIncarnate
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Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

I've resumed production on Wolfendoom Chronicles. Forgive me, as the progress is very slow. I've improved the gameplay taken some things into consideration. Here are the changes:

* Projectile bullets (similar to Wild Weasel's Nazis! mod)
* Included inventory (removing the ACS portable medkits)
* Added kill, secret and treasure counter on the HUD
* Reduced damage taken and enemy aggression on harder skills
* RtCW weapons
* Melee attack (secondary fire for all weapons)
* Sniper is zoomable (no zoom/ADS sprites)

The progress on level design is ridiculously slow, as I've mostly been working on gameplay mechanics. As for the BJ player sprites, I don't think I'll really be implementing that, as the player with probably never really need to see it.
I'll upload screenshots of the new demo level (The Ruined Front) as soon as I balance a few things out.
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Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: WolfenDoom Chronicles

Post by Average »

Can't wait. :)
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