RELEASE: Wolfenstein 3D TC Version 3.1
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- whiteboy567
- Posts: 165
- Joined: Wed Sep 22, 2004 2:02 pm
- Location: Odamex
- Contact:
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.
- MartinHowe
- Posts: 2094
- Joined: Mon Aug 11, 2003 1:50 pm
- Preferred Pronouns: He/Him
- Location: East Suffolk (UK)
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?).
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!
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!
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
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.
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.
OK, here we go...
New version here:
http://www.mooload.com/new/file.php?fil ... D_Demo.zip
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- 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.http://www.mooload.com/new/file.php?fil ... D_Demo.zip
AFADoomer wrote:I just realized that my Wolf3D speeds up if I Alt-Tab in and out of it.
- 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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- Instant Weapon switching
-- Added/Fixed
- Error with knife sprite KNIFE0 alignment fixed
http://www.mooload.com/new/file.php?fil ... D_Demo.zip
Crappy file mirror here:
http://www.filefactory.com/?3195a4
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
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
- whiteboy567
- Posts: 165
- Joined: Wed Sep 22, 2004 2:02 pm
- Location: Odamex
- Contact:
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 gameAFADoomer 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.
Last edited by whiteboy567 on Sun Jun 25, 2006 12:19 pm, edited 1 time in total.
