Laz Rojas' WolfenDoom for ZDoom [v1.32]

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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Shane » Mon Dec 18, 2017 12:52 pm

Dude. Thanks for these. I did something similar years ago, but never felt it was good enough for release. I'm gonna give yours a go right now!
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Kroc » Thu Dec 28, 2017 5:15 pm

NB: Spear of Destiny Revisited has had a Special Edition release to fix it up further -- viewtopic.php?f=19&t=58269

Now I'm reminded of this thread, I'm going to look into a PortaDOOM package just for WolfenDOOM releases -- this thread was the reason why I started developing PortaDOOM in the first place, to solve the issue of getting any kind of WAD to run easily.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby GreenDoomguy1999 » Mon Apr 02, 2018 1:58 am

Found more bugs
The Portal
-Missing sounds
DSAMMOUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSHEALUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSKEYSUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSKEYTRY(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSSECRET(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSTRESUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)
DSWPNUP(included in rest of ***_fix.wad files,but not included in portal_fix.wad)

Operation : Rheingold ,Episode 2 :"Gestapo Headquarters"
-One of hanging dudes in jail from first level having partial invisibilty sphere effect
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Dr. Shotgun » Tue Apr 03, 2018 1:22 am

GreenDoomguy1999 wrote:Operation : Rheingold ,Episode 2 :"Gestapo Headquarters"
-One of hanging dudes in jail from first level having partial invisibilty sphere effect


Huh. All this time I thought it was an intentional "ghostly" effect.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Baronos » Sat May 12, 2018 4:58 am

I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Zenon » Sat May 12, 2018 8:48 am

Baronos wrote:I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.

What mod are you running with?
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Baronos » Sat May 12, 2018 9:20 am

Zenon wrote:
Baronos wrote:I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.

What mod are you running with?


With Doom Incarnate and Accessories to Murder.And later even with High Noon Drifter. I've played Die Fuhrer die and the key just won't appear.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Whoah » Sat May 12, 2018 11:47 am

Baronos wrote:
Zenon wrote:
Baronos wrote:I've noticed there is an issue when I load the original pack and nocturnal missions with a mod.Sometimes the keys just disappear.

What mod are you running with?


With Doom Incarnate and Accessories to Murder.And later even with High Noon Drifter. I've played Die Fuhrer die and the key just won't appear.

I've had this exact same problem. My theory was always that Laz replaced the chainguns with keys through dehacked, that way the chaingun wielding bosses would drop a key like they're supposed to.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby CeeJay » Sat May 12, 2018 12:23 pm

The Original, Nocturnal and Spear Missions by Laz came with a customized Doom 2 EXE, which among other things made the bosses drop keys and end the levels in some cases. These were changes that were beyond the limits of DeHacked.

Quote from ENGINE.TXT that came with ORIGINAL MISSIONS package:
Spoiler:


In all other WolfenDOOM scenarios, Laz would just put the key or exit switch somewhere in close proximity to the boss.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Whoah » Sun May 13, 2018 3:19 am

Huh. That's pretty damn interesting! Never knew that
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby CeeJay » Sun May 13, 2018 6:36 am

Well, I was around the community even back then. I remeber Boom, and all ports based on it that followed such as Marines Best Friend (MBF) and Smack My Marine Up. Yes, I'm that old. The original intact packages for his work are surprisingly hard to get ahold of nowadays.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby AFADoomer » Sun May 13, 2018 11:29 am

I think the original release packages, plus some fixes, are still available from Laz's own mirror of the original web site. The original Doomworld site (that is still referenced in all of the readme files) is full of broken links, though.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby StroggVorbis » Wed Dec 19, 2018 4:34 pm

Last time I checked, the MP40 in WolfenDoom: Original Missions doesn't do 5, 10 or 15 damage like the pistol and chaingun, but 3, 6 or 9. Intentional?
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Wed Jan 09, 2019 6:10 am

I would think so, yes. I didn't change anything with actual damage output other than through difficulty settings.
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Version 1.11 released

Postby NightFright » Thu Jan 10, 2019 6:05 am

I issued a small update for the collection, bringing it to v1.11.

Changes:
- Files repacked from PK7 to PK3 format (LZMA compression)
- Operation Rheingold Ep.2: Fix for hanging corpse having Invisibility Sphere effect
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