[3DGE] "Blitzkrieg!" WWII/Wolf3D mod (enemy tracer attacks)

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jdredalert
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Re: Chris' WWII/Wolf3D gameplay mod (coming soon)

Post by jdredalert »

Thank you CeeJay. Mind if i study/learn from your mods? There are a lot of things on 3DGE that still a mystery for me. I just started two days ago and i feel that it has as much potential as ZDoom does, perhaps even more.
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Re: Chris' WWII/Wolf3D gameplay mod (coming soon)

Post by CeeJay »

jdredalert wrote:Thank you CeeJay. Mind if i study/learn from your mods? There are a lot of things on 3DGE that still a mystery for me. I just started two days ago and i feel that it has as much potential as ZDoom does, perhaps even more.
By all means, just try not to right-out copy anything. Both ZDoom and 3DGE have their pros and cons, they are very different from each other. However, from a technical standpoint I think ZDoom has surpassed it with what you can accomplish and the removal of limitations. 3DGE on the other hand is incredible easy to understand and edit, thanks to DDF/RTS which is still pretty powerful and basically "programming for dummies" (lol). Tools and documentation is a bit short though.

This might be useful: http://3dfxdev.net/edgewiki/index.php/Main_Page
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Jeimuzu73
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Re: Chris' WWII/Wolf3D gameplay mod (coming soon)

Post by Jeimuzu73 »

YukesVonFaust wrote:
MJ79 wrote:I like the dual wielded MP-40s - the weapon selection also kinda resembles that of the SDL version of Wolf3D mod Castle Totenschloss.
That was Wolf Skevos-Jones (WSJ)'s Castle Totenkopf.
My bad. Castle Totenschloss was the name of a fangame I made based on Castle Totenkopf, so the name kinda stuck for a while.
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jdredalert
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Re: Chris' WWII/Wolf3D gameplay mod (coming soon)

Post by jdredalert »

CeeJay wrote: By all means, just try not to right-out copy anything.
Oh, don't worry CJ, it's not like i'm gonna copy-paste from your code, it's more like the basics. From how to sort the files inside the wad file and such, however there's a lot of aesthetic stuff in your in mods like Doom4ever that i know how to do in ZDoom but i had no idea on how to reproduce in 3DGE (for example, the crack knuckles/pistol reload animation when you start a map). Seeing how you done it gave me a lot of directions, thank you!

Now, in order to not derail your thread, how long this upcoming mod will be? A single episode or two, or you're aiming at a full scale 32 maps megawad? Will the maps be long, short or average?
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Re: Chris' WWII/Wolf3D gameplay mod (coming soon)

Post by CeeJay »

Title says "gameplay mod". No levels.

EDIT: You can always either store the DDF files internally (inside your WAD) or externally. I find it easier to work with keeping them externally and then import them once the project gets near completion. It's more user friendly with a single WAD file containing everything, but less reliable.
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Re: Chris' WWII/Wolf3D gameplay mod (coming soon)

Post by armymen12002003 »

Damn this looks tasty, great job CeeJay. :thumb:
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by CeeJay »

Some new screenshots up

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Echelon5
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by Echelon5 »

Looks great! I'm a big fan of your other Edge mods so I'm definitely looking forward to this.
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by A Random User »

Is this compatible with WolfenDoom?
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by CeeJay »

Which one, there were quite a few: http://www.doomworld.com/wolfendoom/index2.html

Technically it should be possible with some of the WolfenDOOM scenarios but I wouldn't recommend it. You'll find enemy replacements to be very different (for example Laz would frequently replace the shotgunner with the SS, whereas here it's a rifleman) and encounter a few oddities throughout.
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by Echelon5 »

Any recommended mapsets then? Epic 2 worked with WW's Nazis.
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by CeeJay »

It should work fine with any map or mapset that doesn't change the enemy, item and weapon behavior (decorations is okay since this mod doesn't touch that other than the barrel and enemy corpses). Epic 1 and 2 is a good example.
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by armymen12002003 »

What all monsters are replaced in this mod?
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by CeeJay »

Every monster in DOOM 2 is replaced, minus Commander Keen.
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Re: Chris' WWII/Wolf3D gameplay mod (new screenshots)

Post by armymen12002003 »

Ok lookin forward to the release of it.
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