I don't recall ArEyeP's original Spear Resurrection having enemies like that. They had more health and could use health items but they did not do more damage than regular Wolfenstein enemies.AFADoomer wrote:Yes, the enemies in his mod are more powerful than the original Wolf3D enemies.Captain J wrote:i see, i just pretty felt some differences between spear resurrection TC by Gilles and your classic wolf3d TC.
SR's enemies were so strong, and their single shots can make me killed. clones, the replacement of the mutant was really worse.
but that's the way how to make above gamers keep playin' and make them challenging.
so original SR was changed like this too? a modified enemies?
RELEASE: Wolfenstein 3D TC Version 3.1
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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.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
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Re: Wolfenstein 3D TC (Status Update, p. 54)
No, you're right. My reply was ambiguous.Woolie Wool wrote:I don't recall ArEyeP's original Spear Resurrection having enemies like that. They had more health and could use health items but they did not do more damage than regular Wolfenstein enemies.
The Spear Resurrection TC by Gilles was based off of an older version of my Wolf3D TC... The enemies' attacks have the same strength, but they are overall slightly more aggressive. In some cases, the frame durations weren't quite as accurate as the current definitions, so some enemies' re-fire rates were faster.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
understood again, i miss that good ol' verson AIs.
anyway lost level bosses are really need to reDECORATE. prof quarkblitz speak like his yonger age, axe screams like a mutant rather then fall and dies.
also few other bosses drops flame thrower, from mac and jagur console wolf3d. but not gold key. it was intensional?
i just played this verson with automatic dos program. so that's wrong or other thing is wrong?
anyway lost level bosses are really need to reDECORATE. prof quarkblitz speak like his yonger age, axe screams like a mutant rather then fall and dies.
also few other bosses drops flame thrower, from mac and jagur console wolf3d. but not gold key. it was intensional?
i just played this verson with automatic dos program. so that's wrong or other thing is wrong?
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Re: Wolfenstein 3D TC (Status Update, p. 54)
Hey AFADoomer,
I just playtested the Wolfenstein 3D TC in COOP and noticed, that when I look at another human player firing his weapon, always the same sprite is rendered ("PLAYF0.png") regardless of the direction that player is facing... what are the chances if I provide the other angled sprites, for them to be included/used by the Wolfenstein 3D TC ?
I just playtested the Wolfenstein 3D TC in COOP and noticed, that when I look at another human player firing his weapon, always the same sprite is rendered ("PLAYF0.png") regardless of the direction that player is facing... what are the chances if I provide the other angled sprites, for them to be included/used by the Wolfenstein 3D TC ?
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Re: Wolfenstein 3D TC (Status Update, p. 54)
What version of the TC are you playing? Please try the development build and let me know if these issues are still there. The only enemies that ever would have dropped flame throwers or rocket launchers are the Doom replacement enemies (that is, the slightly modified enemies that will show up in Doom levels if you play them with the TC, versus the normal ones that are in the TC levels)...Captain J wrote:understood again, i miss that good ol' verson AIs.
anyway lost level bosses are really need to reDECORATE. prof quarkblitz speak like his yonger age, axe screams like a mutant rather then fall and dies.
also few other bosses drops flame thrower, from mac and jagur console wolf3d. but not gold key. it was intensional?
i just played this verson with automatic dos program. so that's wrong or other thing is wrong?
I'd be happy to consider them... They'd need to match the original sprites (i.e., gray jumpsuit with no belt) for me to add them. Nothing that I've found out there really looks good enough for me right now.oneofthe8devilz wrote:Hey AFADoomer,
I just playtested the Wolfenstein 3D TC in COOP and noticed, that when I look at another human player firing his weapon, always the same sprite is rendered ("PLAYF0.png") regardless of the direction that player is facing... what are the chances if I provide the other angled sprites, for them to be included/used by the Wolfenstein 3D TC ?
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Re: Wolfenstein 3D TC (Status Update, p. 54)
In recent (but not most current, apparently) dev builds, the player would not stop animating when he stopped walking; he'd run in place. I fixed that with something like this:
This sets the player back to the standing position if he's totally stopped moving.
As of the newest build, though, firing the gun once forces him to stop animating his walk, and he now slides around the world, Gumby-style. It looks like you have a 1-tic jump loop in the Spawn state now.
Code: Select all
PLAY ABCD 4 A_JumpIf(velx+vely+velz==0,"Spawn")
Loop
As of the newest build, though, firing the gun once forces him to stop animating his walk, and he now slides around the world, Gumby-style. It looks like you have a 1-tic jump loop in the Spawn state now.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
Thanks! The sliding/running in place has been bugging me. I re-worked the player Spawn state a bit, and added a line similar to what you posted fix the issue...
I had to add the other states from DoomPlayer that contained 'Goto Spawn' lines and point them to the new 'Stand' (used to be Spawn.Marked) state, and that fixed the animation issues.
I had to add the other states from DoomPlayer that contained 'Goto Spawn' lines and point them to the new 'Stand' (used to be Spawn.Marked) state, and that fixed the animation issues.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
Looks pretty nice.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
ey, now finally lost levels bastards drops key, thanks for that, but unfortunatly, sound problem didn't changed.AFADoomer wrote:What version of the TC are you playing? Please try the development build and let me know if these issues are still there. The only enemies that ever would have dropped flame throwers or rocket launchers are the Doom replacement enemies (that is, the slightly modified enemies that will show up in Doom levels if you play them with the TC, versus the normal ones that are in the TC levels)...
still prof quarkblitz's voice is same as barnacle like a his young age. and axe screams like a UBERmutant and fall without metallic sounds. i thought he have a mind and can talk but silent person.
well, if i can tell more problems, those pushwalls still blinking. at next update, can you fix that out?
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Re: Wolfenstein 3D TC (Status Update, p. 54)
I just noticed that I cannot start a coop game with the "SVN Version".. no matter what I enter as warp value it will always return the following error message on both peers "Could not find map E1M0/E1M1".
Any hints ?
Any hints ?
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Re: Wolfenstein 3D TC (Status Update, p. 54)
Hey AFADoomer, there's a problem with the Spear of Destiny lost mission bosses and the spear with their sounds except for Submarine Willy. They don't quite sound the way they suppose to sound except for the devil incarnate, but there's also a sound problem with him. Now then, Professor Quarkblitz has Barnacle Wilhem alert and death sounds, The Axe has the Ubermunant death sound, the robot has the death knight death sound and the lost missions spear has the normal spear of destiny spear sound when you pick it up. and the devil incarnate will keep saying his alert sound even though he already been alerted. i hope you can fix the sound for these bosses and the spear and make them sound like they're suppose to sound. But other than the sounds problem for the Lost Missions bosses and the spear, i enjoy playing this. This is really good. Nice work.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
another thing is that the health in the lost missions like plate of food and medikit are invisible. you can touch them, it just that you can't see them. So like you never know where health like those are when you need it. i hope you fix that too.
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Re: Wolfenstein 3D TC (Status Update, p. 54)
I don't understand this statement. What pushwalls are blinking?Captain J wrote:...those pushwalls still blinking. at next update, can you fix that out?
Try using +map instead of -warp... The levels were renamed as E?L? instead of E?M? a while back... So 'zdoom.exe -warp 1 1' becomes 'zdoom.exe +map e1l1'.oneofthe8devilz wrote:I just noticed that I cannot start a coop game with the "SVN Version".. no matter what I enter as warp value it will always return the following error message on both peers "Could not find map E1M0/E1M1".
Any hints ?
Fixed this one... There were typos in the texture definitions.Jink565 wrote:another thing is that the health in the lost missions like plate of food and medikit are invisible. you can touch them, it just that you can't see them. So like you never know where health like those are when you need it. i hope you fix that too.
I'll work on getting the sounds fixed. Not sure what's going on there, unless I have some resources misnamed. [edit]Should be fixed now... Missed changing some sounds in the Decorate code. That's what I get for playing without sound most of the time...[/edit]
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Re: Wolfenstein 3D TC (Status Update, p. 54)
Thanks for fixing those two problems. The invisible health bug and the sounds for the Bosses. Now it's all good for the lost missions. Once again, thanks.AFADoomer wrote:
Fixed this one... There were typos in the texture definitions.
Should be fixed now... Missed changing some sounds in the Decorate code. That's what I get for playing without sound most of the time...[/edit]
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Re: Wolfenstein 3D TC (Status Update, p. 54)
thanks for fix sound troble, you did a great job!
every pushwalls are blinking after pushed up, sometimes even keep blinking before i pushed it.
i hope about somebody fix 'em up.
Spoiler:talking problem, this. from classic first secret at E1M1.
every pushwalls are blinking after pushed up, sometimes even keep blinking before i pushed it.
i hope about somebody fix 'em up.