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Untitled Hand-drawn TC (ECWolf)
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dunkelschwamm
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PostPosted: Thu Dec 06, 2018 6:30 am
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So, recently I've been trying my hand at making a new TC that is entirely hand-drawn, heavily abusing ECWolf's tolerance for high resolution sprites and textures.

One thing lead to another, and now it's shaping up to be a ridiculously expansive mod.

Synopsis: Play as a mage traveling through the Shadow Realms of a confederacy of 5 Dark Kings. Traverse their lands, find them, and destroy them to excise the cancer of dark influence they have spread throughout the realms.



Enemy sample:


Click here to view a brief playthrough of a preview level.

Click here to see the process for creating sprites from hand-drawn graphics.

I'll continue to post updates as I make progress. I'm currently making this mod alone, and with a full work and school schedule will be unable to work on this during most of the week, so expect progress to be slow.

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PostPosted: Thu Dec 06, 2018 7:37 am
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I'm liking. Catacomb 3d in a different and unique art style.

Apologies for the short post.
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PostPosted: Thu Dec 06, 2018 7:39 am
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This looks very nice mate.
Keep it up, I'd love to play that!

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PostPosted: Thu Dec 06, 2018 12:24 pm
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Very nice, I don't think I have ever seen such an art style in a game before!
The hand and fireballs reminded me so much of the Catacomb 3D, that I was actually kind of waiting for a wall to blow up to reveal a secret area. Until a pushwall was used instead. Smile
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PostPosted: Thu Dec 06, 2018 2:46 pm
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Looks good. Staying in b&w?
dunkelschwamm
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PostPosted: Thu Dec 06, 2018 2:51 pm
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AstroCreep wrote:
Looks good. Staying in b&w?


Yeah, I've kinda fallen in love with the greyscale look of this one. If i create another hand-drawn mod later I'll likely be digitally coloring the graphics and using a more colorful palette.

Also I'm glad to see people are picking up on the Catacombs 3d vibe I'm building. By the end it will certainly have more in common with Catacombs 3d than it does with Wolfenstein.

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PostPosted: Thu Dec 06, 2018 2:57 pm
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Finally an unique mod with unique art style and concept, I hope it'll get the attention after the release because this is that stuff which deserves the attention. Good job and good luck, looking forward to try out this one.

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PostPosted: Fri Dec 07, 2018 2:31 am
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Fully support this, it looks great and original.
Hope it'll play as well as it looks.
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PostPosted: Fri Dec 07, 2018 3:57 am
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Looking forward to it. Thought it's 128x128 but that explains why the gameplay video looked so crisp. Any idea if that res has big impact on the performance?
The process video was quite interesting. More less what i expected with the negative images. Nevertheless interesting to see the steps and how you do some things.
Didn't expect Slade =p

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PostPosted: Fri Dec 07, 2018 5:05 am
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So far I've found that ECWolf can chew on the high resolution with no hit to performance; however, I have no idea how low in computer specs such preservation of performance will survive.

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PostPosted: Fri Dec 07, 2018 8:51 am
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Iíve been experimenting a bit with the hi res textures. Iíve used up to 1024x1024 and have experienced more lag in slade3 than ecwolf lmao. Bit off topic, but ECWolf actually handles textures like doom so itís possible to have a ďbaseĒ texture and then put a graphic on top of it like a poster.
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PostPosted: Fri Dec 07, 2018 10:31 am
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Yes, wall patches feature helps TR mods alot. Though eats on some objnum spots.
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PostPosted: Fri Dec 07, 2018 2:13 pm
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Increased texture detail shouldn't provide a significant hit to frame rate, because it doesn't affect the number of pixels that need to be drawn, it only makes texture lookups happen a bit more often (and those are cheap). Its main hit is to RAM usage, but Wolf-based games use very little compared to the amount of RAM most people have, so it's a largely unimportant hit.
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PostPosted: Fri Dec 07, 2018 3:15 pm
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Ok, I see. RAM probably doesn't matter much unless you add lots of features or try to put it on a Dreamcast with 16 MB ><

The game is probably less happy about using floor and ceiling textures with such resolution or?

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PostPosted: Fri Dec 07, 2018 3:38 pm
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No, the same applies; in fact it might have even less of an effect because IIRC that performs a texture lookup for each screen pixel anyway.
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PostPosted: Fri Dec 07, 2018 4:35 pm
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I had just figured that modern computers and a modern sourceport should be able to handle loading in 384x384 textures considering that as of 16 years ago then-contemporary engines on then-contemporary computers have been doing pretty well at loading in several 512x512 materials with multiple passes. I wasn't even aware of most of the technical details for how ECWolf really handles it haha.

Update: I still gotta play with some of the values in the generation, but I made treasure sparkly.

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PostPosted: Sat Dec 08, 2018 2:39 am
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Well, I don't know how ECWolf handles it, but I know it still has a software renderer, and unless they've done something very wrong with the implementation of it, what I've said should still be the case.
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PostPosted: Sat Dec 08, 2018 6:59 am
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AlumiuN wrote:
No, the same applies; in fact it might have even less of an effect because IIRC that performs a texture lookup for each screen pixel anyway.
From what I understand, it'll only extract the data again if it hasn't done so in the pixel above it. The raycaster simply draws one vertical line after another, from left to right. I actually made a terrible move with the floor/ceiling textures code with my Base Of Operations code; I told it to re-extract the code for every pixel it drew. I misunderstood the code and thought it was only reloading for every floor tile it drew, not every pixel. My logic didn't quite add up if you dissect it, but I didn't know any better back then. Smile
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PostPosted: Mon Dec 10, 2018 4:07 am
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Update: I've been playing around with an exploit in ECWolf that allows sprites to be however tall you want to make them. The result has been very promising.




Click here to see an environment test of a forest using these exploits.

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PostPosted: Mon Dec 10, 2018 4:33 am
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Just wow... Nice!

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PostPosted: Mon Dec 10, 2018 4:59 am
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Dude, I can't even EXPRESS how awesome this looks.

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PostPosted: Mon Dec 10, 2018 5:31 am
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Wow, that looks amazing!
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PostPosted: Mon Dec 10, 2018 5:39 am
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Looks pretty atmospheric with the shapes. I like the animated tree stuff, gives it some nice mood.

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PostPosted: Mon Dec 10, 2018 7:12 am
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ECWolf potential in Wolf3D modding is not yet fully explored it seems.
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PostPosted: Mon Dec 10, 2018 9:36 pm
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I love it!!!!! Smile
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PostPosted: Tue Dec 11, 2018 2:24 am
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Oh man, that looks fantastic. Maybe I should get around to upgrading the Wolf4SDL renderer to allow stuff like this Smile
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PostPosted: Tue Dec 11, 2018 5:44 am
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AlumiuN wrote:
Oh man, that looks fantastic. Maybe I should get around to upgrading the Wolf4SDL renderer to allow stuff like this Smile

I can already imagine cool showdowns against super mega tall and scary bosses (ala the CyberDemon from DOOM)... Mr Green

Best,

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PostPosted: Tue Dec 11, 2018 5:47 am
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I was thinking of that too Ariel Smile

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PostPosted: Tue Dec 11, 2018 4:22 pm
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Arielus wrote:
AlumiuN wrote:
Oh man, that looks fantastic. Maybe I should get around to upgrading the Wolf4SDL renderer to allow stuff like this Smile

I can already imagine cool showdowns against super mega tall and scary bosses (ala the CyberDemon from DOOM)... Mr Green


It's funny you mention that, because I remember Insurrectionman showing exactly that in one of his mods (not sure if it got released though) Very Happy
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PostPosted: Tue Dec 11, 2018 6:32 pm
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Iíve used a few of the oversized sprites features in noahpak. Beware though - if you put a wall in front of the sprite itíll clip the sprite, even above the wall texture. Looks good if used right tho
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