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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Location: Castle Wolfenstein

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Posted: Tue Jul 25, 2017 10:42 am
Subject: [IDEA] Diehard Wolfers ECWolf pack
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I would like to suggest a collaboration project between all modders who wish to participate, in the form of a Diehard Wolfers ECWolf pack. This pack would contain new enemies, weapons, and entities, and if enough interest is accumulated, maybe levels. Input is welcome, and I hope that at least a few people are interested. |
_________________ -The Ever Psyched Sigma64
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Posts: 259
Location: Castle Wolfenstein

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Posted: Wed Aug 09, 2017 12:39 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Clearly, no-one is interested.
Even if someone has unused graphics kicking around, that would be helpful. |
_________________ -The Ever Psyched Sigma64
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Wolf3DGuy
DieHard Guard

Joined: 01 Aug 2017
Last Visit: 8:44 ago.
Topics: 7
Posts: 235

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Cyanosis
DieHard Officer

Joined: 07 Aug 2014
Last Visit: 07 Nov 2018
Topics: 34
Posts: 512
Location: Newport, Oregon

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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
Topics: 10
Posts: 259
Location: Castle Wolfenstein

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Posted: Thu Aug 10, 2017 9:18 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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I wasn't asking for anyone to jump right in, I just hoped someone would at least state their disinterest.
Wolf3DGuy: Sounds nice! I have no problems with the use of someting elsewhere; it's your resource. |
_________________ -The Ever Psyched Sigma64
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Wolf3DGuy
DieHard Guard

Joined: 01 Aug 2017
Last Visit: 8:44 ago.
Topics: 7
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
Topics: 10
Posts: 259
Location: Castle Wolfenstein

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Posted: Thu Aug 10, 2017 12:29 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Sure! Thanks! |
_________________ -The Ever Psyched Sigma64
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Wolf3DGuy
DieHard Guard

Joined: 01 Aug 2017
Last Visit: 8:44 ago.
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Posts: 235

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Posted: Fri Aug 11, 2017 7:44 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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I sent the link in PM |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Location: Castle Wolfenstein

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Posted: Fri Aug 11, 2017 7:47 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Thank you! |
_________________ -The Ever Psyched Sigma64
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Posts: 259
Location: Castle Wolfenstein

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Posted: Wed Aug 16, 2017 4:41 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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What do you think of "directional tables"?
By directional tables, I mean rendering, for example, this sprite:
like a directional sprite (or flat wall, whatever you want to call is)
on the 4 edges of a tile, so that the table is "3D", and is only one map tile wide.
This can be done in ECWolf, and I know it's never been done in SDL/DOS. |
_________________ -The Ever Psyched Sigma64
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AlumiuN
DieHard Wolfer

Joined: 29 Nov 2007
Last Visit: 0:37 ago.
Topics: 41
Posts: 2637
Location: Christchurch, New Zealand

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Posted: Wed Aug 16, 2017 5:10 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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It can be done fairly easily in SDL/DOS, but I personally feel like it's a bit of a cheap effect (the table top being at the player's head height is pretty strange too). |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Location: Castle Wolfenstein

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Posted: Wed Aug 16, 2017 5:15 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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It is a cheap effect, but I at least enjoy the fact that it looks a bit more 3D.
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_________________ -The Ever Psyched Sigma64
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Wolf3DGuy
DieHard Guard

Joined: 01 Aug 2017
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Posts: 259
Location: Castle Wolfenstein

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Posted: Wed Aug 16, 2017 6:46 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Yeah, the candles are animated. You can't see them too well against the grey, but they're there. |
_________________ -The Ever Psyched Sigma64
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Military
DieHard SS


Joined: 10 Oct 2015
Last Visit: 18 Dec 2018
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Posts: 305

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Posted: Wed Aug 16, 2017 12:48 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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You could also use this techique for something like small crates (and they would make more sense to not be below head level). And if you combined directional objects on edges (like walls) with directional objects in the middle (like doors), you could even make 3d objects that are only 32 pixels in size (at least visually). Now that would be neat! |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
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Location: Castle Wolfenstein

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Posted: Thu Aug 17, 2017 4:14 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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The crates are a good idea (I actually considered them before I read this comment), as is the idea of creating objects that are 3d with directional sprites. Columns could be made actually round, walls could be diagonal, door could be animated like in ROTT (But they'd have to be automatic), and MUCH, MUCH more. Truth be told, I think the table would be better for one of Schabbs' projects, maybe with a mutant on it or something. Schabbs is huge, after all. |
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Atina
Bring 'em On


Joined: 13 Apr 2015
Last Visit: 25 Nov 2019
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Posted: Fri Aug 18, 2017 3:27 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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So something like DieHard Wolfer's TC part 2 but for ECWolf or some small graphics pack? Combine it with FreeWolf and make it "Free Wild Wolf 3D". Also if there gonna be contributions from outside of the "DieHard" place the the name would be bit out of place =p |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
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Location: Castle Wolfenstein

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Posted: Fri Aug 18, 2017 4:03 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Precisely! Like the The DieHard Wolfers' TC, but ECWolf. New maps would be ideal, but "a few" contributors are needed before we can make this a large TC like project. |
_________________ -The Ever Psyched Sigma64
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Military
DieHard SS


Joined: 10 Oct 2015
Last Visit: 18 Dec 2018
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Posted: Sat Aug 19, 2017 8:07 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Well, I, for one, am always ready to make some maps! |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
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Location: Castle Wolfenstein

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Posted: Sun Aug 20, 2017 3:47 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Before we make maps though, we would first have to make the map symbols. I have some ideas for automatically-opening doors and other effects that would have to be made into map symbols., but this shouldn't take too much time.
YOUR OPINIONS ON THESE, PLEASE:
Doors that open when you're near them?
Tables with items on them with a radius of 33 so that when you walk against the tables you pick the items up?
Crates that can be destroyed to yield a random item?
Half-tile wide walls that are 36x64, like shelves?
Semi 3D crates, etc?
Diagonal walls? (How can anyone resist this?) |
_________________ -The Ever Psyched Sigma64
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Sigma64
DieHard Guard

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Location: Castle Wolfenstein

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Posted: Mon Aug 21, 2017 6:37 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Maybe this could be one of the bosses?
It could be recurring, or be a defence to a fortress.
Because ECWolf has no limit on sprite size, this could work without resizing, if directional sprites were use for walls. (Since directional sprites therefore also have no size limit.) |
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AstroCreep
DieHard Guard


Joined: 23 May 2015
Last Visit: 18:16 ago.
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Location: Fort Wayne, Indiana, United States

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Posted: Thu Aug 24, 2017 5:07 am
Subject: [IDEA] Diehard Wolfers ECWolf pack
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If I can find it, I have something like this that I already started. I was going to use it as a template for vanilla wolf themed ecwolf packs, but the time I have had for modding is zero lol. When I get off of work tonight, I'll upload it and see if you guys can work with it. |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
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Posted: Thu Aug 24, 2017 7:40 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Sounds nice! Thanks! |
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AstroCreep
DieHard Guard


Joined: 23 May 2015
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Posted: Sat Sep 02, 2017 6:22 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Sorry for the delay. I got an Everdrive and I've been living on my Nintendo. Lol. Here ya go. click to download |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
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Posted: Sun Sep 03, 2017 4:19 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Thank you greatly! |
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Executor
DieHard Officer


Joined: 28 Mar 2003
Last Visit: 5:43 ago.
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Posted: Sun Sep 03, 2017 5:34 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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I encourage this project to use any assets from my projects (except maps) that might be appropriate. Just make sure you read the credits and acknowledge the original sources. |
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Atina
Bring 'em On


Joined: 13 Apr 2015
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linuxwolf
DieHard Guard


Joined: 16 Oct 2012
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Posted: Sat Oct 07, 2017 11:46 pm
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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Does this need to be ECWolf only? Does ECWolf assume a specific format here or can the same data work in another engine? |
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Sigma64
DieHard Guard

Joined: 14 Jun 2017
Last Visit: 02 Dec 2019
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Posts: 259
Location: Castle Wolfenstein

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Posted: Sun Oct 08, 2017 2:50 am
Subject: Re: [IDEA] Diehard Wolfers ECWolf pack
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ECWolf uses .wl6 ( Or sod, wl1, sd2, sd3, or sod) data to create a base resource, like you would have in a DOOM mod. Then, files ( pk3, pak, zip, wad, etc ) are opened with ECWolf that contain the data of the mod. For example, If you wanted to replace the guard sprites, you'd place all your new frames, in DOOM spriiting convention ( GARDA1, GARDA2, etc), in the sprites folder of a .pk3 file, or in-between the ss_start and ss_end markers. ECWolf is essentially ZDoom for Wolfenstein, with decorate code, DOOM Sprite formats ( .lmp, .png, .tga ), and the convenience of being able to make a mod that doesn't give half the graphics away for free. |
_________________ -The Ever Psyched Sigma64
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