RELEASE: Wolfenstein 3D TC Version 3.1

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Captain J
 
 
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Re: Wolfenstein 3D TC (Version 3.0)

Post by Captain J »

Probably should wait instead of bumping without any info given.
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RubyEyeShabranigdu
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Re: Wolfenstein 3D TC (Version 3.0)

Post by RubyEyeShabranigdu »

Ok! I'm sorry...
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RubyEyeShabranigdu
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Re: Wolfenstein 3D TC (Version 3.0)

Post by RubyEyeShabranigdu »

Captain J wrote:Probably should wait instead of bumping without any info given.
SOD (1, 2 and 3) only works through cheat!
Blue pistol from SOD expansion is missing!
There is no official release of 3.0
Last edited by RubyEyeShabranigdu on Sun Jul 24, 2022 11:06 am, edited 1 time in total.
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TheBeardedJedi
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Re: Wolfenstein 3D TC (Version 3.0)

Post by TheBeardedJedi »

AFADoomer, right now WolfenDoom 3.0 TC spits out these four errors on the latest GZDoom:

"Script error, "Wolf3D-TC-3.0-master.zip:scripts/classicstats.txt" line 430:
Can't call play function GetLivesPlay from ui context
Script error, "Wolf3D-TC-3.0-master.zip:scripts/classicstats.txt" line 459:
Can't call play function GiveInventory from ui context
Script error, "Wolf3D-TC-3.0-master.zip:scripts/classicstats.txt" line 461:
Can't call play function CheckLifeAmount from ui context
Script error, "Wolf3D-TC-3.0-master.zip:scripts/classicstats.txt" line 464:
Can't call play function GetLivesPlay from ui context"

Any possibility of a fix? Thanks.
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AFADoomer
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Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by AFADoomer »

*door creaks*

*coughing*

*wipes away cobwebs*


Whew... It's been a while. I've updated the first post with download information for the beta for version 3.0 of the TC. This beta is a stand-alone IWAD that re-adds full support for Spear of Destiny and the associated level packs, complete with an in-engine game selection screen. Just drop the .pk3 into your GZDoom folder and select it as your IWAD!

Get it here, or build your own IWAD from the GitHub site! I'm looking for feedback and bug reports before I do a final release - I'll likely do that when a new stable GZDoom version is released.

* Please note, this beta currently requires a dev build of GZDoom to run *
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TheBeardedJedi
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by TheBeardedJedi »

Great news. I tried the new build you just posted and it works well. The only bug I noticed now is that if a savegame is loaded or the game is loaded back into without hitting the "return to game" option, the menu music continues to play instead of the level music.
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Zenon
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by Zenon »

I wonder if we're going to see any custom mapsets or anything that use this as a base
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by D2 Mod Player »

I'm still using your 2016 version for my HD mod. Does this version support lost levels like that version did? I haven't done it yet but was thinking of doing it. (spear of destiny episodes 2-3 with alternative graphics)

I'll assume it still works with the utility that converts vanilla level sets to your TC.
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RubyEyeShabranigdu
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by RubyEyeShabranigdu »

GZDoom 4.8.2 (Tried on my main GZDOOM and a clean one)

Execution could not continue.

Script error, "Wolf3D-TC-3.0-master.ipk3:animdefs.txt" line 15:
Bad syntax.
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AFADoomer
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by AFADoomer »

D2 Mod Player wrote: Tue Oct 11, 2022 4:02 pm I'm still using your 2016 version for my HD mod. Does this version support lost levels like that version did? I haven't done it yet but was thinking of doing it. (spear of destiny episodes 2-3 with alternative graphics)

I'll assume it still works with the utility that converts vanilla level sets to your TC.
The lost levels are included in this version. The original conversion tool should work as well; I've left the original texture naming conventions and script calls intact from the previous version, just in case someone had made their own levels.
RubyEyeShabranigdu wrote: Tue Oct 11, 2022 5:28 pm GZDoom 4.8.2 (Tried on my main GZDOOM and a clean one)

Execution could not continue.

Script error, "Wolf3D-TC-3.0-master.ipk3:animdefs.txt" line 15:
Bad syntax.
You need to run with a dev build for now until a new stable release comes out.
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RubyEyeShabranigdu
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by RubyEyeShabranigdu »

AFADoomer wrote: Tue Oct 11, 2022 6:32 pm
You need to run with a dev build for now until a new stable release comes out.
Thank You! :D
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Kinsie
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by Kinsie »

That new start-sequence and pre-game menu is very impressive.
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MrRumbleRoses
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by MrRumbleRoses »

looking nice with the newly updated stuff
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AFADoomer
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by AFADoomer »

MrRumbleRoses wrote: Thu Oct 13, 2022 4:00 pm looking nice with the newly updated stuff
Kinsie wrote: Wed Oct 12, 2022 9:47 pm That new start-sequence and pre-game menu is very impressive.
Thanks for the feedback!

I wanted something as a unique splash, especially given the relatively quiet level of recognition of Wolfenstein 3D's 30th anniversary this year. The intro screen music is a clip from an unused Wolf3D music track, and the game selection screen music is another unused Wolf3D track.

Most of the unique interactive screens in the mod now, including the loading screen, finale screens, and the high score screen are custom menu code rather than the old ACS-based interfaces that were in older versions of the mod. This has allowed much more flexibility, including directly parsing exports of the original data for the finale text screens and adding actual functionality to the high score screen.
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AFADoomer
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Re: Wolfenstein 3D TC (Version 3.0) Beta Release!

Post by AFADoomer »

TheBeardedJedi wrote: Mon Oct 10, 2022 12:01 am Great news. I tried the new build you just posted and it works well. The only bug I noticed now is that if a savegame is loaded or the game is loaded back into without hitting the "return to game" option, the menu music continues to play instead of the level music.
Thanks for reporting this! I've fixed this in the current GitHub version.

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