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Do you think this is too much?
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Falcon*93
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PostPosted: Fri May 19, 2017 4:52 pm
   Subject: Do you think this is too much?
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I wanted to run my ideas for the Base Engine for my series 'Knights of the SS' by some experienced coders, I'm not sure if the engine will have enough memory for want I want to do.

I'm using the SOD source

My plans are
Free Up memory
Sky effect, Lighting Effect, Shading Effect, Weather Effect, (up to here I have done already)

Add some of objects, add wallpatches, add walls.
7-9 (adding 3-5) weapons. 4-5 ammo classes.

8-9 enemies(not counting bosses) which means adding 3-4 enemies, hopefully keeping the dog too, it's part of the original Wolf-Spear platform that I want to keep if possible.


Adding 10 or so pick ups, some are health, some are treasure, some are both treasure and Health or Ammo.
Adding end level trigger.
Maybe adding 2 more keys.

Re-Adding the in game Read Me, and Adding very brief in game text display(short little mission briefings).

And adding reloading weapons to the game.

Also maybe like adding another boss that uses deaf guard tile or reacts to sound and doesn't end the level/mission, death cam, or anything different when killed.

There are other minor changes too that I probably don't need to go into as I doubt they will weigh it down much.

Not in a hurry to add textured ceiling and floor in my first tc but maybe later in my series.

So do you think this is too much to add?, would it likely tank out?

The idea is to make this the base engine for the series and each installment would be custom fitted, ie a few new features added, features tweaked, etc.

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Falcon 93 Studios
Demo/Level Out - Castle Court
Series/Game Coming - Knights of the SS : BeoWulfenstein
- Episode 1 Armour of Beowulf & Episode 2 The Hrunting Sword -
Smile Collaboration Welcome (:
Tricob
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PostPosted: Fri May 19, 2017 5:50 pm
   Subject: Re: Do you think this is too much?
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I admire the ambitiousness of your first project. Smile I don't know if that will all fit in the "640K barrier" or not, but I think I'd start with a mod that had a few less changes.

You might want to check this thread to see where I'm coming from. Smile

::: CODE :::
http://diehardwolfers.areyep.com/viewtopic.php?t=7802
Falcon*93
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PostPosted: Fri May 19, 2017 6:49 pm
   Subject: Re: Do you think this is too much?
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Ya my main concern is overloading the game memory.
The video has a good point, I try to keep things simple but they always expand lol.
Like my Farcry Instincts multiplayer maps for original X-Box, I always say ok this one will be small, but then it ends up huge, they all came out very well though, just larger than I first envisioned. It's definitely not comparable to creating 12-70 some maps, coding, making graphics, etc for a Wolf TC but I did make 4 of them.

My series is a long term project, that will have to be balanced between work, school, and life in general. I'm not in a rush to complete it. I've got a level made and released as a demo, so that lets me sit back on this and take it slow.

Aside from the memory issue though I also don't want to stray to far from the Original Wolfenstein and Spear of Destiny feel.
The out door effects will be used in the beginning few levels before entering the Castle.
The shading effect will only be set very dark in a few levels.
Those I already have added in the engine(not in my current demo release).

The other heavy changes that are important are
The weapons, ammo, and enemy changes.
(reloading function is less important but desired)

Allot of the enemies won't require new gfx,
Modified insignia using the
Green Gaurds
Grey SS
-from SOD M2-3
Blue SS from SOD, but changing the color to green using color replace or GIMP.
Officer from SOD, uniform made black(unless someone has one that is made available for community use and modification[insignia])

The New Boss Type I mentioned I will probably use to replace an existing boss, and I could use one more existing boss to convert to a new 3d enemy.

The ones that are new GFX will be a surprise, and the gfx will be made available for community use and modification after I release the game.

I may have to replace the dogs to save memory, if it is necessary.

The Wall Patches aren't crucial either but would really help.

The pick ups Im not sure about, I was thinking 10 to add aside from ammo types, only about 4 of those 10 are really strongly desired, but I still will add 3-5 ammo pick ups along with 5-7 weapons pickups.

_________________
Falcon 93 Studios
Demo/Level Out - Castle Court
Series/Game Coming - Knights of the SS : BeoWulfenstein
- Episode 1 Armour of Beowulf & Episode 2 The Hrunting Sword -
Smile Collaboration Welcome (:
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PostPosted: Sat May 20, 2017 4:57 am
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If I can make a suggestion, I recommend using the SDL source instead of the DOS source. It's much easier to work with and you don't have to work around memory limitations. I'm also much better at providing support for it Smile
Tricob
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PostPosted: Sat May 20, 2017 7:55 am
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Falcon*93 wrote:
Allot of the enemies won't require new gfx,
Modified insignia using the
Green Gaurds
Grey SS
-from SOD M2-3
Blue SS from SOD, but changing the color to green using color replace or GIMP.
Officer from SOD, uniform made black(unless someone has one that is made available for community use and modification[insignia])
I think you'll find that the game's palette won't give you enough shades of green for this to work well. But yes, an Officer-In-Black already exists in the Majik Monkee archives.

Quote:
The Wall Patches aren't crucial either but would really help.
I don't expect that to consume so much memory. Smile
Falcon*93
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PostPosted: Sat May 20, 2017 11:24 am
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I've been seeing this SDL mentioned in more recent posts and such.
I don't quite know what it is, I'll have to look it up.
Would all old the code tutorials posted on DHW, ArEyeP & MCS, etc be obsolete in SDL?
I have a ton of them printed out from years ago too.

I should mention too that there it's been around 7 years since I messed with the code and modding, I haven't kept of with the latest Wolf Mod stuff since then, so I'm just getting back into it all, there's allot of new mods, techniques, new Wolfers, etc that I don't know much about.

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Falcon 93 Studios
Demo/Level Out - Castle Court
Series/Game Coming - Knights of the SS : BeoWulfenstein
- Episode 1 Armour of Beowulf & Episode 2 The Hrunting Sword -
Smile Collaboration Welcome (:
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PostPosted: Sat May 20, 2017 11:53 am
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There's a whole section of SDL tutorials right here: http://diehardwolfers.areyep.com/viewtopic.php?t=6310

Many vanilla code tutorials also work in SDL, with some minor adjustments here and there.
Tricob
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PostPosted: Sat May 20, 2017 12:31 pm
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It should also be noted that things like 3-D Directional Sprites, Shading, and Floor/Ceiling Textures are already in the SDL code and simply need to be enabled through VERSION.H.
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PostPosted: Sat May 20, 2017 6:02 pm
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To give the basics, the Wolf4SDL code is a version of the Wolf3D code that uses SDL to be able to compile and run on a number of different platforms natively. What this means is that there's no Dosbox or anything required, it'll run out-of-the-box on Windows (and, if you compile it for them, Linux, Mac OSX, and a few other platforms). As Tricob says, it also comes with a number of popular additions already included and toggleable in version.h. You can find the repository for it here, and I can give you some help in setting up a compiler and IDE for it Smile
Falcon*93
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PostPosted: Sun May 21, 2017 9:18 am
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That sounds amazing.
In that case I will probably start over with SDL.
And as for my old Engine I may aswell make use of it for my Demo and add another level or two.
The Demo I have out currently just uses an updated Spear Demo EXE that I didn't modify. I found my old code and engine about half way through making it.
May aswell put in one of the prototype maps I made last night.
I'm using some unconventional mapping techniques and it would be nice to see what people think before I put it out there in the TC Release.

I'll be looking into it a bit more before I make a decision but as long as I can still add enemies, guns, and such, SDL would be preferable.

_________________
Falcon 93 Studios
Demo/Level Out - Castle Court
Series/Game Coming - Knights of the SS : BeoWulfenstein
- Episode 1 Armour of Beowulf & Episode 2 The Hrunting Sword -
Smile Collaboration Welcome (:
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