RELEASE: Wolfenstein 3D TC Version 3.1

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.
D2 Mod Player
Posts: 87
Joined: Fri Jun 25, 2010 3:47 pm

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

jute, I was wondering some of the same things but never received an answer. I have no clue (and I've tried a number of times) how to successfully edit levels using Doom Builder instead of the original Wolf 3D editors. Would make things so much easier on custom level sets.
I myself have converted Lost Levels. It doesn't go well and you have to troubleshoot what's making the level crash when it loads. One Lost Level had a couple hundred pushwalls for no reason and it crashes the TC. Other places can't be accessed and the key is missing. So lots of editing the original level sets to get them to convert but overall it's exactly the same as they started. The quality of the Lost Levels is poor but I have them playable now, will release then when done with my graphics on them but can also release original graphics if people still want them (but I would soup them up a bit).

Alice. Thanks. :)

cq75. Yes, I have all the graphics converted properly (someone wrote a program to do it for me, I just had to find it). Looks like AFADoomer has already done that himself because it's the best effort I've seen.

cq75 again. I'd love it if you would help with that. :) I would assume you want to start with AFA Doomers version or do you want to start over? Looks like he's got alot of things straight already though and it would save time by just changing the stuff that's for Wolf 3D only. I have tons of projects but will certainly find the time if you make it playable enough to put good texturing in there. I can also give you the original graphics if you need them. I can do some decorate stuff, and alot I can't do (all I need is examples and I learn fast and can help if needed). I suppose PM me if you really want to get started! I can definitely do all the graphics with no problem. Blake Stone is less realistic and won't pose the enormous problems Wolf 3D did (and still does), same with Lost Levels. I also have a couple thousand textures on my hard drive to start from as I've searched online for years.

OH, just in case people are wondering. It's all in my previous posts but many probably don't read that far back. I've been working for quite awhile on replacing all textures for this Wolf 3D TC with HD quality graphics and converted a thousand levels or so (even using hex editors for some). Therefore the screenshots, they speak for themselves. :)

Here's one Lost Levels shot. The floor I just did as an afterthought to make it look more complete.

Image
Last edited by D2 Mod Player on Mon Feb 28, 2011 6:14 pm, edited 2 times in total.
User avatar
skib
Posts: 179
Joined: Sat Jan 29, 2011 6:30 pm

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by skib »

I've played wolfendoom before and there is no dehacked or decorate for weapons
EG flamethrower thinks it's a plasma gun.
Last edited by skib on Fri Feb 25, 2011 7:14 pm, edited 2 times in total.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by NeuralStunner »

So? This is not WolfenDoom.
D2 Mod Player
Posts: 87
Joined: Fri Jun 25, 2010 3:47 pm

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by D2 Mod Player »

Many Wolfendoom sets do use Dehacked from what I recall. I doubt decorate existed. This was in very early stages of source ports and it was originally designed I think for PRBoom. But that's totally off topic. Took me forever to find a modern Open GL platform to work with it. Risen 3D worked but I'm sure others would if you tried. Doomsday works as it's been released in a pre-installed style format.

This TC and the original Wolf 3D even has far superior gameplay to WolfenDoom. WolfenDoom is a port of the MAC version with all the best features from the PC version. WolfenDooms strengths were variety of enemies and environments with Doom like technology instead of flat square areas. So a great adventure otherwise. Someone even released a texture update on it but it's incomplete as many textures are still old and ugly and it's only for the episodes 1-6 TC Las Rojas made, his worst set ever (recreating the original level sets is bad if the original is so much better).

EDIT:
Lost Levels are Beta shots. Spear of Destiny Floor and ceiling placement is good until the last level, but it's a limit to the TC itself.
ImageImageImageImageImage
Last edited by D2 Mod Player on Tue Mar 01, 2011 6:18 pm, edited 6 times in total.
User avatar
Enjay
 
 
Posts: 27159
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by Enjay »

At least one WolfenDoom episode required a modified engine. I don't think the modifications were extensive, but a custom engine was required for some reason.
User avatar
DaMan
Posts: 727
Joined: Fri Jan 01, 2010 7:14 am

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by DaMan »

Those episodes only needed it for changing level music so no duplicate MIDIs were needed and allowing the secret exits to work (MAP01 to first secret level). Nothing 5 minutes of mapinfo work can't recreate.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Wolfenstein 3D TC (New: Co-op, pushwalls in GZDoom)

Post by wildweasel »

DaMan wrote:Those episodes only needed it for changing level music so no duplicate MIDIs were needed and allowing the secret exits to work (MAP01 to first secret level). Nothing 5 minutes of mapinfo work can't recreate.
And making the bosses for certain episodes drop keys.
User avatar
AFADoomer
Posts: 1344
Joined: Tue Jul 15, 2003 4:18 pm
Contact:

Wolfenstein 3D TC (Status Update)

Post by AFADoomer »

Just wanted to give everyone a status update on what I've been working on...

I've been attempting to code support for Wolf3D archive and data formats into ZDoom... Right now all graphic formats used in the original Wolf3D games are working (though they are still palette dependent)

Using this, I've rebuilt all of the previously ripped textures using a Textures lump and the original image lumps... Almost every image that was in the original game has been removed from my .pk3 files.

I've also rebuilt the menus using a new MenuDef file, making an experience much closer to the original game.

I won't provide a ready-made download of this version of this yet, since I need to add proper documentation and make some changes to the code before I submit it for possible inclusion in ZDoom, but for anyone who would like to experiment with it, everything's available on my svn site here: http://www.afadoomer.com/wolf3d/svn/ (See exe\Readme.txt for more info).
User avatar
BlueFireZ88
Posts: 1087
Joined: Tue Jan 18, 2011 9:04 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Tallon IV
Contact:

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

Post by BlueFireZ88 »

This is interesting, I was wondering if this was still being worked on. Here's hoping for some SOD lost episodes action. :)
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Wolfenstein 3D TC (Status Update)

Post by Gez »

AFADoomer wrote:I've been attempting to code support for Wolf3D archive and data formats into ZDoom... Right now all graphic formats used in the original Wolf3D games are working (though they are still palette dependent)
When I did so for SLADE I found it very frustrating how messy the Wolf data was.


If you're changing code in ZDoom directly, you could (if you haven't done so already) create enemy attack codepointers that would behave like the Wolf 3D ones. Rather than hitscan, they use a sight check and a range check; and the amount of damage inflicted depends on the distance. With a few parameters, a single A_WolfAttack should be enough.


By the way, if you're interested in making the music work, look up the addIMFHeader function in SLADE 3.
Last edited by Gez on Sat Mar 05, 2011 5:08 am, edited 1 time in total.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

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

Post by Graf Zahl »

If you know how it works and make a submission I wouldn't hesitate to add it.
D2 Mod Player
Posts: 87
Joined: Fri Jun 25, 2010 3:47 pm

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

Post by D2 Mod Player »

Wow AFA Doomer. If I understand this correctly that's very ambitious. :shock:

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).

Either way, this is awesome.
Blzut3
 
 
Posts: 3213
Joined: Wed Nov 24, 2004 12:59 pm
Operating System Version (Optional): Kubuntu
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

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

Post by Blzut3 »

Graf Zahl wrote:If you know how it works and make a submission I wouldn't hesitate to add it.
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
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

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

Post by Gez »

I think he said that about this:
If you're changing code in ZDoom directly, you could (if you haven't done so already) create enemy attack codepointers that would behave like the Wolf 3D ones. Rather than hitscan, they use a sight check and a range check; and the amount of damage inflicted depends on the distance. With a few parameters, a single A_WolfAttack should be enough.
Something like this would do I think:

Code: Select all

DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
{
    ACTION_PARAM_START(2);
    ACTION_PARAM_SOUND(sound, 0);
    ACTION_PARAM_FIXED(snipe, 1);

    if (!self->target)
        return;

    // Enemy can't see target
    if (!P_CheckSight(self, self->target))
        return;

    A_FaceTarget (self);


    // Target can dodge if it can see enemy
    angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle;
    angle >>= 24;
    bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));

    // Distance check is simplistic
    fixed_t dx = abs (self->x - self->target->x);
    fixed_t dy = abs (self->y - self->target->y);
    fixed_t dist = dx > dy ? dx : dy;

    // Some enemies are more precise
    dist *= snipe;

    // Now for the speed accuracy thingie
    fixed_t speed = FixedMul(self->target->velx, self->target->velx)
                  + FixedMul(self->target->vely, self->target->vely)
                  + FixedMul(self->target->velz, self->target->velz);
    int hitchance = speed < 2*FRACUNIT ? 256 : 160;

    // Distance accuracy (factoring dodge)
    hitchance -= (dist>>FRACBITS) * (dodge ? 16 : 8);

    // The attack itself
    if (pr_cabullet() < hitchance)
    {
        int damage = pr_cabullet() >> 2;
        if (dist >= 2*128*FRACUNIT)
            damage >>= 1;
        if (dist >= 4*128*FRACUNIT)
            damage >>= 1;
        P_DamageMobj(self->target, self, self, damage, NAME_None);
    }

    // And finally, let's play the sound
    S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
}
Last edited by Gez on Sat Mar 05, 2011 5:22 pm, edited 2 times in total.
User avatar
Enjay
 
 
Posts: 27159
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Wolfenstein 3D TC (Status Update)

Post by Enjay »

Gez wrote:With a few parameters, a single A_WolfAttack should be enough.
And I'm sure that it would be a welcome addition for other uses too.
Post Reply

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