[LZWolf] Wolfenstein Cosmetic Upgrade + Discipline redux

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby AstroCreep » Tue Sep 13, 2016 9:23 am

How are you defining the floors? MAPINFO? If so, it could potentially interfere with the classic mods already converted to ECWolf (ie; WolfBel, Conflict in the Fatherland, Assassinate Hitler, and such) because they already include a MAPINFO.

Also, how are you defining light levels without editing the map?
User avatar
AstroCreep
#FEARTHEBLOBOID
 
Joined: 11 Nov 2011
Location: Fort Wayne, Indiana, United States

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby NeuralStunner » Tue Sep 13, 2016 9:41 am

You had me at textured flats. Will definitely use this. :D
User avatar
NeuralStunner
Not "Neutral"
 
 
 
Joined: 21 Jul 2009
Location: capital N, capital S, no space
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby Woolie Wool » Tue Sep 13, 2016 4:06 pm

AstroCreep wrote:How are you defining the floors? MAPINFO? If so, it could potentially interfere with the classic mods already converted to ECWolf (ie; WolfBel, Conflict in the Fatherland, Assassinate Hitler, and such) because they already include a MAPINFO.

Also, how are you defining light levels without editing the map?

Conflict in the Fatherland and Assassinate Hitler are not pure map sets. The Wolfbel sets do not need a MAPINFO and only have them because you wanted to release them as an omnibus instead of individually. You can take any classic map set with no source code changes and throw the .wl6 files into a zip with a blank file called ecwolf.wl6, and feed ECWolf the zip file to run it.
User avatar
Woolie Wool
Call Apogee Say "Snappity!"
 
Joined: 15 Dec 2003
Discord: Woolie Wool#9878
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby NeuralStunner » Tue Sep 13, 2016 5:08 pm

By the way, does this have the intermission pic fix built in? And any of the other "fixpack" stuff, for that matter.

(You seem to have removed the weird shadows from the sprites, which is good. Blake Stone had those, despite having textured floors, which looked quite naff.)
User avatar
NeuralStunner
Not "Neutral"
 
 
 
Joined: 21 Jul 2009
Location: capital N, capital S, no space
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby AstroCreep » Tue Sep 13, 2016 5:40 pm

No the original was pure as well. I only put a map info together for it. But either way that does answer the map info question. How bout them light levels without adding the proper tile to the map?
User avatar
AstroCreep
#FEARTHEBLOBOID
 
Joined: 11 Nov 2011
Location: Fort Wayne, Indiana, United States

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby Woolie Wool » Tue Sep 13, 2016 8:25 pm

I define them in mapinfo:

Code: Select allExpand view
   defaultlighting = 152


The lighting value works the same as in Doom.
User avatar
Woolie Wool
Call Apogee Say "Snappity!"
 
Joined: 15 Dec 2003
Discord: Woolie Wool#9878
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby AstroCreep » Wed Sep 14, 2016 9:11 am

How the hell did I not know this? I could have been bangin out these conversions so much easier
User avatar
AstroCreep
#FEARTHEBLOBOID
 
Joined: 11 Nov 2011
Location: Fort Wayne, Indiana, United States

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby Woolie Wool » Fri Sep 16, 2016 8:29 pm

Spear of Destiny support complete! I should be able to release a preliminary version this weekend:

Image
Image
Image
Image

The Angel of Death now gets a fire breath attack as well as a much more powerful spark projectile.
(yes, the flats on map21 animate, just like their equivalents from Doom II)

Video of level 13:

The plaster texture was a placeholder and got replaced with one closer to the original texture.
User avatar
Woolie Wool
Call Apogee Say "Snappity!"
 
Joined: 15 Dec 2003
Discord: Woolie Wool#9878
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby Wiw » Sat Sep 17, 2016 1:54 am

Is the MP40 firing sprite supposed to like repeat on itself like that?
User avatar
Wiw
Frequently puts foot in mouth
 
Joined: 11 Jun 2015
Location: Everywhere and nowhere.
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [ECWolf] Wolfenstein Cosmetic Upgrade

Postby Gez » Sat Sep 17, 2016 3:28 am

I suppose you won't do the Spear mission packs because they use completely different sprites?
Gez
 
 
 
Joined: 06 Jul 2007

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

Postby Woolie Wool » Sat Sep 17, 2016 10:50 am

The first beta is available for download in the OP.
User avatar
Woolie Wool
Call Apogee Say "Snappity!"
 
Joined: 15 Dec 2003
Discord: Woolie Wool#9878
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

Postby ZioMcCall » Sat Sep 17, 2016 11:26 am

Beta aviable?Time to replay Wolf 3D :)

EDIT!

Mod crash at try to start a game(Work only on the menu).Which version of ecwolf i could use?
User avatar
ZioMcCall
I'm not dead....yet
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

Postby Woolie Wool » Sat Sep 17, 2016 12:04 pm

Recent dev builds of ECWolf can do that, it's a known bug that hasn't been fixed yet. Just hit new game again until you get in.

I recommend this build: http://devbuilds.drdteam.org/ecwolf/ecw ... 27-0457.7z
User avatar
Woolie Wool
Call Apogee Say "Snappity!"
 
Joined: 15 Dec 2003
Discord: Woolie Wool#9878
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

Postby ZioMcCall » Sat Sep 17, 2016 12:24 pm

Woolie Wool wrote:Recent dev builds of ECWolf can do that, it's a known bug that hasn't been fixed yet. Just hit new game again until you get in.

I recommend this build: http://devbuilds.drdteam.org/ecwolf/ecw ... 27-0457.7z


Ok,now work.I'll have a good evening with your mod now :)
User avatar
ZioMcCall
I'm not dead....yet
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

Postby Princess Viscra Maelstrom » Sat Sep 17, 2016 3:06 pm

i was also getting some crashes when playing this very early on. first crash was when i went from E1's secret level to floor 2, immediate crash. then another crash when i started it up again in the secret level, went into the ending area with a lot of SS in it, game crashed. i guess there's nothing to be done about it now? i liked the little i was able to play at least.
User avatar
Princess Viscra Maelstrom
 
Joined: 04 Dec 2008
Location: plergleland

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: thedeathrunner123 and 12 guests