RELEASE: Wolfenstein 3D TC Version 3.1

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

Post by siealex »

PS. It's not an unclosed sector, it's the area for the ordinary door after this secret. This area blocks the push wall.
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AFADoomer
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by AFADoomer »

Yeah, it's bad mapping on iD's part... When I fixed the polyobjects to have better move checks, this single case where they put a pushwall that must be able to slide through what SHOULD be a solid wall broke. I'll see what I can do.

The other issue with the secrets I had noticed a few days ago... Not sure what's going on there, as the sectors are all tagged properly as secrets. The 'early notification' thing that happens is also an issue that I just noticed. No idea why that is, or if I can fix it.
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

Are all the secret sectors properly closed?

PS, on E2M10 one of the secret sectors is counted in the total secret number, but is NOT! displayed magenta on the automap and is NOT counted when passed.
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

I'll see what I can do.
Reconfigure the door to move in the opposite direction.
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

on E2M10 one of the secret sectors is counted in the total secret number, but is NOT! displayed magenta on the automap and is NOT counted when passed.
OOPS... This sector is properly tagged 1024... isn't it a nodebuilder problem?
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AFADoomer
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by AFADoomer »

siealex wrote:
I'll see what I can do.
Reconfigure the door to move in the opposite direction.
I've fixed this in my build... I just removed the pockets for the polyobject doors to move into, since they aren't needed anymore with the new polyobject code. Now there's nothing to block the pushwall, and it works fine.
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

What about the problem with incorrect secret counting?

PS. Old 2010 builds did NOT have this problem.
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

I've fixed this in my build...
Where's this build? :?:
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ChronoSeth
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by ChronoSeth »

For the love of god, siealex, there's and edit button for a reason.
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Project Shadowcat
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by Project Shadowcat »

ChronoSeth wrote:For the love of god, siealex, there's and edit button for a reason.
Pssst. We wouldn't see that EDIT from a six day bump. :P
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AFADoomer
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by AFADoomer »

The current build is up in the SVN...

Changelog:

Code: Select all

- Reworked how SoD is marked as the current game (uses inventory marker given to new SoD player class).  This allows removal of g_sod CVAR checks
- Set up each game with proper gameinfo lump so that games can be run by dropping the main file on ZDoom (SoD.pk7, Wolf3D.pk7, SoD_Lost.pk7, or SoD_Lost2.pk7).  Not perfect, since some cosmetic .cfg settings don't get run, but it works.
- Redid SoD end sequence with GetPlayerInput-based advancing of screens
- Updated FadetoBlack function to accept range (all players or just current) - needed for synchronizing end sequences when the scripts are not run by the player.
- Updated launcher .bat files to accomodate new gamefile structure
- Updated flamethrower animation frames to be more accurate
- Added new CONFONT.lmp with a new more characters defined
- Added 'built' ENDPICs that use Language.txt strings and graphical bits to create the end pages
- Added 'pg x of y' section to end pic screens
- Removed playerclass definition from KeyConf.txt
- Updated key names in Language.txt from yellow/blue to gold/silver
- Updated titlemap for new SoD game check
- updated MenuDef.txt files to no longer have all of the definitions, just the ones that are changed
- Updated all map conversions to no longer include the recess for the sliding doors (not needed anymore with new polyobject code), and allows secret doors to slide through where the door recess would have been
- Added End title colors to Textcolors.txt
- Updated ceiling color translations to RGB instead of palette indexes
- Added new WOLFFNTS.lmp with correct offsets (2px on top)
- Renumbered SoD-unique items so that they don't overlap with Wolf items
- Added graphic files for end pic borders
- Updated SoD MenuDef.txt
Oh, and updated the SoD .bat files to prompt for which version (original or lost episodes 1 or 2) you want to play...
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ChronoSeth
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by ChronoSeth »

Project Dark Fox wrote:Pssst. We wouldn't see that EDIT from a six day bump. :P
I never replied to any particular post. :P
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

I'll try it in the evening...
siealex
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by siealex »

The bug with secrets persists. Try to pass E2L4 and open all secrets. The secret at the upper left corner (near the barrels) is not counted unless I try to IDCLIP into the neighbor blocks.
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Re: Wolfenstein 3D TC (Status Update, p. 54)

Post by wildweasel »

Image
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