RELEASE: Wolfenstein 3D TC Version 3.1

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D2 Mod Player
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

Thanks. Didn't read alot of it because it's highly technical. The only thing I'm worried about is the dates of the posts go to 2008 with nothing afterword. It also sounded like the programming theory behind the project was difficult and something not done before accurately. So not an easy task.
MrShotgun34
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by MrShotgun34 »

The commands for the TAB-I and TAB-G cheat don't seem to work. Only the MLI cheat seems to work.
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wildweasel
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by wildweasel »

MrShotgun34 wrote:The commands for the TAB-I and TAB-G cheat don't seem to work. Only the MLI cheat seems to work.
I don't think ZDoom is even capable of recognizing the tab key in cheats, especially since in the console, the tab key is used to autocomplete commands. Stick with the zdoom-specific "god" and "give all" commands instead.
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AFADoomer
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by AFADoomer »

MrShotgun34 wrote:The commands for the TAB-I and TAB-G cheat don't seem to work. Only the MLI cheat seems to work.
You can bind keys to the aliases for those commands in the controls menu, or use the console command...

By default, they are bound to:

Code: Select all

Key	Console Command
\		wolf3dmli
i		wolf3dtabi
g		wolf3dtabg
If you already had something bound to g and i, then you'll have to rebind the others (or use the console command directly).

So they're not really recognized as originally in the game, as wildweasel said, but you can still use them.
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

If I recall there was another member of this forum awhile back that wanted to make graphics updates to this TC. I wonder if he/she is still working on that and what they did?

Anyway, such a project is extremely ambitious. The only way I was able to bring it near a close before running out of gas a few months ago is because I was unemployed for quite awhile and had a great deal of free time (one man show after all). Consider graphic updates for Doom. Most of these use model replacements for enemies. That can literally change 50-60 frames of animations into one skin. I have to edit thousands of frames, often multiple times. :)

If when I started I knew how to do it all it would have taking 1/2 to 1/3 of the time but then there'd be no fun in it. Also, if I knew the difficulty in it all before starting....

This is a great forum because there are so many creative minds, get a kick out of reading about these projects. It's amazing how powerful creating your own work can be in a given individuals life, one of the most rewarding things a person can do for himself. Create something that's truly his. Just so everybody knows how much I appreciate the modding community at whole. And they do things I'd never do myself (I only have one life to live after all) but can add to them to make them better. :P
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Kilian
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Kilian »

AFADoomer, please, check your e-mail.
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Kilian
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Kilian »

Yeah :)

I will be short -- almost 2 month I was working on HQ expansion to this TC. Now, when I got author's (AFADoomer) permission for upload my work to public use, I think to share some screenshots:

Image Image Image Image Image Image Image Image Image Image Image Image

Screenshots, anyway, can't show all new in-game atmosphere. Okay, what's done already:

- 16 bit weapon sprites (with alpha channel)
- Absolutely all textures changed to HQ 512x512, ceiling and floor included
- Dynamic lightning (from floor/ceil lamps - soft)
- Most of game graphics changed to HQ sprites/3d models
- New skies (i.e. skyboxes), different for Wolf3D and SOD
- HQ wall decals
- Ejecting casings (heh.. influence of time)
- New wall puff effect
- Brightmaps
- Level with Angel of Death is graphically improved
- New sounds (old ones are not hearing good with new atmosphere)
- Game-play (ACS) was not changed. I just correct it a little for making possible to change ceilings.
- Something, that i forgot?

What's left to be done:

- Replace few sprites to high quality
- Graphically correct some sprites
- Understand, why ejecting smoke in chaingun eats ammo :O)

Far feature plans:

- Replace enemies sprites from renders of 3D models from RtCW
- Enhance the atmosphere more. Some ambients sounds/EAX, maybe

I can not say anything about the timing, but very hopeful that soon it will be available ...
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Project Shadowcat »

I hope those puddles of blood on the ground can be "picked up" like before. They actually helped your health if it was low enough.
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perfectpitchrob
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by perfectpitchrob »

Floors 17 and 18, are they new to this set? I'm liking the way this looks so far!
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Project Shadowcat
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Project Shadowcat »

perfectpitchrob wrote:Floors 17 and 18, are they new to this set?
They always were in Spear of Destiny.
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Kilian
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Kilian »

Okay, here is a first public version. Most of work is done already. You need latest version of GZDoom for play. Installation is simple, just unpack my archive to any situable folder, and extract there GZDoom's archive. You will get something like this:

Image

To start Wolfenstein 3D, run: _Wolf3D-HQ.bat
To start Spear of Destiny, run: _SOD-HQ.bat

Important: You do not need original TC's archive to play.

All other information, including legal, can be found in readme_en.txt inside archive.

Download links (non-russian mirrors will be available some later), 47.6 mb., 7-zip:
http://files.mail.ru/I9FZ8S
http://ifolder.ru/18675046
http://webfile.ru/4632090

For unpacking you need latest version of 7-Zip (9.15 beta), or WinRAR (3.93)!

Please remember, that this is just first release!

Right now I just need some rest because I feel exhaustion after all these days of work :/

Project Dark Fox, original blood pools still can be drinked, I do not change game-play.
perfectpitchrob, yes, 17 floor is a Ramparts level from SOD.
Last edited by Kilian on Tue Jul 27, 2010 8:51 am, edited 1 time in total.
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SamVision
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by SamVision »

@Kilian Woah, holy crap dude! Your HQ pack is f*cking awsome! Everything looks and feels new but still retains the Wolf3D feel. Add some new flamethrower graphics (and maybe some nazi sprites) and this would be complete.
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

I can post a few shots of my work if nobody objects (and I figure out how, but that shouldn't be hard).

I really like what he's done in several areas. :)

Very nice Spear of Destiny like stone walls replacing the current HD pack, and several others that are really great. Nice sky. On my version I only have sky for the outdoor areas on the edge of each level (like when you escape episode 1). Very nice lights. :)

If you really do replace the enemies with the previous ID game that would be awesome. While I've done way more then you have, especially in the weapons area, I admit to not know how to port over those models for enemies. Is it really technical or are you able to do a direct port? While I've enhanced the original sprites a great deal, especially bosses, 3D models are just dang cool and nothing can beat them. That is the one major flaw in my project. I have however replaced all the stationary objects making the game look much better. I also admire the skin on the pillars, it's top notch. I used a free texture myself that looks much higher resolution for the pillars but your version has it's own style and merit, it's nice and bumpy which I like, it adds depth to the level. Some of my walls are 1024x1024 and it's good I didn't go higher since the pushwall skin is double size and that's the limit of the engine. :)

I really like the way you've done metal, this isn't something I've finished yet and am struggling a bit to come up with something. So great job.

AFA Doomer

There's one other bug I don't think I've reported. I wouldn't mind some confirmation to make sure it's not on my end. This doesn't occur in Spear or the original 6 episodes but it does in Lost Levels when it's converted. All levels convert in Lost Levels fine but there's one or two that crash upon load. I managed to fix the problem by removing one bone/skeleton type for another. It's been along time, but it may be type four. I hope it's nothing I've done that caused this error.
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ZDG
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by ZDG »

This looks absolutely great, how did i miss this?
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Kilian
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Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Kilian »

Thank you all for good comments! :)

SamVision, aha, flamethrower and rocket launcher was not changed now. This because of all work was made only for classic wolf/sod, where these weapon do not appears. I hope to redone them in next release. Rocket smoke is also looks crappy -- I think about make it looks like similar to Quake III.

But what do you mean about nazi sprites? Enemies? If so, maybe it will be realized, but requires *lot* of work.

D2 Mod Player, sure, upload your screenshots, it is always interesting to see how different players can realize what they want in one game. Really, my aim was keeping original game atmosphere, it was required lots of work - find similar texture, correct it to Wolf-style, etc. Similar with sprites and models (example). What about 3d models - i refuse to use a lot of them now in few reasons: 1) models can not be precached, and loading only when player see them. This sometimes makes a ~second lag. Problem is reported at GZDoom forum already. 2) Similar model's skin and skybox textures (these ones was sized down to 512x512 - i tried to make 64x64 box with skybox textures outside map to make them precached while map is loading, but this good idea does not seems to work).

ZDG, you do not miss anything, this is only and first release. I was not upload any screenshots/news, until AFADoomer gives me his permission to upload my work for public. :)

P.S. If someone can tell me non-russian mirror for upload, please do it. I will upload mod there.
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