WolfenDOOM (by Laz Rojas) update (final? version)

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: WolfenDOOM (by Laz Rojas) update

Post by Gez »

ZDoom loads wads in zip in alphabetical order.

So you can name them something like WD1_ORIGINAL.WAD, WD2_NOCT.WAD, WD3_ARTIC.WAD and whatever. Neither zips nor ZDoom are limited to 8.3 file names.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

As promised, here is version 2. I've addresed all the issues stated in this thread, no more EXE file (Why in the love of God that caused so much controversy is beyond me) and merged everything needed to play into a single file.

Original Missions: http://www.mediafire.com/?zhbo06jykmw7dao

Nocturnal Missions: http://www.mediafire.com/?9zcj7fqcxnbp3o1

List of changes:
New (and better) chaingun HUD sprite added
The health of enemies (and bosses) are doubled on fourth skill level (I Am Death Incarnate!)
A slightly edited title picture
E3M10 exit now leads to correct level
The Original and Nocturnal Missions have been seperated into two entities
All files required for playing have been packed into a single ZIP (PK3) file for convenience
Obituary messages for when enemies kill the player
Laz' modified EXE file removed!
Other minor changes and improvements

Happy hunting!
User avatar
Enjay
 
 
Posts: 26573
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Enjay »

This seems really good so far. It's a very nice repackaging and tweaking of a classic mod.
User avatar
Captain Proof
Posts: 1028
Joined: Wed Aug 27, 2008 8:51 am
Location: Henderson

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Captain Proof »

Are you planning on touching up any other Wolfendoom mods?Also, where there full rotations for these sprites before?
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

Full rotations for the guards you mean? Well, Laz did have a set of half-assed rotation for the attack and pain rotations but they were really bad and some of the enemy states were missing all together. These rotations are diffrent, and better, though still far from perfect. Done by DoomJedi i believe.
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Tormentor667 »

Enjay wrote:This seems really good so far. It's a very nice repackaging and tweaking of a classic mod.
Fully agreed
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

What's all this about "so far", unless more bugs turn up this is meant to be the final version. And, as mentioned earlier, I will not be doing any of the other WolfenDOOM scenarios atleast not anytime soon.
User avatar
Enjay
 
 
Posts: 26573
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Enjay »

The "so far" means I haven't played it right through yet. So what I have seen "so far" is good. Unless there is something wrong later on, I expect it to be good all the way. ;)

I would have played more but RL is busy and an arm problem prevents me playing for long periods. :(
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Tormentor667 »

CeeJay wrote:And, as mentioned earlier, I will not be doing any of the other WolfenDOOM scenarios atleast not anytime soon.
...aawwww... c'mon :wub:
User avatar
NightFright
Spotlight Team
Posts: 1375
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by NightFright »

Excellent update. I'll go and check out the Nocturnal Missions next, then. This is really good stuff for Wolf3D fans.
User avatar
armymen12002003
Posts: 1420
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by armymen12002003 »

nice update ive always hated the original weapons in this mod this gives a new fresh taste
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by SamVision »

The Hitler boss appears only without his suit.
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Tormentor667 »

That was already that way in WolfenDoom
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Gez »

One should not forget that it's all made out of dehacked. If you want advanced behaviors like a boss that goes through several forms, you'll have to use something more advanced than that.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

Gez wrote:One should not forget that it's all made out of dehacked. If you want advanced behaviors like a boss that goes through several forms, you'll have to use something more advanced than that.
Exactly. I did experiment with a multitude of diffrent ways of achieving this effect (Hitler jumping out of the suit) but none worked very well so I decided to scrap the whole idea all together and just give plain-Hitler same health as the mecha and plain version combined. The effect could have worked in vanilla Doom since it does not draw transparent sprites like ZDoom does nor make dropped items jump/bounce.

Return to “TCs, Full Games, and Other Projects”