Brutal Wolfenstein 3D 6.0-"Confrontation" Update!

Projects that alter game functions but do not include new maps belong here.
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ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

The Snake wrote:Hey there,

First off, I absolutely love the work you've done with Brutal Wolf. I've been having a blast with it! Secondly, I apologize in advance for what you'll likely assume is an annoying "noob" post. But here goes:

I was interested in playing co-op with a friend; but every time I try to run it through Doomseeker/Zandronum I get the following error:
Script error, "BW-V4.5.pk3:language.enu" line 1610:
Expected '=', got 'ifgame'.
I figured this project is specifically designed for single play through ZDoom, but I thought I'd check with you and get your input (plus, I did see someone post somewhere else that they had success with BW in Zandronum).

Your thoughts? :)
My mod work on Zandronum 3.0. I know that is consigliable the 2.1.2. for doomseeker,but i must delete too much stuff for make my work compatible with this version.I'm sorry.I'm waiting an official zandronum 3.0 from long time.
sweety80
Posts: 39
Joined: Thu Jun 30, 2016 10:37 pm

Re: Brutal Wolfenstein v4.5[Update]

Post by sweety80 »

Thank you for making...

and Hi-Res resolution pack by freelanzer is here...http://www.mediafire.com/download/jtfre ... olfTex.pk3

source:
Laz Rojas' remakes of Wolf 3D for Doom
http://www-personal.umich.edu/~jimw/games/
Last edited by sweety80 on Sun Jul 31, 2016 12:15 am, edited 7 times in total.
sweety80
Posts: 39
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Re: Brutal Wolfenstein v4.5[Update]

Post by sweety80 »

+high resolution pack video
https://youtu.be/yWAvImqoeAM
Last edited by sweety80 on Mon Jul 25, 2016 3:04 am, edited 4 times in total.
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CyborgParrot
Posts: 23
Joined: Sat Feb 07, 2015 5:32 am
Graphics Processor: nVidia with Vulkan support

Re: Brutal Wolfenstein v4.5[Update]

Post by CyborgParrot »

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ZioMcCall
Posts: 574
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Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

CyborgParrot wrote:Gggmanlives Reviewed this.

https://www.youtube.com/watch?v=-8erThH8V7Q
Yeah,i saw because i follow his channel.
a tmartn apology
Posts: 1
Joined: Sat Jul 09, 2016 7:17 pm

Re: Brutal Wolfenstein v4.5[Update]

Post by a tmartn apology »

The mod won't work for me. When I drag the BW-MusicPack.wad and the BW-V4.5.pk3 files to gzdoom, the little window reads at the bottom:

Tried to register class 'Grenade' more than once.

Execution could not continue.

Script error, "BW-V4.5.pk3:actors/weaps/thomp.txt" line 16:
"weapon.bobrangex" is an unknown actor property
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wildweasel
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Re: Brutal Wolfenstein v4.5[Update]

Post by wildweasel »

If you're getting that problem, you may need to get a newer version of GZDoom. This pinned thread has the specifics.
sweety80
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Joined: Thu Jun 30, 2016 10:37 pm

Re: Brutal Wolfenstein v4.5[Update]

Post by sweety80 »

It seems a bit overkill. I hope hoping to lower levels.
sweety80
Posts: 39
Joined: Thu Jun 30, 2016 10:37 pm

Re: Brutal Wolfenstein v4.5[Update]

Post by sweety80 »

flashlight addon by Cammy : http://www.mediafire.com/download/33qp7 ... hlight.pk3
-setting guide-
options -> customize controls -> dark doom's toggle flashlight: set "f"
options -> display options -> opengl options -> preferences -> sector light mode : doom

footstep sound addon by The Zombie Killer : http://www.mediafire.com/download/3pncy ... tsteps.pk3

Reshade SweetFX 2.0 preset by me :
https://sfx.thelazy.net/games/preset/5880/

enjoy...
thank you ZioMcCall
Last edited by sweety80 on Mon Jul 18, 2016 12:47 am, edited 1 time in total.
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Vorcheskivan
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Re: Brutal Wolfenstein v4.5[Update]

Post by Vorcheskivan »

This is pretty good, but I think it could do with a bit more polish, namely, the level design, grammar, and assets.

It doesn't have to stray too far away from the original wolfenstein, but the corridors should be widened and the height raised so it feels much less claustrophobic, especially considering the increased pace of the game (and, to a lesser extent, FOV).

Also, you might want to have a translator help you, because some of the sentences don't really make much sense, e.g. "You drank in a pit!" when it should be "You drank from a pit!".

You should also consider asking the creator of Castle Totenkopf SDL to use some of his sprites and sound assets, they'd fit right in after a bit of editing, however this can be considered optional.
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Wolfbrf
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Re: Brutal Wolfenstein v4.5[Update]

Post by Wolfbrf »

the weapons are cool, i just miss a shotgun and a launcher. also, can be fun if you make a version without Maps(to play using other mappacks, some player dont like the way how wolf3d maps work), anyway, good work.
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Frozenwolf150
Posts: 324
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Re: Brutal Wolfenstein v4.5[Update]

Post by Frozenwolf150 »

Just recently found out about this mod from the aforementioned review, and I'm loving it so far. I do have a few comments and suggestions. Apologies if they're redundant, because I haven't read through the entire topic.

* Bug: In E4M1 there are two secret areas in the dirt-walled maze in the southeast right before the exit. For the secret in the middle of the bottom row, the door can not be opened more than once, which means it's possible for the player to get stuck inside the secret. I had to use 'noclip' to get out. (The other secret door works fine.)
* A lot of areas are way too dark, which is obviously not how they were in the original game. The maps could use more lighting sources, since there is no flashlight or light amp items. Or you could add night vision goggles to the game, since those were used by Germany in the 1930s and WWII, so they wouldn't be out of place in a Nazi base.
* The enemies drop way too much ammo. I'm playing on the hardest difficulty and frequently end up with more ammo than I can actually use, which takes much of the challenge away. For example, when guards drop their KAR98K rifles, each one has 20 rounds; yet you can only carry a max of 50. The only time I ever ran low on ammo was fighting the twin clones of Hans Grösse in the maze of E2M8.
* I really like the new weapons and the variety you added. The Rojas is my favorite, and I wish it showed up more often because the game is lacking a shotgun. However, I've found that a few of the weapons are next to useless. I almost never use the MG42 because it kicks bad, has a slow firing rate, disables your special moves, and the STG44 is a far more effective alternative. Also, I found the Panzerschreck in E4M2, but I don't get much use out of it because it only seems to knock enemies over rather than do much damage.
* Would it be possible to bring back the Death Cam for when you defeat the episode bosses? When I kill them, they're often too far away, and it's too dark, to see their death animations.
Last edited by Frozenwolf150 on Sat Jul 23, 2016 2:48 pm, edited 1 time in total.
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ZioMcCall
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Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

Thank you for feedback.For now,i'm working about a little Undertale's mod but when i finish with this,i'll back on this project.I want change a lot of things.
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drfrag
Vintage GZDoom Developer
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Re: Brutal Wolfenstein v4.5[Update]

Post by drfrag »

Your project is pretty cool but i'm afraid multiplayer doesn't work that well. I've been trying coop and there are missing items, guards and even decorations at least in map01. Perhaps you could use cled (patcher) to fix that. Also it's easy getting out of ammo.
By the way i think the kar98 rifle it's pretty much useless in wolf3d since it's too slow and too many guards drop them.
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Frozenwolf150
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Re: Brutal Wolfenstein v4.5[Update]

Post by Frozenwolf150 »

ZioMcCall wrote:Thank you for feedback.For now,i'm working about a little Undertale's mod but when i finish with this,i'll back on this project.I want change a lot of things.
I had to make a correction above. The MG42 does stunlock enemies, it's just hard to tell because it sprays shots all over the place, so it's not as likely to get consecutive hits. I do find it useful for racking up the Brutal bonuses on crowds of enemies though.
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