For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
That sounds really nice. I'll have to give it a spin. When I get to my project again I'd love to try adding graphics to it if it feels it's a complete experience and there's improvements. And for all I know the old mod could eventually fail completely like others have.
I've been greatly appreciative of your efforts over the years. Bridging Wolfenstein in a middle ground between the original and Wolfendoom was pretty exciting for me. Particularly back when I first joined this board and discovered this little gem. And various modders giving you helpful suggestions for things like pushwalls that were originally a struggle. The journey has been exciting and quite a community co-op.
I've uploaded a second beta that fixes a few things and adds a few features that were in the original TC that were missing.
Changed points handling to use an event handler, so any killed enemy (even custom or stock Doom) will give the player points
Optional Jaguar-style fullscreen HUD, and cleaned up default Alt HUD
Added items that can be placed by map authors, but have no effect on the original maps:
- Flame Thrower weapon and ammo
- Rocket Launcher weapon and ammo
- Wolf-themed Berserk Pack
- Knife pickup and Pistol pickup
- Breakable Stone Columns
- Explosive Oil Drum Variant
External map compatibility: If you load the mod as a PWAD on top of Doom or Doom 2, you can play the original Doom maps or any third-party maps, with the Doom enemies/weapons /etc. swapped out for Wolf3D enemies and items
Fixed menu music not stopping when saving/loading
Cleaned up menu code and items, and exported strings to Language lump
Added old player sprites back in for completeness - I'd like another set, but need to find cleaner ones
Last edited by AFADoomer on Mon Oct 24, 2022 4:37 pm, edited 1 time in total.
D2 Mod Player wrote: ↑Mon Oct 17, 2022 1:08 am
That sounds really nice. I'll have to give it a spin. When I get to my project again I'd love to try adding graphics to it if it feels it's a complete experience and there's improvements. And for all I know the old mod could eventually fail completely like others have.
I've been greatly appreciative of your efforts over the years. Bridging Wolfenstein in a middle ground between the original and Wolfendoom was pretty exciting for me. Particularly back when I first joined this board and discovered this little gem. And various modders giving you helpful suggestions for things like pushwalls that were originally a struggle. The journey has been exciting and quite a community co-op.
Thanks!
I don't think your mod will fail... At least not completely. The graphics, maps, and thing IDs that I used in this version are intentionally the same and follow the same naming/numbering conventions as the old version of the TC.
I'm having some issues with the Spear mission packs. Selecting either one still takes you to the original SoD's levels, but with the weapons from the mission packs. And switching to the fullscreen hud and back causes those weapons to appear lower and more obscured by the status bar. EDIT: Turns out that's the case for all weapons. I thought I'd tried it with the id weapons without it happening, but it seems I was mistaken.
SiFi270 wrote: ↑Mon Oct 24, 2022 2:24 pm
I'm having some issues with the Spear mission packs. Selecting either one still takes you to the original SoD's levels, but with the weapons from the mission packs. And switching to the fullscreen hud and back causes those weapons to appear lower and more obscured by the status bar. EDIT: Turns out that's the case for all weapons. I thought I'd tried it with the id weapons without it happening, but it seems I was mistaken.
Drat. Definitely a typo there. I've updated the download with a version 2a of the beta with a fix.
Any plans to support "Wolfenstein 3D - 30th Anniversary Edition" (Episodes 7, 8 and 9)???
Not at the current time.
I don't think the mod author particularly wants people ripping his sprites and sounds and reverse engineering his code in less than six months since mod release... Though it does have some nice details - gibbing and burning sprites for Nazis and dogs, impact sprites for syringes and flames, and flamethrower and rocket launcher sprites that I don't recall seeing before - plus some new decor and item objects that are nicely done.
The author also used an obfuscated palette to deter ripping graphics - though since the palette is rippable from the .exe, that's not really an obstacle if you know what you are doing.
Wolfenstein 3D - 30th Anniversary Edition tips:
Spoiler:
Play the mod with "-boomers" as the command line parameter (instead of "-goobers") to enable cheat mode.
Activate by pressing Shift+Alt+Backspace during gameplay, as in Wolf3D, but use Backspace+[Key] to turn on the cheats (e.g., Backspace+G = god mode, Backspace+I = all items, Backspace+Q = quit, etc.)
Any plans to support "Wolfenstein 3D - 30th Anniversary Edition" (Episodes 7, 8 and 9)???
Not at the current time.
I don't think the mod author particularly wants people ripping his sprites and sounds and reverse engineering his code in less than six months since mod release... Though it does have some nice details - gibbing and burning sprites for Nazis and dogs, impact sprites for syringes and flames, and flamethrower and rocket launcher sprites that I don't recall seeing before - plus some new decor and item objects that are nicely done.
The author also used an obfuscated palette to deter ripping graphics - though since the palette is rippable from the .exe, that's not really an obstacle if you know what you are doing.
Wolfenstein 3D - 30th Anniversary Edition tips:
Spoiler:
Play the mod with "-boomers" as the command line parameter (instead of "-goobers") to enable cheat mode.
Activate by pressing Shift+Alt+Backspace during gameplay, as in Wolf3D, but use Backspace+[Key] to turn on the cheats (e.g., Backspace+G = god mode, Backspace+I = all items, Backspace+Q = quit, etc.)
Ohhhhh! Thanks for the tip! Now I fully understand "why not" at moment!
I noticed in the latest beta that the contoller menu is not showing up. I can still map controls in the other menus, but adjusting what each axis does is currently not possible. The menu just shows up blank.
Edit: To clarify, it's the "configure controller" menu that is blank.
TheBeardedJedi wrote: ↑Tue Oct 25, 2022 10:18 am
I noticed in the latest beta that the contoller menu is not showing up. I can still map controls in the other menus, but adjusting what each axis does is currently not possible. The menu just shows up blank.
Edit: To clarify, it's the "configure controller" menu that is blank.
Do you mean the "Controller Options" menu? The one that starts with "Enable controller support"?
As a temporary workaround, enter 'g_defaultmenus 1' in the console to fall back to using the standard GZDoom menu drawing code.
So yes, it's the screen that says "configure controller" at the top, after I select my specific controller attahced under the "controller options" menu. It's the menu that has controller sensitivity, axis configuration, etc directly on it. Using that suggestion you gave is a great workaround for now. Thanks so much.
Normally the options under that menu are completely invisible if I don't use the "g_defaultmenus 1" option.
Now, just so I know for sure, but the pre-compiled release only has the shareware levels and you need to build it yourself using the full game and mission pack data to get all the levels, correct?