RELEASE: Wolfenstein 3D TC Version 3.1

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Gamerwarrior117
Posts: 116
Joined: Wed Jul 17, 2019 5:55 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Gamerwarrior117 »

aatroxed wrote:All right, thanks a lot. I appreciate you helping a fella out.
yoru welcome. sorry for the late reply. been busy.

let me know an just message me if you need mroe any mor ehelp.

its good port once you get it working in a way you want. ethier the bat files or ipk3 files or pk3 way.

But, im glad i can help you:) i think afadoome ris busy as of now.
Beyond_Reality
Posts: 3
Joined: Mon Nov 30, 2020 1:57 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Beyond_Reality »

I don't understand why I have this problem. Never had this before. Those 4 messages don't disappear and make it impossible to see any kind of text that would normally appear. I have no idea what "brdr_b" is. This was "brdr_tl" & "brdr_tr" until I increased the screen size. Then it became this.

These "brdr_b" messages don't appear when playing SoD via the "Consolidated TC".
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Gez
 
 
Posts: 17920
Joined: Fri Jul 06, 2007 3:22 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Gez »

The "brdr_*" graphics are used for the borders of the view window (including the top of the status bar). You may be able to get rid of the messages by switching to full-screen mode. Alternatively, copy the brdr_ lumps from the consolidated TC to the non-consolidated version that gives you this problem.
Beyond_Reality
Posts: 3
Joined: Mon Nov 30, 2020 1:57 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Beyond_Reality »

Gez wrote:The "brdr_*" graphics are used for the borders of the view window (including the top of the status bar). You may be able to get rid of the messages by switching to full-screen mode. Alternatively, copy the brdr_ lumps from the consolidated TC to the non-consolidated version that gives you this problem.
This was full-screen. Also how do I copy stuff from one Batch file to another?
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HorselessHH
Posts: 6
Joined: Fri Apr 03, 2020 4:53 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Wolfenstein 3D TC (Version 3.0)

Post by HorselessHH »

I might be an idiot, but whenever I try to run it, I get "4 errors while parsing DECORATE scripts."
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AFADoomer
Posts: 1337
Joined: Tue Jul 15, 2003 4:18 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by AFADoomer »

HorselessHH wrote:I might be an idiot, but whenever I try to run it, I get "4 errors while parsing DECORATE scripts."
I think there are some variables that don't exist anymore after some relatively recent GZDoom menu code changes... I just pushed a commit that comments out the offending lines. Unrelated to that, the main menu title is now off-center, but everything works now, at least.
Beyond_Reality
Posts: 3
Joined: Mon Nov 30, 2020 1:57 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Beyond_Reality »

So I figured out what the problem is, since it only affects the second & third chapter of SoD:

Screenshot from the player setup in SoD chapter III while using the Consolidated TC:



Screenshot from the player setup in SoD chapter III while using the Wolf3D SoD:



Some textures in chapter II & III are not being loaded. The blocked stuff also appeared when before I adjusted my screen size almost a month ago. Don't know what's causing it, since the first chapter and Wolf3D seem to run fine, so it must be something from the new textures in II & III that aren't being recognized by the Wolf3D SoD batch but are being recognized by the Consolidated TC for some reason...
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HorselessHH
Posts: 6
Joined: Fri Apr 03, 2020 4:53 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Wolfenstein 3D TC (Version 3.0)

Post by HorselessHH »

So how do I do the SOD patch, the bat files aren't wanting to cooperate and my editing of them isn't helping. I'm also getting multiple decorate script errors, usually about 2-3.
D2 Mod Player
Posts: 78
Joined: Fri Jun 25, 2010 3:47 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by D2 Mod Player »

@Gamerwarrior117

Thank you so much for asking a year ago. I am still around and I have the project. At this point I need to reload my photo software and spend time and figure out if I remember how I was doing all that. I don't take notes. Problem is I get bored really quickly and I worked on this for months. All I've wanted to do is play games for the last year, and shooters aren't exactly my favorite game type anymore. :D

To start again I need to feel at peace and well balanced, this stuff takes alot of energy and is alot of work, despite that I loved working on it.

I am no longer loving ANY of the graphics last time I loaded it up. I'm too used to downscaled 4k and sharpened/filtered footage, but it still looks pretty good. Will be interesting when I start again what my new ideas are. :p

Also, I hope development has continued on this wolf 3D TC, I think it's fantastic. I'll check the thread again later.

UPDATE 6/26/21 - I actually started working on it again yesterday and made alot of changes to enemy graphics. The mutant and ALL the enemy bosses suffer the same issues where they won't pre-buffer in memory before the level loads, so the sizes have to be 512x512 and don't even remotely approach how good I can make it look in photoshop. In addition there's a hard cap on how large you can make an animation. In the last 20 hours I redid all basic enemies in 4096x4096 which the engine CAN handle scaled down to 2048x2048 (not zombie of course) and they look much better than initial screenshots, but bosses are 512x512, though I've found something that's more natural looking otherwise.

As far as needing to finish it, I need to complete some walls and that's it, though I'm likely to redo all objects as well. Working with higher and higher resolutions always seems to improve my results, then I scale them down. This is proven to be true with Nvidia's DSR technology. I run all my games with DSR and if you have a nvidia capable card (they all do it pretty much) DSR can improve this project as well once it releases to various effect, depending on your sensitivities to sharpness and blurring vs. detail.

Weapons already look good and won't be upscaled because they can have prebuffering issues as well. Walls may be upgraded depending on how ambitious I am, but those also looked already excellent overall.

I'll give a further update later if I keep this going!

UPDATE 6-30-21 Objects coming along much better than expected, the quality is through the roof compared to what they were a year ago. Taking my sweet time with it though. The engine seems capable of displaying the textures in 4096x4096, so the quality is amazing. So far not doing 3D models like I did 10 years ago, as it requires scripting and the results are often very poor depending on the object. The models are from the 90's from an old Wolf 3D source port. I may decide later to at least add the pillars, as they can be an eyesore and I had a good skin for them 10 years ago. :D

UPDATE 7-03-21 Objects are completed. My main progress has been understanding the limitations of the engine vs. modern day hardware. I not only have improved enemies over the last update, but I've reduced their size AND improved image quality simultaneously! This includes the objects I finished yesterday. The main hurdle ahead of me is completing the walls now, as I believe I need no further edits for other existing content I've worked on so far, I am quite pleased by it, which is rare in my time working on this over the last 10 years as technology improved and ideas flowed.

There is a possibility I will attempt to improve already completed walls/flats from last year, which would delay the completion of this project.

The reason I didn't finish this project last year is that I was constantly revisioning and improving for months until I literally burned out. That doesn't seem to be the problem this year, and after a very short time working I am excited to do more and see clear progress to completion. :)

UPDATE 7-07-21 All flats/walls are complete as of this morning. I redid a major Spear flat set from last year. I am now looking to redo others. I have never seen my project I've worked on, on and off for over 10 years, be so complete. I could upload it today if I wanted. But I am still working. When I lose motivation to improve or stop work on it, I will take some screenshots and upload the project. I just need to think of how to do it. When I do, I will make another post on this thread and make a NEW OP under the graphics sound mods. :D

Update 7-11-21 I have finished the project. I now need to figure out how to move forward. Right now I am going to sweep through the game and witness the execution of my new creation. I have not done lost levels, I kept that out to ensure I'd actually finish the original project.

Update 7-13-21 I have consistently given updates ever 4 days. Two days after I have been working on and improving textures, especially during my playthrough. I have about 75 levels to go on it and things have improved alot. I no longer anticipate any further problems.

Several big developments. I went to my old project from 10 years ago and plundered some of the textures from it. So far I've decided against more ceiling textures as they rob the experience of the original atmosphere. I like the more generic cement quality or steel quality rusted ceiling that doesn't bring attention to itself.

I found an AMAZING texture released free online about 12 years ago by someone who did Thief the Dark Project HD mod back then. He's a professional artist, or he was. I spent 4-6 hours making it seamless, which it was not in any shape or form, and I managed to preserve the original brilliance of it and make it fully seamless in the game. It's a true dungeon texture that really fits Castle Wolfenstein particularly well, a big improvement on my old screenshots of this project (aka floor texture that requires original art, as Wolf 3D never had a floor texture).

I found a TON of level sets I used to convert them to this TC! If I find time to play them I'll begin releasing them. The problem back then is most episode 5 mission 9 levels would not convert but I also have Spear level sets. I used to scour the Wolf 3D community for levels that weren't TC's in themselves and simply new levels, so I wouldn't have to do scripting work or remaster new graphics. And not all sets play perfectly with a few missing textures here and there. At least, that's how it was in 2011. :D

UPDATE 7-17-21 The playthrough is taking a number of days. It has paid off big time in increasing the quality of particularly the overhead lights and the Nazi decorations on the walls. I redid the German Sheppard and gave it it's own settings, it's subtly improved (will never be great).
I am VERY glad I'm taking the time to do this! It will greatly reduce the amount of uploads I need to do......

UPDATE 7-21-21 I am about completed with my playthrough and have done a great deal of modifications. Release is days off as long as I am well and have the time. :D
D2 Mod Player
Posts: 78
Joined: Fri Jun 25, 2010 3:47 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by D2 Mod Player »

Barring any major problems I may have caused, LOL, project is released! Lost levels is a separate project to ensure I don't get burned out.

viewtopic.php?f=46&t=72860
Gamerwarrior117
Posts: 116
Joined: Wed Jul 17, 2019 5:55 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Gamerwarrior117 »

D2 Mod Player wrote:@Gamerwarrior117

Thank you so much for asking a year ago. I am still around and I have the project. At this point I need to reload my photo software and spend time and figure out if I remember how I was doing all that. I don't take notes. Problem is I get bored really quickly and I worked on this for months. All I've wanted to do is play games for the last year, and shooters aren't exactly my favorite game type anymore. :D

To start again I need to feel at peace and well balanced, this stuff takes alot of energy and is alot of work, despite that I loved working on it.

I am no longer loving ANY of the graphics last time I loaded it up. I'm too used to downscaled 4k and sharpened/filtered footage, but it still looks pretty good. Will be interesting when I start again what my new ideas are. :p

Also, I hope development has continued on this wolf 3D TC, I think it's fantastic. I'll check the thread again later.

UPDATE 6/26/21 - I actually started working on it again yesterday and made alot of changes to enemy graphics. The mutant and ALL the enemy bosses suffer the same issues where they won't pre-buffer in memory before the level loads, so the sizes have to be 512x512 and don't even remotely approach how good I can make it look in photoshop. In addition there's a hard cap on how large you can make an animation. In the last 20 hours I redid all basic enemies in 4096x4096 which the engine CAN handle scaled down to 2048x2048 (not zombie of course) and they look much better than initial screenshots, but bosses are 512x512, though I've found something that's more natural looking otherwise.

As far as needing to finish it, I need to complete some walls and that's it, though I'm likely to redo all objects as well. Working with higher and higher resolutions always seems to improve my results, then I scale them down. This is proven to be true with Nvidia's DSR technology. I run all my games with DSR and if you have a nvidia capable card (they all do it pretty much) DSR can improve this project as well once it releases to various effect, depending on your sensitivities to sharpness and blurring vs. detail.

Weapons already look good and won't be upscaled because they can have prebuffering issues as well. Walls may be upgraded depending on how ambitious I am, but those also looked already excellent overall.

I'll give a further update later if I keep this going!

UPDATE 6-30-21 Objects coming along much better than expected, the quality is through the roof compared to what they were a year ago. Taking my sweet time with it though. The engine seems capable of displaying the textures in 4096x4096, so the quality is amazing. So far not doing 3D models like I did 10 years ago, as it requires scripting and the results are often very poor depending on the object. The models are from the 90's from an old Wolf 3D source port. I may decide later to at least add the pillars, as they can be an eyesore and I had a good skin for them 10 years ago. :D

UPDATE 7-03-21 Objects are completed. My main progress has been understanding the limitations of the engine vs. modern day hardware. I not only have improved enemies over the last update, but I've reduced their size AND improved image quality simultaneously! This includes the objects I finished yesterday. The main hurdle ahead of me is completing the walls now, as I believe I need no further edits for other existing content I've worked on so far, I am quite pleased by it, which is rare in my time working on this over the last 10 years as technology improved and ideas flowed.

There is a possibility I will attempt to improve already completed walls/flats from last year, which would delay the completion of this project.

The reason I didn't finish this project last year is that I was constantly revisioning and improving for months until I literally burned out. That doesn't seem to be the problem this year, and after a very short time working I am excited to do more and see clear progress to completion. :)

UPDATE 7-07-21 All flats/walls are complete as of this morning. I redid a major Spear flat set from last year. I am now looking to redo others. I have never seen my project I've worked on, on and off for over 10 years, be so complete. I could upload it today if I wanted. But I am still working. When I lose motivation to improve or stop work on it, I will take some screenshots and upload the project. I just need to think of how to do it. When I do, I will make another post on this thread and make a NEW OP under the graphics sound mods. :D

Update 7-11-21 I have finished the project. I now need to figure out how to move forward. Right now I am going to sweep through the game and witness the execution of my new creation. I have not done lost levels, I kept that out to ensure I'd actually finish the original project.

Update 7-13-21 I have consistently given updates ever 4 days. Two days after I have been working on and improving textures, especially during my playthrough. I have about 75 levels to go on it and things have improved alot. I no longer anticipate any further problems.

Several big developments. I went to my old project from 10 years ago and plundered some of the textures from it. So far I've decided against more ceiling textures as they rob the experience of the original atmosphere. I like the more generic cement quality or steel quality rusted ceiling that doesn't bring attention to itself.

I found an AMAZING texture released free online about 12 years ago by someone who did Thief the Dark Project HD mod back then. He's a professional artist, or he was. I spent 4-6 hours making it seamless, which it was not in any shape or form, and I managed to preserve the original brilliance of it and make it fully seamless in the game. It's a true dungeon texture that really fits Castle Wolfenstein particularly well, a big improvement on my old screenshots of this project (aka floor texture that requires original art, as Wolf 3D never had a floor texture).

I found a TON of level sets I used to convert them to this TC! If I find time to play them I'll begin releasing them. The problem back then is most episode 5 mission 9 levels would not convert but I also have Spear level sets. I used to scour the Wolf 3D community for levels that weren't TC's in themselves and simply new levels, so I wouldn't have to do scripting work or remaster new graphics. And not all sets play perfectly with a few missing textures here and there. At least, that's how it was in 2011. :D

UPDATE 7-17-21 The playthrough is taking a number of days. It has paid off big time in increasing the quality of particularly the overhead lights and the Nazi decorations on the walls. I redid the German Sheppard and gave it it's own settings, it's subtly improved (will never be great).
I am VERY glad I'm taking the time to do this! It will greatly reduce the amount of uploads I need to do......

UPDATE 7-21-21 I am about completed with my playthrough and have done a great deal of modifications. Release is days off as long as I am well and have the time. :D
glad to see its contuining again.

i shall update it for an hd playthrough.

sorry for the late response. been busy. my computers were out of commission.

im glad your doing well.

yeah shooters can get tiresome when playing so much of them, lol. im guilty of this as well.
D2 Mod Player
Posts: 78
Joined: Fri Jun 25, 2010 3:47 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by D2 Mod Player »

Wow, you are still around. :)

As I state in my OP, I recommend you wait, 1-2 weeks tops as long as I keep plugging along, before you really play it. But go ahead and download the current version if you want to check out progress. It's completed. :)

I'd love to see what you felt about the experience on my new OP for this mod. You motivated me alot last year but it just didn't get there, LOL.
Gamerwarrior117
Posts: 116
Joined: Wed Jul 17, 2019 5:55 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Gamerwarrior117 »

D2 Mod Player wrote:Wow, you are still around. :)

As I state in my OP, I recommend you wait, 1-2 weeks tops as long as I keep plugging along, before you really play it. But go ahead and download the current version if you want to check out progress. It's completed. :)

I'd love to see what you felt about the experience on my new OP for this mod. You motivated me alot last year but it just didn't get there, LOL.
oh yeah. i had my eye on it for quite sometime.

waited. im one of those die hard id software fans.

i did notice. the menus are all smooshed together. awhile the other mods doesn't.

when you have time, can you release a patch or fix for it? idk if thats on my end or not.
D2 Mod Player
Posts: 78
Joined: Fri Jun 25, 2010 3:47 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by D2 Mod Player »

Yes the menus are a mess. It's not my mod to fix. :D

I am just enhancing the game itself, unless I know how to run it with good menu's, I have no real interest in improving it. It runs doesn't it? :) Even if the menus were perfect I may not care. Some of it won't render in HD either and you use the original texture size (as far as I know anyway), so not alot you can do. I'm no expert on scripting, just enhancing the graphics. I haven't tried to add more frames to the weapons or anything either, just tweaking what's there.

For all I know my instructions to running the TC itself are incorrect. :) I use the ZDL launcher instead of the script files. Maybe there's a way to run those in ZDL too? I've no clue. :)
Gamerwarrior117
Posts: 116
Joined: Wed Jul 17, 2019 5:55 pm

Re: Wolfenstein 3D TC (Version 3.0)

Post by Gamerwarrior117 »

D2 Mod Player wrote:Yes the menus are a mess. It's not my mod to fix. :D

I am just enhancing the game itself, unless I know how to run it with good menu's, I have no real interest in improving it. It runs doesn't it? :) Even if the menus were perfect I may not care. Some of it won't render in HD either and you use the original texture size (as far as I know anyway), so not alot you can do. I'm no expert on scripting, just enhancing the graphics. I haven't tried to add more frames to the weapons or anything either, just tweaking what's there.

For all I know my instructions to running the TC itself are incorrect. :) I use the ZDL launcher instead of the script files. Maybe there's a way to run those in ZDL too? I've no clue. :)
no worries. i fully understand. the game playable though for overall.

there are some sound issues when guards don't respond and no sound shooting either therei s sound, just slow on the respond time and when firing. , i notice the clip on the ground are clipping on and off and the door is not suppose to be half way blocked when you kill a guard front of it.

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