[ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

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[ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby AstroCreep » Thu Sep 29, 2016 8:59 pm

Edit 10/11/19 - updated tc! All exits work and bugs are eliminated. Please resownload.
Pictures removed due to whack inability to use img tags. Will upload to imgur with new screens soon

This is a conversion of ArEyeP's WolfenDoom to ECWolf. It's pretty identical to the original, with the exception of changed menu graphics and colors.

Story (from ArEyeP's website)

In "Wolfendoom", you play B.J. Blazkowicz Jnr, son of the legendary World War II hero of the same name. Employed as a military consultant at the Union Aerospace Corporation (UAC), you become involved in a race to close down 6 portals to another dimension, nicknamed the "Doom Dimension", opened up inadvertently by UAC Research personnel.



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Last edited by AstroCreep on Fri Oct 11, 2019 9:29 pm, edited 1 time in total.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby FoptionMapping » Thu Sep 29, 2016 9:05 pm

Finally! I loved this, but hated it to run it through DoSBOX. thanks!
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby YukiHerz » Thu Sep 29, 2016 9:10 pm

I wanted to do a conversion of his Spear mods, though i always back off because i don't wanna do it without permission, i'll check this one out!.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby AstroCreep » Thu Sep 29, 2016 9:17 pm

According to what executor (woolie wool) says, spear resurrection and end of destiny aren't possible to port due to the complex source code changes.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby Kinsie » Fri Sep 30, 2016 9:33 am

I haven't played the DOS version in a long time. Are the space marine enemies supposed to be making fireball sounds when they shoot their guns?
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby AstroCreep » Fri Sep 30, 2016 10:25 am

Yes. ArEyeP thought it sounded "cool". I'm working on a better version using graphics and sounds straight from Doom, since ecwolf allows for sprites of any size and easy palette switching
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby Wiw » Fri Sep 30, 2016 11:38 am

AstroCreep wrote:According to what executor (woolie wool) says, spear resurrection and end of destiny aren't possible to port due to the complex source code changes.


I'd still love to see a Doom port of them though.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby Wiw » Fri Sep 30, 2016 2:19 pm

Er... there seems to be a problem with the portal effect in episode 1.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby LkMax » Fri Sep 30, 2016 2:22 pm

Wiw wrote:
AstroCreep wrote:According to what executor (woolie wool) says, spear resurrection and end of destiny aren't possible to port due to the complex source code changes.


I'd still love to see a Doom port of them though.

All necessary features are not available yet, but some time in the future a proper ECWolf port might be viable. I also want a port, I really liked that mod, it was a better expansion than any official one released for wolf3d and spear.
There's other pretty neat mods for ECWolf though, check some of Executor/Woolie Wool mods too.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby AstroCreep » Fri Sep 30, 2016 2:27 pm

Wiw wrote:Er... there seems to be a problem with the portal effect in episode 1.

This is one of those mods I never got very far through when I was younger so I'm not familiar with what you're talking about. Please elaborate. Also note that this could be one of the source code tricks that can't be replicated yet.

EDIT - it seems to be some special effect that lets you temporarily no-clip the wall. Only thing I can think of doing for that is either deleting the wall entirely or a 3D Sprite that is non-solid. For the straight-port I do not feel like programming in new actors or writing a new xlat just for that so I'm gonna replace them with doors. Sucks but whatever. For the update I'll figure something out that will work better.

Edit 2 - doors added in place of portal effect. Please redownload. Again, sorry, it really sucks. Even though this was the first time I've played this game that far apparently lol, that was a cool effect and it sucks I can't duplicate it easily, but the updated version will have a similar or maybe even different effect
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby Wiw » Sat Oct 01, 2016 4:48 am

Will the updated version restore the music as well?
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby AstroCreep » Sat Oct 01, 2016 9:22 am

Im using assets straight from doom with minimal editing on the graphics and sounds so it will have original midis from doom. I am prob gonna redo a few things however. Areyeps mapping is amazing with original wolf graphics but with things like ceiling textures and lights it looks like shit just replacing shit in mapinfo, so I'm gonna redo damn near every level that's outside or features a portal. Since ecwolf supports all these features it should really be done right.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby armymen12002003 » Sun Oct 02, 2016 1:52 am

nice i've played the original in dos box glad to see its converted over to ecwolf.
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby Zenon » Wed Oct 05, 2016 5:05 pm

I always loved playing this when I was younger. I feel that its high time I gave it another playthrough.
What got me the most was ArEyeP's ingenious storytelling.
(Go download the original WolfenDoom from his website, it has a textfile of the full story and extensive information of each individual level)
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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

Postby TDG » Wed Oct 05, 2016 6:16 pm

Great work AstroCreep, I really liked ArEyeP's bridge between Wolfenstein and Doom to the point that I really would like to remake/re imagine it in the Doom engine, but add some elements of Brutal Doom Hell on Earth single player pack as well as additional weapons such as a flame thrower replacing the plasma gun, and the missile launcher.

I also started to think out how I would design the levels such as as a hub area, the various UNC office complexes, warehouses, laboratories, and of course the Doomed dimension.

It is still a project I would like to do one day but for now this scratches somewhat of an itch as I tried to run Wolfendoom in ECwolf but some problems played the game. (it did not show the right story text and for some reason I can not continue into the hell segment of the first episode as some invisible wall seems to be in the way)
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