RELEASE: Wolfenstein 3D TC Version 3.1

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Kinsie
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Post by Kinsie »

It's very nice right now! My only recommendation would be some form of proper player graphics, and maybe some co-op/multi starts. Apart from that, it's close to perfect, and and I look forward to the rest of the episodes!
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whiteboy567
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Post by whiteboy567 »

Yea this is awesome. Keep up the great work on it, i have some minor gripes with it though. The rate of fire for the machine gun is faster then original. The enemies can hit each other while in the original they couldn't. This can pose a problem in the later levels as there are some rooms filled with them and they'll just slaughter each other. Anyways awesome work.
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MartinHowe
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Post by MartinHowe »

:shock: It's almost like the real thing, complete with cheesy weapon sprites! :shock:

This ROCKS. This is "the DOOM IWAD that id forgot"!

Only serious gripes are the intermission music doesn't finish before the next level starts, the system stats display says "Press a key" but doesn't wait for you to do so, and Wondering About My Loved Ones is missing from the menus (not sure that's fixable in ZDoom, though; can music be changed in the menus?).
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Nash
 
 
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Post by Nash »

First of all, this is simply F#@KING AWESOME.

Almost like the real thing! Mad props to you for creating a faithful recreation of the original game.

There are a bunch of minor stuff though.

A) Polyobj bleeding here and there throughout the maps.

B) Maybe it's just me but sometimes I feel a little too tall.

C) In your Wolf3D CFG, you should remove bobbing and up/down mouselook.

D) When I finished the bonus level, the text offset at the intermission screen (the one that says you got 15000 points) looks a bit weird. I'm playing in 640x400.

Other than that, simply awesome. Can't wait to play the other episodes!
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Siggi
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Post by Siggi »

Nash wrote:B) Maybe it's just me but sometimes I feel a little too tall.
It's not just you.
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Kinsie
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Post by Kinsie »

The latest GZDoom fixes the height I believe.
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Enjay
 
 
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Post by Enjay »

Stunning. It was good before and it just got much better. As others have said, it's hard to believe you're not playing some sort of Wolf based port. The illusion is so good and so complete. This may well be the most convincing other-game based TC ever.
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Kinsie
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Post by Kinsie »

The only real differences between real Wolf and this that I've seen so far are...

1.) Non-stationary unalarmed enemies wander randomly instead of following a defined patrol. As preparing a defined patrol route would mean irritating ACS stuff, this is a decent alternative.

2.) Player's too tall. Fixed in GZDoom.

3.) Some enemies wake up upon seeing me, but their friends right next to them remain oblivious to their shout, because they haven't seen or heard me specifically. Probably some hacky fix to this, but really it's just how the Doom engine rolls.

So yeah, an INCREDIBLY accurate port.
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Nash
 
 
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Post by Nash »

I'd just like to add that, when I said "polyobj bleeding", I meant the sliding doors. Even in the first level, just check all the doors outside... one of them has an obvious bleed.

EDIT: Oh, two more things:

1) Weapons should switch instantly.

2) The Lives system doesn't seem to work...
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AFADoomer
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Post by AFADoomer »

OK, here we go...

Code: Select all

- Some form of proper player graphics
  -- Planned, but time consuming.  Probably in the future.

- Co-op/multi starts
  -- I'm planning to do this for a few maps, and release a multiplayer pack.
  -- I'll also have to rewrite the scripting to account for multiple players.

- The rate of fire for the machine gun is faster then original
  -- Fixed.  I just realized that my Wolf3D speeds up if I Alt-Tab in and out of it.

- The enemies can hit each other while in the original they couldn't
  -- I don't think this can be fixed due to the way the engine works

- The intermission music doesn't finish before the next level starts
  -- This is because I made the transition automatic, and didn't want it to sit there too long.
  -- Possibly will change in the future.

- The system stats display says "Press a key" but doesn't wait for you to do so
  -- This is because it's a titlemap.  You can't actually interact with it.
  -- I originally wanted people to get the most experience without having to use the .cfg
  -- Probably will be changed to a map loaded via the .bat file

- Wondering About My Loved Ones is missing from the menus
  -- Limitation of ZDoom

- Polyobj bleeding here and there throughout the maps
  -- Irritating and annoying.  I hate polyobjects.  
  -- This is also why the secret doors are still standard, not polyobjects.

- Sometimes I feel a little too tall
  -- Limitation of ZDoom.  Fixed in GZDoom.

- In your Wolf3D CFG, you should remove bobbing and up/down mouselook.
  -- 'movebob 0' added.  Though I don't really like it, it is more like the original game.

- The text offset at the bonus level intermission screen looks a bit weird
  -- Fixed

- Non-stationary unalarmed enemies wander randomly instead of following a defined patrol
  -- Limitation of my patience...  A_Wander works reasonably well, I think.

- Some enemies wake up upon seeing me, but their friends right next to them remain oblivious to their shout
  -- Where is this?

- Weapons should switch instantly
  -- Limitation of ZDoom (I think?)

- The Lives system doesn't seem to work
  -- OK, it WAS working, but not on the first level, or if you cheated to get to a level.  Fixed.
New version here:
http://www.mooload.com/new/file.php?fil ... D_Demo.zip
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Enjay
 
 
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Post by Enjay »

AFADoomer wrote:I just realized that my Wolf3D speeds up if I Alt-Tab in and out of it.
:laff:
- Weapons should switch instantly
-- Limitation of ZDoom (I think?)

http://www.zdoom.org/wiki/index.php?tit ... erProperty

Look for PROP_INSTANTWEAPONSWITCH


The Mooload download seems to be broken at their end ATM. :(
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AFADoomer
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Post by AFADoomer »

Code: Select all

- Instant Weapon switching
  -- Added/Fixed

- Error with knife sprite KNIFE0 alignment fixed
New download here:
http://www.mooload.com/new/file.php?fil ... D_Demo.zip

Crappy file mirror here:
http://www.filefactory.com/?3195a4
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Nmn
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Post by Nmn »

Because, as much as I regret saying that, both of your links fail hard (filefactory should rot in hell for all those procedures a person must go through) here comes DRDTeam to the rescue!

http://paul.drdteam.org/Stuff/Wolf3D_Demo.zip

Next time pm a link on Rapidshare, or somewhere I can download stuff quickly, so I can host it on DRD ;)
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Enjay
 
 
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Post by Enjay »

Thank you kindly en-em-en. :D
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whiteboy567
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Post by whiteboy567 »

AFADoomer wrote:OK, here we go...

- The enemies can hit each other while in the original they couldn't
-- I don't think this can be fixed due to the way the engine works.
Hm isn't there a way to make all the enemies the same class or something like that. Another minor thing is the speed of the player, this can be changed to as it was done in massmouth 2. Thanks for the fixes, this is becoming closer and closer to the real game :)
Last edited by whiteboy567 on Sun Jun 25, 2006 12:19 pm, edited 1 time in total.
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