RELEASE: Wolfenstein 3D TC Version 3.0

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Athel
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Re: Wolfenstein 3D TC (Version 2.0)

Post by Athel »

Where can I get this Wolf3D_Resources and Wolf3D_Common files?
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Captain J
 
 
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Re: Wolfenstein 3D TC (Version 2.0)

Post by Captain J »

AFADoomer wrote:As always, the .zip file is available at my Downloads page on my web site (or here for a direct link).
sylandro
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Re: Wolfenstein 3D TC (Version 2.0)

Post by sylandro »

Does anyone know why the player actor does not appear when I turn on the chasecam? Is it hidden through an ACS script?
PSTrooper
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Re: Wolfenstein 3D TC (Version 2.0)

Post by PSTrooper »

He should be there, because it's working for me. You might be doing something wrong.
sylandro
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Joined: Tue Feb 17, 2015 8:49 pm

Re: Wolfenstein 3D TC (Version 2.0)

Post by sylandro »

Under what setup are you running the TC? I'm sure it's not configuration because I've tried with a clean ini and no mods running.

I'm running the latest development version under GZDoom 2.0.0.5.

******EDIT:******

After analyzing the wad i've got it working. It's the offset in which the sprites are drawn. They need to be at 32,64.

For it to work, this needs to be set inside textures.txt:

Code: Select all

//Player
Sprite Optional PLAYA1, 64, 64 {Offset 32, 64 Graphic PLAYA1, 0, 0}
Sprite Optional PLAYA2A8, 64, 64 {Offset 32, 64 Graphic PLAYA2A8, 0, 0}
Sprite Optional PLAYA3A7, 64, 64 {Offset 32, 64 Graphic PLAYA3A7, 0, 0}
Sprite Optional PLAYA4A6, 64, 64 {Offset 32, 64 Graphic PLAYA4A6, 0, 0}
Sprite Optional PLAYA5, 64, 64 {Offset 32, 64 Graphic PLAYA5, 0, 0}
Sprite Optional PLAYB1, 64, 64 {Offset 32, 64 Graphic PLAYB1, 0, 0}
Sprite Optional PLAYB2B8, 64, 64 {Offset 32, 64 Graphic PLAYB2B8, 0, 0}
Sprite Optional PLAYB3B7, 64, 64 {Offset 32, 64 Graphic PLAYB3B7, 0, 0}
Sprite Optional PLAYB4B6, 64, 64 {Offset 32, 64 Graphic PLAYB4B6, 0, 0}
Sprite Optional PLAYB5, 64, 64 {Offset 32, 64 Graphic PLAYB5, 0, 0}
Sprite Optional PLAYC1, 64, 64 {Offset 32, 64 Graphic PLAYC1, 0, 0}
Sprite Optional PLAYC2C8, 64, 64 {Offset 32, 64 Graphic PLAYC2C8, 0, 0}
Sprite Optional PLAYC3C7, 64, 64 {Offset 32, 64 Graphic PLAYC3C7, 0, 0}
Sprite Optional PLAYC4C6, 64, 64 {Offset 32, 64 Graphic PLAYC4C6, 0, 0}
Sprite Optional PLAYC5, 64, 64 {Offset 32, 64 Graphic PLAYC5, 0, 0}
Sprite Optional PLAYD1, 64, 64 {Offset 32, 64 Graphic PLAYD1, 0, 0}
Sprite Optional PLAYD2D8, 64, 64 {Offset 32, 64 Graphic PLAYD2D8, 0, 0}
Sprite Optional PLAYD3D7, 64, 64 {Offset 32, 64 Graphic PLAYD3D7, 0, 0}
Sprite Optional PLAYD4D6, 64, 64 {Offset 32, 64 Graphic PLAYD4D6, 0, 0}
Sprite Optional PLAYD5, 64, 64 {Offset 32, 64 Graphic PLAYD5, 0, 0}
Sprite Optional PLAYE0, 64, 64 {Offset 32, 64 Graphic PLAYE0, 0, 0}
Sprite Optional PLAYF0, 64, 64 {Offset 32, 64 Graphic PLAYF0, 0, 0}
Sprite Optional PLAYG0, 64, 64 {Offset 32, 64 Graphic PLAYG0, 0, 0}
Sprite Optional PLAYH0, 64, 64 {Offset 32, 64 Graphic PLAYH0, 0, 0}
Sprite Optional PLAYI0, 64, 64 {Offset 32, 64 Graphic PLAYI0, 0, 0}
Sprite Optional PLAYJ0, 64, 64 {Offset 32, 64 Graphic PLAYJ0, 0, 0}
Sprite Optional PLAYK0, 64, 64 {Offset 32, 64 Graphic PLAYK0, 0, 0}
Sprite Optional PLAYL0, 64, 64 {Offset 32, 64 Graphic PLAYL0, 0, 0}
Sprite Optional PLAYM0, 64, 64 {Offset 32, 64 Graphic PLAYM0, 0, 0}
Sprite Optional PLAYN0, 64, 64 {Offset 32, 64 Graphic PLAYN0, 0, 0}
siealex
Posts: 149
Joined: Tue Mar 17, 2009 2:02 am

Re: Wolfenstein 3D TC (Version 2.0)

Post by siealex »

Can't start on latest SVN ZDOOM and GZDOOM.

Code: Select all

Script error, "Wolf3D_Common.pk7:actors/wolf3d/enemies/miscellaneous.txt" line 265:
'user_mapmarker' is already defined in 'ArmedPrisoner' or one of its ancestors.
WTF?
sdk2k9
Posts: 80
Joined: Thu Mar 22, 2012 4:41 pm

Re: Wolfenstein 3D TC (Version 2.0)

Post by sdk2k9 »

siealex wrote:Can't start on latest SVN ZDOOM and GZDOOM.

Code: Select all

Script error, "Wolf3D_Common.pk7:actors/wolf3d/enemies/miscellaneous.txt" line 265:
'user_mapmarker' is already defined in 'ArmedPrisoner' or one of its ancestors.
WTF?
Yeah I had the same problem. Had to delete 'user_mapmarker' from miscellaneous.txt to get it to work. Don't know what it did though.
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GreenDoomguy1999
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Re: Wolfenstein 3D TC (Version 2.0)

Post by GreenDoomguy1999 »

I found a little mistake - in the original Wolfenstein 3D in the killing of dogs given 200 points,and here for the killing of dogs given 100 points
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AFADoomer
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Re: Wolfenstein 3D TC (Version 2.0)

Post by AFADoomer »

Posted version 2.0.1 that should fix both the 'user_mapmarker' definition error and the Dog score amount.

http://afadoomer.com/wolf3d/files/Wolf3D_TC_2.0.1.zip

This is based off of the last SVN version versus the last release directly, so there are a few other minor changes (and some not so minor), but nothing that hugely affects gameplay (other than maybe the ranged damage for player weapons):
Spoiler:
sdk2k9
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Joined: Thu Mar 22, 2012 4:41 pm

Re: Wolfenstein 3D TC (Version 2.0)

Post by sdk2k9 »

Hey will you be able to make a Blake Stone TC too?
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zrrion the insect
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Re: Wolfenstein 3D TC (Version 2.0)

Post by zrrion the insect »

I'm pretty sure a decent Blake Stone TC in existence already.
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AFADoomer
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Re: Wolfenstein 3D TC (Version 2.0)

Post by AFADoomer »

sdk2k9 wrote:Hey will you be able to make a Blake Stone TC too?
Demo version is here:
http://afadoomer.com/bs/BStone.zip

Changelog is here:
http://afadoomer.com/bs/svn_log.txt

Hasn't been updated in a year now...
sdk2k9
Posts: 80
Joined: Thu Mar 22, 2012 4:41 pm

Re: Wolfenstein 3D TC (Version 2.0)

Post by sdk2k9 »

AFADoomer wrote:
sdk2k9 wrote:Hey will you be able to make a Blake Stone TC too?
Demo version is here:
http://afadoomer.com/bs/BStone.zip

Changelog is here:
http://afadoomer.com/bs/svn_log.txt

Hasn't been updated in a year now...
It won't even load.
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AFADoomer
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Re: Wolfenstein 3D TC (Version 2.0)

Post by AFADoomer »

Yes it will.

Put it in a folder in your zdoom folder. Like "C:\Games\ZDoom\BlaskeStone" Then run the .bat file...

I just uploaded a newer build based off of the last SVN update to the same URL.
sdk2k9
Posts: 80
Joined: Thu Mar 22, 2012 4:41 pm

Re: Wolfenstein 3D TC (Version 2.0)

Post by sdk2k9 »

AFADoomer wrote:Yes it will.

Put it in a folder in your zdoom folder. Like "C:\Games\ZDoom\BlaskeStone" Then run the .bat file...

I just uploaded a newer build based off of the last SVN update to the same URL.
Oh so it doesn't work with GZDoom. Just Zdoom.

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