RELEASE: Wolfenstein 3D TC Version 3.1

For Total Conversions and projects that don't otherwise fall under the other categories.
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Krillancello
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Post by Krillancello »

AFADoomer wrote:There are also problems when enemies open and close doors, and you're 'fighting' with them... I've been playing with it for a while, and haven't been able to find a good way to NOT end up sending the door going too far in one direction sometimes.
Well, theoretically only the open-wait-close sequence would need enemy activation; an enemy chasing after the player wouldn't want to close the door in front of them. But yeah, I don't think there's an easy way to get around it. It's a start on the general path of the goal, though.
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AFADoomer
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Post by AFADoomer »

I think I've figured out a way... It's not 100% perfect, but the doors don't get lost or fly off somewhere...

New version up:
http://afadoomer.servehttp.com/wolf3d/downloads.html

All episodes are updated, and I uploaded the most recent version of the conversion tool and source.

Changes:
  • Doors open and close on command (Thanks for the effort Krillancello - I didn't even know about the Polyobject Overrides...)
    Enemies block doorways, even when they die.
    Ceilings change to correct colors.
    Mutant damage reduced to 4
I think that's all... There may have been a few other small changes, but I don't remember.

The conversion tool is now able to convert 99% of the original levels with no problems, including placing properly scripted finales where the Exit Triggers were, without touching the .wad with any outside editor.

The only level that's given me problems is E1L3; the conversion tool crashes, but I can open the .wad up and fix one sector's light and ceiling, and it's complete.
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Krillancello
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Post by Krillancello »

AFADoomer: How did you fix it? :o

Also, it may just be me, but the viewpoint seems low. I feel like a midget when playing. :lol:
Last edited by Krillancello on Sun Jul 16, 2006 5:07 pm, edited 1 time in total.
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BouncyTEM
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Post by BouncyTEM »

great. :D
I can't name any problems with this myself. There probably are but I know I can't name them. :)
Get to work on SoD sometime please? :)
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AFADoomer
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Post by AFADoomer »

Krillancello wrote:AFADoomer: How did you fix it? :o

Also, it may just be me, but the viewpoint seems low. I feel like a midget when playing. :lol:
Honestly? I'm not sure... I didn't really use your script, just took the commands and fiddled with it until it worked...

I've put my ACS on the downloads page, too... Some of it's pretty messy, but if you look at script 1, you can see what I did.

The height is actually pretty close to the original game... If you play it, you're about nose-high to the door handles.
Bouncy wrote:great. :D
I can't name any problems with this myself. There probably are but I know I can't name them. :)
Get to work on SoD sometime please? :)
Get to work on it?

I have to script the finale and fine tune all of the bosses (Or let Bashe yell at me about them :D), and It'll be done.
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Krillancello
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Post by Krillancello »

AFADoomer: It looks to me like you fixed it by adding some variables to check the state of the door, which I hadn't bothered with.
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Shadelight
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Post by Shadelight »

How the heck do you use the WinWolfMaptoWad?
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whiteboy567
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Post by whiteboy567 »

Sweetness! Damn seems to crash Gzdoom. Works in Zdoom though. Yeah awesome the doors work well. Only problem i have with them is that the doors still shut on the player and pushes them back if they're on the track. Anyway to fix this?
Last edited by whiteboy567 on Sun Jul 16, 2006 5:36 pm, edited 1 time in total.
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AFADoomer
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Post by AFADoomer »

KingofFlames wrote:How the heck do you use the WinWolfMaptoWad?
Click 'File'
Click 'Open Wolf'

Type in the paths to your files. i.e.:
C:\Games\Wolfenstein 3D\maphead.wl6 and
C:\Games\Wolfenstein 3D\gamemaps.wl6
(It'll save these in the future, so you don't have to type them in every time)

Click 'OK'

Use the Styles menu to change Various aspects of the conversion.
If you want to run a map with the TC:
Change the Flats to 'CEILING' and 'FLOOR'
Change the Light Level to 255
In 'Other Options', uncheck the first box ('Include 16 pixel panels above walls')

Next, click 'File'
Click 'Convert Map'

Choose the map you want to convert from the list.
If this is a custom map that uses Floor type 0, check the box.

Under 'Doom Level Name', enter the internal map name you want to use (i.e. "E1M1").
Under 'Doom WAD Name', enter the output .wad file that you want (i.e. "testmap.wad").

If you're making the map for the TC, click the 'Full Conversion' checkbox.

Choose a format.
'Original Format' is Doom only.
'Extended ZDoom' is ZDoom/Hexen Format (Select this for the TC)

Leave the 'Allow guards/monsters' box checked.

Click 'OK'
whiteboy567 wrote:Sweetness! Damn seems to crash Gzdoom. Works in zdoom though. Yeah awesome the doors work well. Only problem i have them is that the doors still shut on the player and pushes them back if they're on the track. Anyway to fix this?
GZDoom hasn't been updated with custom player classes yet, unfortunately... Soon! (I hope).

No, there's no way to fix that. At least it doesn't squish you.
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Bashe
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Post by Bashe »

Argh, I can't use GZdoom...guess I won't be playing it.
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AFADoomer
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Post by AFADoomer »

Bashe wrote:Argh, I can't use GZdoom...guess I won't be playing it.
ZDoom works fine... Just not GZDoom yet. So you should be able to play...
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whiteboy567
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Post by whiteboy567 »

Woah hitler died as soon as he came out his armor o_o.
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Krillancello
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Post by Krillancello »

whiteboy567 wrote:Sweetness! Damn seems to crash Gzdoom. Works in Zdoom though. Yeah awesome the doors work well. Only problem i have with them is that the doors still shut on the player and pushes them back if they're on the track. Anyway to fix this?
I don't remember the original Wolfenstein behavior in this respect, but I do know that with Polyobjects you can't really make the doors act like regular Doom doors (when they're closing and an actor is in the way, regular Doom doors stop and then open back up... doesn't seem like Poly's can do that without some crazy, hardcore, xxKB ACS scripting).

As for not pushing the player, I think it has the same problem; the Polyobj closing can't really be interrupted. It will go x units in direction y at speed a.... if something's in its way, it'll try to displace that something out of the way and if it can't, it'll just wait to finish its move. The only way I could think to make it not push the player is to script the door so that it moves one unit at a time, and the script would have to designate that if the door were unable to perform the one-unit move (which would be because something was in the way), it would then have to either stop moving or move the other way as many units as it was able to move before it hit the obstruction.
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Enjay
 
 
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Post by Enjay »

IIRC, if there was anything blocking the closure of a door in Wolf, it didn't even attempt to close until the blockage was clear. Thus, if the blockage was something that was not going to move (eg a corpse) the door never attempted to close and just stayed fully ajar for the rest of the game.
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AFADoomer
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Post by AFADoomer »

Enjay wrote:IIRC, if there was anything blocking the closure of a door in Wolf, it didn't even attempt to close until the blockage was clear. Thus, if the blockage was something that was not going to move (eg a corpse) the door never attempted to close and just stayed fully ajar for the rest of the game.
That's right...

Right now, the doors do stay open, but they attempt to close... so the door may be partially closed, but propped open by a corpse, or someone standing in the doorway.
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