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SGE: new kind of Wolf3D maps
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Can this editor bring something new in the Wolf3D world?
"+" It's a revolution!!! Great job!
30%
 30%  [ 3 ]
"0" IDK. May be it can be used for some extra maps.
0%
 0%  [ 0 ]
"-" No. It's unusable.
10%
 10%  [ 1 ]
"?" IDK. I'm not going to download it.
60%
 60%  [ 6 ]
Voted : 10
Total Votes : 10

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PostPosted: Thu Mar 09, 2006 3:18 am
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SGE can be downloaded here http://doomexpert.narod.ru/ult.htm or from link at Wolfenstein3D.Co.Uk News.
Please, start the WL1 demo pack, then load SG "Prison" instead of starting a new game, look at it, then vote.
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PostPosted: Thu Mar 09, 2006 7:55 am
   Subject: Re: SGE: new kind of Wolf3D maps
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@all: if you want to try this, it may be wise to download it directly from mr. Lowe's site.
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PostPosted: Thu Mar 09, 2006 8:17 am
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I knew narod.yandex.ru is not a good free hoster, but SPYWARE... M.b. it's an incorrect banner or something like that?
Ohhh... hell with them. Download from Lowe's Wolf Dome, it's the same .zip :)
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PostPosted: Fri Mar 10, 2006 3:47 pm
   Subject: Re: SGE: new kind of Wolf3D maps
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I don't see what's "revolutionary" about this, nor could I make any sense of your editor / help file.
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PostPosted: Fri Mar 10, 2006 4:42 pm
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Thanks goodness 20% voted for "+" Smile It's much more than nobody and, I think, enough. I hope I'll see some SGEd levels soon Smile

About your question, Leo... SGE allows to set different Health, Speed etc for each opponent, change visual appearance of any Thing you want, change opponent's behavior (for example, make SS sleep until hit or create a werewolf turning into a dog when attacking), create passable but non-transparent curtains, fake, connected and blocked doors and lots of other features without changing the engine (and most of that features are VERY hard to get even in the .exe, for example separate start Health and Speed). Is it "revolutionary"? IDK! So I create this poll.

About editor... Interface is not very "user friendly", but simple. Click, drag, set values.
About help file... Maybe I'll improve my English by talking about SGE here Smile But for now you have this help file only. Maybe someone can write a better "README" based on that file and some SGEing practice.
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PostPosted: Sat Mar 11, 2006 2:33 am
   Subject: Re: SGE: new kind of Wolf3D maps
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For those of you who read the description of this editor at the Dome: I hear you thinking "why should I download yet another map editor for Wolf, I'm comfortable with MapEdit/FloEdit/WDC, Chaos etc."

Well, this program is different. Rather than being a map editor, it allows you to edit saved games of original Wolf, making it possible to alter many variables in there to get all kinds of original effects without having to modify the source code. Of course, you need some understanding about those variables and what they're doing, but once you'll get the hang of things, it's fun to play around with it.

Is it revolutionary? Well yes, in a way. As far as I know, it's the only savegame editor around. Is it useful? That's up to you to decide. At least it might bring some better understanding of how savegames are built, for those who aren't into hex editing.

Anyway, just my two cents.

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PostPosted: Sat Mar 11, 2006 8:58 am
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I've updated the wording of the Dome News post about the editor. Hopefully, it makes it clearer that it's a saved game editor.

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PostPosted: Sat Mar 11, 2006 10:15 am
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I do know a bit about saved game editing/ hex editing. But how will this help make a mod? It seems that saved game editing would mean you'd be forced to make the players load the saved game to play those changes. At this point it seems to be something to play around with for just yourself, which I'm not nocking at all. Anybody wanna clarify how this can help with modding?

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PostPosted: Sat Mar 11, 2006 2:59 pm
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SGE could provide the modder with the means to implement an "alternate" ending to an individual episode, or map, giving the player a "what if..." scenario (I.E. - What if...there were faster guards on xx map? Or what if...there were...______.)
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PostPosted: Sun Mar 12, 2006 10:35 am
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I've created two demo levels "from scratch", that levels doesn't even look like base levels. It's possible to create an extended level with no noticeable base in the standard pack (there are 2 examples Smile ). The only limitations are you can not connect SGEd levels into episode, that levels can only be single-level missions (like demo "Prison", where you have to free soldiers from Nasi prison), and player have 0 extra lives.
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PostPosted: Sun Mar 12, 2006 6:05 pm
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The saved game utility I'd like to see would be of immense help to coders. When you modify the code in most circumstances, the saved games you've made before the code change most likely won't work right anymore. The utility I'd like to see made would change the saved games so that they *would* work properly, as long as it had a saved game that was made *after* the code change to find the difference in the checksum structure. Geek
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PostPosted: Mon Mar 13, 2006 9:07 am
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It's not SGE's main purpose, but you can convert SaveGam?.* to update it due to your code changes. Set the old format parameters, load your SaveGam?.*, change parameters, patch all needed ptrs (most map Obj ptrs are auto-updated by Wolf3D engine), then save SaveGam?.*.
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PostPosted: Mon Mar 13, 2006 6:25 pm
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Well, you have to know a *lot* about saved-game structure to do such a thing, and to do it on seven or eight saved games, it's a real hassle. Much easier to just have a program do it, since it can't make mistakes doing the job like we can. Smile
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PostPosted: Wed Mar 15, 2006 6:15 am
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The only thing you have to know is new Obj0/Th0 etc pointers. That pointers can be autodetected from any new-format SG. But since Obj0/Th0/Visspot0 ptrs were changed, all ptrs for all Obj/Th must be shifted as well. All 400 Visspots... too many for manual update. There must be a button "re-format" with the following action:
1) select sample SG (SSG);
2) auto-detect all possible ptrs from SSG;
3) calcualte differences;
4) update SG due to SSG format auto-detection.

But sorry, i'll not work on it. It's not the SGE main purpose and I'll better work on the engine, this will be more helpful for modders. If you really need this feature... sources are included Smile
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