WolfenDOOM (by Laz Rojas) update (final? version)

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Gez
 
 
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Re: WolfenDOOM (by Laz Rojas) update

Post by Gez »

ZDoom loads wads in zip in alphabetical order.

So you can name them something like WD1_ORIGINAL.WAD, WD2_NOCT.WAD, WD3_ARTIC.WAD and whatever. Neither zips nor ZDoom are limited to 8.3 file names.
CeeJay
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

As promised, here is version 2. I've addresed all the issues stated in this thread, no more EXE file (Why in the love of God that caused so much controversy is beyond me) and merged everything needed to play into a single file.

Original Missions: http://www.mediafire.com/?zhbo06jykmw7dao

Nocturnal Missions: http://www.mediafire.com/?9zcj7fqcxnbp3o1

List of changes:
New (and better) chaingun HUD sprite added
The health of enemies (and bosses) are doubled on fourth skill level (I Am Death Incarnate!)
A slightly edited title picture
E3M10 exit now leads to correct level
The Original and Nocturnal Missions have been seperated into two entities
All files required for playing have been packed into a single ZIP (PK3) file for convenience
Obituary messages for when enemies kill the player
Laz' modified EXE file removed!
Other minor changes and improvements

Happy hunting!
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Enjay
 
 
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Enjay »

This seems really good so far. It's a very nice repackaging and tweaking of a classic mod.
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Captain Proof
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Captain Proof »

Are you planning on touching up any other Wolfendoom mods?Also, where there full rotations for these sprites before?
CeeJay
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

Full rotations for the guards you mean? Well, Laz did have a set of half-assed rotation for the attack and pain rotations but they were really bad and some of the enemy states were missing all together. These rotations are diffrent, and better, though still far from perfect. Done by DoomJedi i believe.
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Tormentor667
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Tormentor667 »

Enjay wrote:This seems really good so far. It's a very nice repackaging and tweaking of a classic mod.
Fully agreed
CeeJay
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

What's all this about "so far", unless more bugs turn up this is meant to be the final version. And, as mentioned earlier, I will not be doing any of the other WolfenDOOM scenarios atleast not anytime soon.
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Enjay
 
 
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Enjay »

The "so far" means I haven't played it right through yet. So what I have seen "so far" is good. Unless there is something wrong later on, I expect it to be good all the way. ;)

I would have played more but RL is busy and an arm problem prevents me playing for long periods. :(
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Tormentor667
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Tormentor667 »

CeeJay wrote:And, as mentioned earlier, I will not be doing any of the other WolfenDOOM scenarios atleast not anytime soon.
...aawwww... c'mon :wub:
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NightFright
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by NightFright »

Excellent update. I'll go and check out the Nocturnal Missions next, then. This is really good stuff for Wolf3D fans.
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armymen12002003
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by armymen12002003 »

nice update ive always hated the original weapons in this mod this gives a new fresh taste
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SamVision
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by SamVision »

The Hitler boss appears only without his suit.
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Tormentor667
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Tormentor667 »

That was already that way in WolfenDoom
Gez
 
 
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by Gez »

One should not forget that it's all made out of dehacked. If you want advanced behaviors like a boss that goes through several forms, you'll have to use something more advanced than that.
CeeJay
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Re: WolfenDOOM (by Laz Rojas) update (* new version *)

Post by CeeJay »

Gez wrote:One should not forget that it's all made out of dehacked. If you want advanced behaviors like a boss that goes through several forms, you'll have to use something more advanced than that.
Exactly. I did experiment with a multitude of diffrent ways of achieving this effect (Hitler jumping out of the suit) but none worked very well so I decided to scrap the whole idea all together and just give plain-Hitler same health as the mecha and plain version combined. The effect could have worked in vanilla Doom since it does not draw transparent sprites like ZDoom does nor make dropped items jump/bounce.

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