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Hello all you wonderful people, episode 1 of Chalice of Glory has been released, so what does this include?
- 13 levels, all original
- 13 enemies, 5 original, 8 new to game
- 9 weapons, 4 original, 5 new to game
- original & new audio files, original & new music
And so on.
You'll need the VSWAP file from either Wolfenstein 3D or Spear of Destiny therefore it's recommended to get a steam version
Spoiler: Changelog 1.3.1:
- Fixed E1L1 Gates (Main had this fix, wasn't in Ep1 branch managing 2 branches was tiring)
Changelog 1.3:
General:
- Random enemies will now drop their assigned item
- Fixed gibs all spawning in one spot sometimes, also made gibs spray out in a smaller radius if the actor had more health when gibbed, and a larger radius if they had less health
- All line-blocking levels are now prepared for Episode 2, due to this we are sure every mid texture is blocking properly, including wooden fences now blocking line of sight properly
- Startup screen no longer blacks on opening console, startup restarts instead
- Demo tag removed from startup screen
- Improved lighting system
- Guard corpse now has the correct color
- Life being activated now displays a blue flash
- Life now displays 1 on the HUD when you have a life
- Corrugated big door texture was changed
- Cyborg Dog & Flametrooper now have 31% pain chance
- Cyborg Dog now has new gibs
- Removed damagefactor increase on higher difficulties which should help tone down the amount of ridiculous damage hitscanners can do
- Super Blaster takes 1 less tic to fire
- New read this/help menu
- Level select allows you to see skill selected & a preview of the map
- Menu size has been fixed
E1L2:
- Fixed blue door not being able to be opened from the back
- Water is now wet
E1L3:
- Fixed end door
- Multiple enemies are now set to ambush
- Textures at end are now correct
E1L4:
- Truck linedef cleanup
E1L5:
- Multiple enemies are now set to ambush
- Texture alignment fixed
- Sound blocking in a few areas fixed
- Fixed non-animated water texture
E1L6:
- Put some guards on Ambush
- Remote bigdoors now have their own texture
E1L8:
- Line now unblocks properly in gold door room
- Fixed gold key skill flags
Special Thanks to:
Mifu
James Paddock
Skulltag Wolf3D Team
Wolfenstein 3D Originally created by:
Id Software
Wolfenstein 3D is property of Id Software and Apogee Software, the development team of the fan made sequel Wolfenstein 3D: Chalice of Glory respects these rights.
Last edited by NachtIntellect on Sat Jun 22, 2024 8:01 am, edited 22 times in total.
Played the first level and a bit. I feel like there's a bit too little texture detail/contrast. In this scene, for example, the back wall past the ledge just looks like a continuation of the ledge as a single solid wall.
You can't really use lighting to fix this due to the Wolf3D aesthetic, but Wolf3D did use "darker" variants of textures to fake lighting contrast. Something like this may be useful.
I also felt the bits I played leaned too heavily on the new flamethrower, which was the only weapon I could find/use outside of the Pistol, to the point where it kind of exposed its biggest flaw: You can't see what you're shooting at!
The new assets seem pretty well done, though, I'm interested in seeing more.
Wiw wrote: ↑Tue Feb 28, 2023 11:57 am
I like it, but why do I need to have the VSWAP from the original game? I'm playing fan levels, not the original, am I not?
Legal protection which is necessary when you’re including entire data sets from commercial games.
Kinsie wrote: ↑Mon Feb 27, 2023 11:08 pm
Played the first level and a bit. I feel like there's a bit too little texture detail/contrast. In this scene, for example, the back wall past the ledge just looks like a continuation of the ledge as a single solid wall.
Image
You can't really use lighting to fix this due to the Wolf3D aesthetic, but Wolf3D did use "darker" variants of textures to fake lighting contrast. Something like this may be useful.
Hey there Kinsie, first of all thank you for the feedback muchly appreciated, here's what we are doing to somewhat fix it, and I've done this for several places with a ledge for the time being, it should at the very least allow for determination on where there is a floor above an area, we are also going to have a texture and color mode for the flats and ceilings which should further help to distinguish between floors, infact AFADoomer has already implemented it, I am just now waiting on textures.
Kinsie wrote: ↑Mon Feb 27, 2023 11:08 pmI also felt the bits I played leaned too heavily on the new flamethrower, which was the only weapon I could find/use outside of the Pistol, to the point where it kind of exposed its biggest flaw: You can't see what you're shooting at!
If I recall there was a specific setting for GZDoom to render sprites transparent? I'll have to have a look at it when I have the time if not then it's just simple for us to implement our own for things like the Flamethrower, Flame Trooper and the upcoming Heavy Flamethrower. Yeah those first 2 levels put you in a lot of close quarters situations, I am likely going to merge and overhaul the first 2 maps for episode 2 launch, they were just small enough for the player to get used to early combat.
Kinsie wrote: ↑Mon Feb 27, 2023 11:08 pmThe new assets seem pretty well done, though, I'm interested in seeing more.
Thank you very much, I cannot express my thanks enough to people like Sgt Shivers, JoeyTD, Atina, Nex & AFADoomer
Just some early screenshots of E1L1, waiting for all the assets to be finalised then I am going to see if I can get some people to participate in making maps, ain't no way I am doing 7-9 levels by myself.
Anyway I've been busy we've decided to add a new wall shader which AFADoomer worked, which automatically shades the east and west walls, we lose a bit of detail on those darker textures and it may look a bit odd but it was put in place cause I was a little sick of changing textures, you can call it lazy if it turns out to be an issue well it means I am going to have to make dark textures from all of out current which is quite frankly, a pain in the ass that inflates the amount of textures.
Spoiler: Spoiler that will not actually stop the images from loading but helps trim down the fat of the post, ridiculously long spoiler name
I've been made aware that there was an issue with the MD5 checker, this is a critical bug that needed to be addressed asap. I have since cherry picked a commit from AFA that fixed this and have released a new version: https://cdn.discordapp.com/attachments/ ... d8cc191a4&
Well today is the day I guess, I don't really have a lot to say, I didn't keep a specific changelog this time, if I did there would be a lot of changes I will note a change of something other people may have not been fond of I did make some changes to the way the flametrooper and flamethrower works, basically a lot of you felt pressured and so now the flame trooper does 1 damage per projectile, he can still melt you, it just feels better. The flamethrower also does more consistent damage per projectile.
Also Mizuki_Jun did the level design for E1L3, I forgot to add them into the main credits
Spoiler: I'll note a few problems with Episode 1:
- There is still a lack of enemy types, therefore skill 4 feels like I am sending the same thing after you in later levels episode 2 will fix this, I'm not going to shoehorn in random enemies from episode 2, I have a vision on how everything should work and how it should be introduced, the core aspects and the introduction to the gameplay was something I wanted to do first
- The dynamic lighting system all while is in there isn't exactly perfect, I think it requires more of a hand in managing the lighting in the level itself
- We don't have all the textures for flats and ceiling textures yet but we do have some noise textures for fully textured mode
- On E1L4 there is a secret level you can get however it's time based you must reach the exit before the PAR time, this is a concious design choice, I don't expect everyone to be able to reach it
- We had planned co-op out but unfortunately we cut it on the last month, we were missing several firing/pain angles for all the enemies as such you could play co-op but the enemies don't have angled firing or pain frames
Episode 2 will start with all enemy types from episode 1 available, all-while I won't make the first level an absolute asshole of a level episode 2 will be 10 maps so I can show you how those weapons and enemy types really shine, oh and there'll be some very good flame weapons in Episode 2, I will be looking for more level designers for Episode 2.
I'll have a teaser for episode 2 later either this month or next month before I jump onto the prototype for Eternity Blitz, the top priority is fleshing out the enemy types further in Episode 2 so I will do that
Here are my plans for episode 2, this is fairly amibitious the biggest point I want to make is that Episode 2 should 100% focus on fleshing out enemy types, I've hidden the things that could potential spoilers behind a spoiler so open them at your own risk, also while I am here I am indeed seeking new level designers, drop me a DM if you are interested.
Spoiler: Episode 2 plans:
10 levels, 3 remixed from demo, 2 levels are getting combined into 1 (Names to be revealed later)
7-8 new enemies:
Cyborg, SS Spy, Blitzer, Falcon, Jet Trooper, 1 Secret Enemy, possibility of 1 additional heavy & 1 Boss
3 new weapons:
Tier 2 Spear, Tier 3 flame weapon, Tier 4 Heavy Flamethrower
3 new traps:
Darts, Spear trap, Boulder (Destroyable)
New interactables:
Lever, target switch, oil splotches (For burnable walls)
1 new mutation:
Random levels
Episode 2 will come with it's own set of textures, we will also be using 1's we already have just we want to expand the texture base and give every level it's own unique feel, speaking of here's a teaser for the 1st level which see's BJ in a submarine
Another announcement is I will be going away from this project for a while, I am working towards my goal of getting Eternity Blitz funded anyway I've updated Chalice of Glory Episode 1, there's a pretty nasty crash that we are hoping to fix with this but we are also expecting it to pop up again `https://www.dropbox.com/scl/fi/j9ep1o7s ... 1fes7&dl=0
The original post has also been updated with some new screenshots from Episode 1
Spoiler: Changelog V1.1:
General:
- Removed Spoiler thing
- No, rotten sewers is not a ghost town and ghosts do not live there, this is propaganda
- All barrels are green while we figure out a fix for certain users getting stack overflow (May still occur, we are considering it's a hardware issue)
- Credits are now correct
- Super Blaster now deals twice as much damage on explosion with increased range on last 2 explosions
Level specific:
E0L0:
- The greatest injustice in life has been fixed, chickens can now spawned
- All other spawns fixed
- No more brown guard sky texture, much to everyone's dismay
- Music selection fixed, make sure to play some dank tunes
E1L5:
- Fixed Softlock in secret, BJ got a little too excited, went for a swim and never came back
E1L6:
- Fixed projectile blocking on warehouse glass
E1L7:
- Par time is now 1:30; May make boss harder, we'll see