RELEASE: Wolfenstein 3D TC Version 3.1

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Sodaholic
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Sodaholic »

If anything like this is made, may I request that you can use multiple attacks can be fired at once, and that it can have spread, like A_FireBullets? (this would be interesting to use for a shotgun attack)
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NeuralStunner
 
 
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by NeuralStunner »

Why not a flag for A_FireBullets, which diminishes damage by range, up to the max range parameter?
Gez
 
 
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Gez »

Sodaholic wrote:If anything like this is made, may I request that you can use multiple attacks can be fired at once, and that it can have spread, like A_FireBullets? (this would be interesting to use for a shotgun attack)
Tell me how an attack that is purely a range check can feature spread. There can be spread for Doom's hitscan functions since they trace a line at a specific angle and find out what's along the way, allowing them to hit targets other than what was aimed. The Wolf3D attack, however, just checks that line of sight is possible, and if so, rolls randomly whether it hits or not, rather than simulate the bullets' trajectory. That's why you can be hit even if there are enemies in between the shooter and you.

Spread is therefore just not meaningful.
NeuralStunner wrote:Why not a flag for A_FireBullets, which diminishes damage by range, up to the max range parameter?
Would make more sense.
The_River_Man
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by The_River_Man »

I seem to have encountered an error upon attempting to play SoD using the latest version of GZDoom (1.5.6).

Script error, "SoD.pk3:actors/sod/enemies.txt" line 1:
Parent type 'WolfRocket' not found in WolfRocketSoD
Script error, "SoD.pk3:actors/sod/enemies.txt" line 36:
Parent type 'HansGrosseEasy' not found in TransGrosseEasy
Script error, "SoD.pk3:actors/sod/enemies.txt" line 525:
Parent type 'FatFaceEasy' not found in BarnacleWilhelmEasy

Execution could not continue.

3 errors while parsing DECORATE scripts

Any help would be appreciated.
Sodaholic
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Sodaholic »

Perhaps it's somehow not loading the base mod? (regular wolfenstein)
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Chex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Chex »

D2 Mod Player wrote: I'm assuming this means for sets like Lost Levels that it would automatically import any custom music/sound/graphics and importing them manually is no longer needed?
About the lost levels, I downloaded this yesterday and Spear of Destiny didn't seem to have all 3 sets of levels. Is there going to be the sets of lost levels? If not, I can probably replace maps and stuff unless I don't know what I'm in for.
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AFADoomer
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by AFADoomer »

Mega answer post ahead...
D2 Mod Player wrote:I'm assuming this means for sets like Lost Levels that it would automatically import any custom music/sound/graphics and importing them manually is no longer needed?

Would it still make Wad files for each level of every episode or would it run straight from the WL6 files?

Would this development make it so any level sets with changed level names from default wouldn't need a hex editor to import the levels into ZDoom format? You have to do that currently so most more modern level sets will even convert with the command prompt level converter (the best version).
If I ever get this cleaned up enough for inclusion in ZDoom, then, yes, any graphics (sounds planned eventually) from mods designed for the original engine should be automatically added.

Right now, I'm still requiring external map conversions... I'm not sure if I'm that ambitious as to try to integrate the map conversion tool into ZDoom (or that it's really even appropriate to do so).

Sets with changed level names should convert just fine already using the command line conversion tool... How are you trying to convert them?
Blzut3 wrote:The code to load the wl6 files is more or less a big hack (for example vgagraph requires loading a matching vgadict and vgahead file). Not to mention you more or less have to hard code it to specific data files (ECWolf uses a lump remapping system, AFA's modifications make adjustments based on chunk counts), so I'm surprised you would actually consider it. :p
Hey, I'm not done, yet! :-p And I agree that this is one big hack - though no more so than the Build support. The reason that I went a different route (at least for now) for the lump remapping is that ZDoom already has the Textures lump, which works for now... It would be great if there were some way to change defined textures based on what assets are loaded, but I don't know if that's even feasible (i.e., some kind of ifisloaded(example.wad){} type statement).
The_River_Man wrote:I seem to have encountered an error upon attempting to play SoD using the latest version of GZDoom (1.5.6).
Read the directions. Put all of the SoD and Wolf3D files in the same folder.
Chex wrote:About the lost levels, I downloaded this yesterday and Spear of Destiny didn't seem to have all 3 sets of levels. Is there going to be the sets of lost levels? If not, I can probably replace maps and stuff unless I don't know what I'm in for.
I've never converted the graphics or levels. Both were done by someone else at one point (2008, I think), but everything would need to be reconverted for the newer versions, anyway.
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by D2 Mod Player »

Chex wrote: About the lost levels, I downloaded this yesterday and Spear of Destiny didn't seem to have all 3 sets of levels. Is there going to be the sets of lost levels? If not, I can probably replace maps and stuff unless I don't know what I'm in for.
Lost Levels is a nickname. They are called, "The Ultimate Challenge" and, "Return to Danger" as a separate add-on pack. I've already fixed crash bugs and reconverted them and added sounds and alot of graphics. I probably won't release it when I release the main project and will make this an extension to my main body of work. I started Lost Levels much later so there's alot of work to do but have at least fleshed out a style and how to replace many of the walls/sprites. Except doors Lost Levels will look radically different compared to the main Wolf 3D project as it has a bizarre look and I had to find something that would fit.

If I happen to find my original files (reformatted) I can simply reconvert them for the new version. I can't really release them now because my enemy graphics aren't done (working but not done) and that's required to play them. Also the walls are totally different and would require work by anybody who wanted to play them to change them around. I'll think about it if there's more requests and see if I can organize them properly to release them before the whole project is done so people can play this set with original graphics. But there'd be sprite issues, so not really all that appealing unless I finish the whole project first. Anyway, looks like AFA Doomer says someone else converted them, I hope all the levels are playable like my version.

AFADoomer wrote:Right now, I'm still requiring external map conversions... I'm not sure if I'm that ambitious as to try to integrate the map conversion tool into ZDoom (or that it's really even appropriate to do so).

Sets with changed level names should convert just fine already using the command line conversion tool... How are you trying to convert them?
"maptowad.exe -head "C:\Games\WOLF3D\TCs\gzdoom-r553\MapToWad\maphead.wl6" -data "C:\Games\WOLF3D\TCs\gzdoom-r553\MapToWad\gamemaps.wl6" -map "Prison Lwr Level" -name E1M1 -output E1M1.wad -format zdoomtc

maptowad.exe -head "C:\Games\WOLF3D\TCs\gzdoom-r553\MapToWad\maphead.wl6" -data "C:\Games\WOLF3D\TCs\gzdoom-r553\MapToWad\gamemaps.wl6" -map "SS Central" -name E1M2 -output E1M2.wad -format zdoomtc"

This is an example of one level set. This one was easier because in general changing to the names of the internal level sets works. Other level sets didn't seem to work as well. I can see their exact name in either a level editor or hex editor but your conversion tool still can't always see the level to convert it. It's simply not accepting the name from the command. Then I have to use the hex editor to change their names to something really simple like "01" to say "60", create a batch file to do this quickly, and execute it (run it :) ). I think I heard that often when changing default level names it adds unseen symbols into the name making it impossible to duplicate them. The reason might be that it was a simple hack before full Wolf 3D level editors were around and it wasn't exactly 100% foolproof. If you want I can try to find a level set that won't convert properly and send it to you to see if you have the same problem. It would just take some time because I did all this at least a year ago. :)

Maybe there's something simple I'm not doing right. Some of these sets were released by Apogee and very early sets, they are freeware now (they released about 1000 levels in one pack).

As far as if we still need to convert to WAD files. I think removing WAD requirement entirely would not only make it more difficult for you but it might make it even worse for someone trying to convert levels. But it's been awhile since I've done level conversions and I'm still trying to think of the reasons. I would be absolutely fine with still needing to convert them the old fashioned way. There's no point in making it so difficult you never come out with it. :)

So would I need to reconvert my already converted 1000 levels (not playtested or bugs removed, simply converted only) for the new version to be truly compliant for your new version?

Thanks for the answers by the way. That was great.

_____________

Concerning behavior of the original vs. this TC. This update would make projectiles work more similar to the original I'm hoping. In the TC, the way it is now, enemy soldiers can be taken out very easily with the same amount of ammo as if they were much closer, as long as you aim correctly. In the original it causes you to waste ammo if you fire at them that far away because the efficiency of the weapon dramatically drops. This is one of the major reasons this TC doesn't feel like the original. In this case it would be a good change because we are adding complexity to the game and making the player come up close and personal where actual damage from enemies is real instead if simply snipering them to death on long corridors. Some gameplay elements are certainly not desirable because the whole point in having the game in this newer engine is to have modernized gameplay.

The only other thing I would like to see a change in is enemies firing too often (and as a result I think their damage done is reduced per bullet). I'm no pro with ACS/Decorate by any means but I've worked a bit with someone else on an unannounced project and there's an issue with enemy sprites not updating enough to have the same seamless smooth movement this TC has. From what I understand having the enemy fire more often is a byproduct of making enemies move seamlessly instead of having more jittery updates. My knowledge to this is very limited, it's just an observation. So in this case I wouldn't be surprised if things stayed the way they are.
The_River_Man
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by The_River_Man »

The main reason I love this Zdoom mod is because it allows me to use my ps3 controller.
Good stuff.

If I may suggest something (I don't know if it is a realistic request, or not), it would be awesome if both SoD expansions were added, as well as Spear Resurrection, and Spear End of Destiny (Two spectacular Wolfenstein 3d mods found here: www.areyep.com).
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by BlueFireZ88 »

Let's stick with the official ones first before going on with anything else. Though, that brings up the question: Will maps and wads for Wolf 3D be compatible with the TC?
Gez
 
 
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Gez »

AFA, do you have any feedback to suggest for this?
BlueFireZ88 wrote:wads for Wolf 3D
This does not exist.
D2 Mod Player
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by D2 Mod Player »

Gez wrote:
BlueFireZ88 wrote:wads for Wolf 3D
This does not exist.
I'm sure he means wads created with this TC.
The_River_Man wrote:The main reason I love this Zdoom mod is because it allows me to use my ps3 controller.
Good stuff.

If I may suggest something (I don't know if it is a realistic request, or not), it would be awesome if both SoD expansions were added, as well as Spear Resurrection, and Spear End of Destiny (Two spectacular Wolfenstein 3d mods found here: http://www.areyep.com).
Sure that would be awesome but wouldn't that be a whole other project? I mean I don't know about those particular mods but Wolf 3D TC's these days use modified version of the original engine, they are even often custom made for that TC. Many projects are based on the best modified versions with the permission of the author but that's no guarantee they didn't change something else. I would think that would be a nightmare. If I'm wrong about that it would make me happy, but I doubt it. :|
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Gez »

D2 Mod Player wrote:I mean I don't know about those particular mods but Wolf 3D TC's these days use modified version of the original engine, they are even often custom made for that TC.
A necessity imposed by the design of the engine, which has no unified resource manager and instead hardcodes every reference to data... If you want to make a Wolf mod, you have to use a custom engine, even if just to change a couple of #define values.
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Blzut3 »

AFADoomer wrote:Hey, I'm not done, yet! :-p And I agree that this is one big hack - though no more so than the Build support. The reason that I went a different route (at least for now) for the lump remapping is that ZDoom already has the Textures lump, which works for now... It would be great if there were some way to change defined textures based on what assets are loaded, but I don't know if that's even feasible (i.e., some kind of ifisloaded(example.wad){} type statement).
At least build doesn't require up to 3 interdependent files to be loaded based on the file extensions and hard coded names! :p I could see the vswap code being accepted based on that argument, but that's about it.
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by D2 Mod Player »

Gez wrote:A necessity imposed by the design of the engine, which has no unified resource manager and instead hardcodes every reference to data... If you want to make a Wolf mod, you have to use a custom engine, even if just to change a couple of #define values.
Blzut3 wrote:At least build doesn't require up to 3 interdependent files to be loaded based on the file extensions and hard coded names! :p I could see the vswap code being accepted based on that argument, but that's about it.
Humble beginnings for John Carmack. :o Probably the best graphics engine designer in the world. And now he's also a leading rocket engineer as well! If you ask me, one of the greatest minds of our generation.
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