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Map of the Month Club - Info/Downloads
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BrotherTank
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PostPosted: Tue Oct 23, 2007 5:32 pm
   Subject: Map of the Month Club - Info/Downloads
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MAP OF THE MONTH CLUB


What is it?

The map of the month is more of a competition more than a club really. But, it's a fun & friendly competition really... Anyone can participate and it's really easy to do. Where you the community will choose the winner!

Each month the members of the forums vote for the maps and a winner is chosen. The 1st Place, 2nd Place, and 3rd Place winners get the recognition from the community and a Sig graphic to boast about your accomplisment.

If you want to participate, then just download the Design Kit for the month in progress, and make a map. Once the map is completed, you send the map to the co-ordinator for that months competition. It's that simple. Anyone can make a map... you just need to be a member of the forums to vote.

For more information on the process, how it works, and the rules, see the next posts....



Design Kits - Create Maps for the Competition


Included in the November Design Kit (MMCOCTDK.zip) are the define files for use with Mapedit, Floedit 2, and WDC. Thanks go to Andy, Areyep, and RonWolf for the define files.

[Latest - Most Current EXE]

Latest Bug Fix ExE Download

Bugfix Updated: 10-27-2007

Notes:

This exe hopefully fixes all of the bugs reported up and until [October-27-07]. The November Design Kit has been updated with this update. If you find any other problems, please report them in the "Map of the Month Club Discussion Thread". I keep checking that thread regularly, and will try and repair any problems discussed or mentioned and will update This Post as required.



Level Sets - Play the Levels Submitted[b]





Greg
BrotherTank


Beer [b]LET THE GAMES BEGIN Beer


Last edited by BrotherTank on Sat Oct 27, 2007 10:02 pm; edited 9 times in total
BrotherTank
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PostPosted: Tue Oct 23, 2007 5:33 pm
   Subject: How it Works - Rules
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How it All Works


How does it Work?

Each month, anyone wanting to participate can create a map for submission to the
co-oridinator for that month. Then at the end of the submission period, the co-
oridinator will put all of the maps received into a mapset to be
released/downloaded by anyone wishing to play them. At the same time, the co-
ordinator will create a Poll in the Polling Section of the forums where anyone
that has played the maps can vote for 3 of their favorites. Then when the poll
expires, you all will have chosen the best map for that period of time and the
co-ordinator will post the names of the people who made each map so you can see
how you all did and who won by your votes.

At the same time as the voting is going on, the next map submission period will
have started so if you want to try again to win, you just need to create another
map. So basically if 10 people submit this month.. there will be 10 maps to
play and select from.. next month if 20 maps are submitted, it will mean more
maps to play...

Are there any special rules in making maps?

The only real rule is that you can't use the secret elevator floor on your map
for the elevator itself. There are no secret floors or levels in this game.
Other than that, you can use any enemy (including Bosses) as the bosses have all
been set to drop a key rather than end the game as the original game did. The
other thing that you can't use is the "End of Game" trigger.... Always use an
elevator to end your level. Each new level will start as if it was the first
level in the game. By that I mean that you will start with 100% health, 8 ammo
and the pistol. This is done so that all levels will have the same feel and
play as far as starting with weapons. Also, that way one level will not be
easier because of something gained in a previous level.

Why? Why do something like this

My answer is why not?? It's something easy to do... Only takes 1 map from each
person who wants to participate (and who can't easily make 1 map per month).
And by doing this, it will give us all something new to try... something new to
play.. each month.. It just might help people build mapping skills and actually
be something fun that everyone can play each month. In doing so, it also keeps
the spirit of wolfenstein and our community alive and well. It's also something
that you can be proud of. If you win.. or loose.. it's just something fun to
do. Making one map doesn't take a long time and as such, it won't put any
pressure on anyone as it's your choice to participate or not.

Ok.. I want to submit a map, How do I do it

You create your map using whatever mapeditor that you wish to use. You should
test your map to make sure that it is completable and that all ratios (secrets,
treasures, and kills) can be achieved.. And then you Export or Save the level
as just the level using whatever mapeditor you use and attach that in an e-mail
to my listed e-mail in the forums. There is no need to zip or archive it,
unless you can't send attachments without them being archived.

NOTE: In the E-Mail, please include Your Nickname on the forums, the
name/version of the Map Editor that you uses, and the Name for your Map (if you
didn't give it a name when you created it).


Do I need anything special to make a map??

No - not really. You can make your map with any of the mapeditors that are
available and all it really takes is a little imagination. There is no
storyline to follow so you can really do anything you want with your level. You
can make it a shoot'em up, a free for all.. a maze... a puzzle... anything...
it's all up to you and your imagination. We just ask that you use the original
game design specs (as there is nothing special added feature wise for you to
include in your map at this time).

Can I give my map a name??

Sure! By all means. The only thing is don't put your name in the name. Also,
don't put your name on the map via the comment markers (in the wall defines).
By giving your map a name, it somewhat lets people know what to expect.. ie:
when you see names like "caverns" "dungeons" "The Vault" etc...

So how do I control things like Ceiling/Floor Colour etc??

Basically, you place wall tiles in certain specific places to enable, disable,
and modify things witin the game. The next few posts in this thread will list
for you, specific spots and what each does.


So just copy your data files from your original full version game into a
directory and put this the proper EXE with them... Then start up your
imagination and start editing...

How long will this run or continue??

The process just keeps revolving and evolving, over and over, until everyone decides they
don't want to do it anymore. If the process goes for a very long time, we can
take the winners of each month and create one master mapset for release of the
best of the best as chosen by you. It will run as long as people are willing to
participate. As long as there is interest and submissions I see no need for it
to stop really. Making 1 map per month really won't put anyone out or place any
undue stress on anyone, so I can see it going on for a long time really. Let's
keep it fun, and have some fun...



Anyhow... I (BrotherTank) will act as co-ordinator for the first
round and/or until someone else wants to be the co-ordinator...

From now May 29, 2007 until June 30th, 2007, I will be accepting maps from any
and all people willing to participate for this period. There are 60 Map slots
Open.. so don't be shy.

Each participant may ONLY send or enter 1 map per month!

All maps must be 64x64 and use only original Wolfenstein Specs.

On June 30th, I will take all the maps that have been received for the month,
and make 1 mapset file that can be downloaded from the forums here. You and
everyone can play them.... if you want or so choose...

I will remove all names from any maps so that none of you will know who made
what map (other than by maybe recognisable things that certain people do as
their style), so that you can't see with a mapeditor who did what.

I will then post a Poll here in the forums where you can vote for your favorite
maps.. (we'll make the poll - pick 3 of your favorites out of the maximum number
of maps that we get). The poll will run for 21 days... and a winner will then be
announced by you (as you have voted)... and I will then post the names of the
people maps in the order they were added to the mapset, so you can see who did
what for that month.

Then if someone else wants to act as co-ordinator for the second month, we can
rotate it out. The second month will start accepting submissions on July 1 to
July 31, and again the process will continue.




Those wishing to participate... It's 1 map per month... Nothing special..

Greg
BrotherTank


Beer LET THE GAMES BEGIN Beer
BrotherTank
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PostPosted: Tue Oct 23, 2007 5:35 pm
   Subject: Map of the Month Club - Credits for Code
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::: CODE :::

/****************************************************************/
/****************************************************************/
/*******           Wolfenstein 3d Source (c)1992 Id Software            ********/
/***************************************************************/
/***************************************************************/
/**                                                                           **/
/**  Distributed under the Limited Use License Agreement - The DieHard        **/
/**  community has collected and contributed to the functionality of this     **/
/**  source.  We have given it options and items that were not available in   **/
/**  any of the Id Software releases, as well as programming other options    **/
/**  that appeared in the games, but not in the source code released.         **/
/**  Please make sure that you READ the License.doc file included within!     **/
/********************************************************************/
/* ==================================================== */
/* ==    Map of the Month Club Source - Changes <c>2007+ DieHard Wolfers    == */
/* ==================================================== */
/* Maintained by BrotherTank                                                   */
/* ==================
      Disclaimer                                                March 9, 2007
   ==================

  By using this software you hereby agree that, ANY and ALL contributors to
  this source code are NOT Responsible for any changes you make to the code
  (ie: You break it -> You are on your own). Furthermore, you agree that
  said contributors to this source, will NOT be held liable for any damages
  to your system or the data contained within your system. In other words:
  This is a delicate source, so please take care in editing!  Also, Remember
  to make backups of your source and data regularly!

  This code contains Major Code Changes To The Original Source
  (by Id Software (c)1992). The original source, along with the modifications
  written by others, has been re-written by BrotherTank (where ever possible),
  to give as much free memory as possible, by reducing code redundancy.
  Depending on the options selected below, you may have to add sounds or
  graphics to your games data files (as required - See READTHIS.TXT file).

  Contributers to the free memory increase and original source code bug-fixes
  are (in alphabetical order):

  Adam Biser,              BrotherTank,             Chris (Chokage),
  Darkone,                 Dugtrio17,               MCS,
  Ripper,                  Tek-Zk,                  WSJ

  Below you will find a list of defines that can be uncommented to change
  the game in many ways, along with the names of the people who created
  (Contributed) them.  BrotherTank has installed and tested them all within
  this source.

  PLEASE REMEMBER: When you release your game to the general public, you
                   MUST give the Contributers to this source credit for
                   any of the work that you enable below (including Id
                   Software for the original source code) - Just as I
                   have done in this file!!

   Wolfenstein / Spear of Destiny Version.h file
   Source (c)1992 Id Software
   DieHard Map of the Month Club Source - 2007+ By BrotherTank

#define REMOVEDEBUG     // Removes the Debugging Commands
#define MAPCOUNTITEMS   // Counts Number of Items On Map(Actors,Sprites,Doors)
#define PICTUREPAUSE    // Remove the Picture Pause Routine
#define ERRORFIX        // Darkone/BT - Converts Errors to Numbers (Saves Memory)
#define DIEHARDSIGNON   // Enables Wolfenstein 3d/Spear of Destiny DieHard V2.0 Signon Screen

#define MAPCLUB         // BrotherTank - Map of the Month Club Specific Settings
/* ================================================== */
/*                         Modifications Pre-Installed                       */
/* ================================================== */
//  Bosses Always Face Player - MCS
//  Mirrored Wall Tiles       - Ripper
//  End Level Trigger         - Adam Biser
//  Enemy Block Tile          - MCS - Pre-installed to all versions
//  Secret Elevator Control   - BrotherTank - Saves memory and cleans up code.
//  Screen Resize(+ & -) keys - MCS
//  Full Screen with HUD      - Dugtrio17
//  BestWeapon                - BrotherTank - Player only has weapons picked up
/* =================================================== */
#ifdef MAPCLUB
#define AIFIX             // Darkone - BT - Fixes some problems with the AI
#define AIRANDOMNESS      // BrotherTank - Add some slight randomness to the AI
#define AMMOBOX25         // Enable Spear Ammobox in Mapclub
#define AUTOINTER         // BrotherTank - Automated Intermission Screens
#define CANCROSSLIMIT     // BrotherTank - Limit who can cross MCS's Enemy Block Tile
#define CLEARSCREEN2      // Darkone - New Clear Screen
#define CROSSHAIR         // BrotherTank - Drawn/Plotted Aiming Crosshair
#define DEATHARTIFACT     // MCS - Kill Anything that touches the object
#define DISABLEDEATHCAM   // Chris - Disable Deathcam Completely 
#define DOORLOCKLIMIT     // BrotherTank - Limit who can open locked Doors
#define ELEVFIX           // BrotherTank - Elevator can be used in All Carnal Directions
#define ENEMYBONUS        // MCS - Enemies can pick up Certain Bonus Items
#define ENEMYHEALSELF     // MCS - Part of Enemy Bonus - Will pick up health items if needed
#define ENEMYPUSHWALL     // MCS - Enemies can Push Pushwalls too!
#define ENEMYPUSHWALL2    // MCS - Player gets credit for Enemies Pushing Pushwalls.
#define FIXDISTANCE       // MCS - Fixes minimum distance player can walk between
#define FLOATVERTICAL     // BrotherTank - Keys Float Vertically
#define FPSCOUNTER        // Darkone - Counts frames per second drawn by Raycastor
#define GUARDSHADESHOT    // MCS - Guards light up when shooting - shading enabled
#define INGAMEMSGS        // Darkone - Ingame Messages
#define KEYS4             // Id Software
#define MAPCONTROLPAR     // BrotherTank - Mapspots Control Par Time
#define OUTSIDEATMOS      // Ripper - StarrySky with Rain & Snow Options
#define PUSHOBJECT        // BrotherTank - Push certain Objects around the map.
#define PUSHOBJECTMSG     // BrotherTank - Add some Ingame Msg spice to Pushing Objects
#define PUSHWALLSWITCH    // Idea by MCS - BrotherTank Coded in this version
#define RANDOMHITPOINTS   // Dugtrio17 - Each Enemy starts with Random hitpoints
#define RANDOMSPAWN       // Adam Biser - Spawn Different Enemies at these points
#define RATIOVIEW         // MCS - Displays Ratios in Game % Kill, %Secret, %Treasure
#define REMOVEBUMPSOUND   // MCS - Remove annoying hit wall sound when walking into walls
#define REMOVEJUKEBOX     // BT-Chris-Ripper - Remove the Jukebox from the game
#define REMOVESCALERS     // Ripper - Replaces the Scalers routine for more Memory
#define SBARTIMER         // BrotherTank - Statusbar Timer
#define SEAMLESS          // MCS - Mods/BT - Seamless Level Progression
#define SHADING           // Ripper/Darkone - Shading Levels Based on Distance Viewed
#define SHOTACCDAMAGE     // BrotherTank - Shotaccuracy Determines Damage to Enemy
#define SKILLMENUTEXT     // Chris - Mods BT - Adds Text to Skill Select
#define STAMINA           // Tek-Zk/BT Fixed - Player Run Speed Based on Stamina
#define STEALTHKILL       // Dugtrio17 - Stab Enemies not in attack mode in back Kills Instantly
#define TELEPORT          // MCS - Teleport Player
#define TELEPORTKILL      // MCS - Kill Enemies standing within certain distance of teleport landing
#define WEAPONBOBBLE      // Dugtrio17 - Weapon Bobbles as Player Moves
#define WEAPONCHANGE      // MCS - Weapon Goes Up/Down when changing Weapons
#define WEAPONCHANGESND   // MCS - Makes a sound when changing weapons
#define WEAPONEMPSND      // MCS - Weapon Clicks when out of bullets
#define WEAPONJAM         // BrotherTank - Weapons (Machinegun/Chaingun) Jam Randomly
#define WEAPONJAM2        // BrotherTank - Player looses weapon when it Jams
#define WEAPONSPEED       // Tek-Zk/BT Fixed - Player Speed based on Weapon in Use
#define WEAPONSTREGNTH    // BrotherTank - Vary Damage to Enemy by Weapon Used
#endif
/* ================================================= */
BrotherTank
Forum Administrator
<B>Forum Administrator</B>


Joined: 01 Mar 2003
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PostPosted: Tue Oct 23, 2007 5:37 pm
   Subject: Map of the Month Club - Error Messages
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Error Messages wrote:
ERR_ACT2_PATH_HIT_WALL =0x1000, // "T_Path hit a wall at %u,%u, dir %u"
ERR_DRAW_TOO_MANY_SPANS, // 0x1001 "Too much spans!"
ERR_GAME_MAP_NOT_64x64, // 0x1002 "Map not 64*64!"
ERR_MAIN_DEMO_LOOP_EXIT, // 0x1003 "Demo loop exited???"
ERR_MENU_NO_DATA_FILES, // 0x1004 "NO WOLFENSTEIN 3-D DATA FILES to be found!"
ERR_PLAY_OBJLIST_FULL, // 0x1005 "GetNewActor: No free spots in objlist!"
ERR_PLAY_REMOVE_PLAYER, // 0x1006 "RemoveObj: Tried to remove the player!"
ERR_STATE_WALK_BAD_DIR, // 0x1007 "Walk: Bad dir"
ERR_STATE_MOVE_BAD_DIR, // 0x1008 "MoveObj: bad dir!"
ERR_STATE_ATCK_SIGHT, // 0x1009 "An actor in ATTACKMODE called SightPlayer!"
ERR_TEXT_WORD_LIMIT, // 0x100A "PageLayout: Word limit exceeded"
ERR_TEXT_WRONG_HEADER, // 0x100B "PageLayout: Text not headed with ^P"
ERR_TEXT_WRONG_TERMINATE, // 0x100C "CacheLayoutGraphics: No ^E to terminate file!"
ERR_DOORS_TOOMANY_DOORS, // 0x100D "64+ doors on level!"
ERR_OBJ_TOOMANY_STATICS, // 0x100E "Too many static objects!"
ERR_OBJ_TYPE_NOT_FOUND, // 0x100F "PlaceItemType: couldn't find type!"
ERR_CA_FARREAD_64K_LIMIT, // 0x1010 "CA_FarRead doesn't support 64K reads yet!"
ERR_CA_FARWRITE_64K_LIMIT, // 0x1011 "CA_FarWrite doesn't support 64K reads yet!"
ERR_CA_AUDIO_FILE_ABSENT, // 0x1012 "Can't open AUDIO.xxx!"
ERR_CA_UP_PAST_LVL7, // 0x1013 "CA_UpLevel: Up past level 7!"
ERR_CA_DOWN_PAST_LVL0, // 0x1014 "CA_DownLevel: Down past level 0!"
ERR_CA_CANNT_OPEN, // 0x1015 "Can't open xxx!"
ERR_MM_SEG_SPANS_TWO_BLCK, // 0x1016 "MML_UseSpace: Segment spans two blocks!"
ERR_MM_NO_PRGE_BLOCKS, // 0x1017 "MM_ClearBlock: No purgable blocks!"
ERR_MM_OUT_OF_MEMORY, // 0x1018 "MM_GetPtr: Out of memory!"
ERR_MM_FREE_NOT_FOUND, // 0x1019 "MM_FreePtr: Block not found!"
ERR_MM_PURGE_NOT_FOUND, // 0x101A "MM_SetPurge: Block not found!"
ERR_MM_LOCK_NOT_FOUND, // 0x101B "MM_SetLock: Block not found!"
ERR_MM_BLCK_ORDER_CORRUPT, // 0x101C "MM_ShowMemory: Memory block order currupted!"
ERR_MM_CANNT_OPEN_DUMP, // 0x101D "MM_DumpData: Couldn't open MMDUMP.TXT!"
ERR_MM_DUMP_CREATED, // 0x101E "MMDUMP.TXT created."
ERR_PM_PAGE_MAP_FAILED, // 0x101F "PML_MapEMS: Page mapping failed"
ERR_PM_EMS_FREE_ERROR, // 0x1020 "PML_ShutdownEMS: Error freeing EMS"
ERR_PM_XMS_ZERO_ADDR, // 0x1021 "PML_XMSCopy: zero address"
ERR_PM_XMS_COPY_ERROR, // 0x1022 "PML_XMSCopy: Error on copy"
ERR_PM_XMS_FREE_ERROR, // 0x1023 "PML_ShutdownXMS: Error freeing XMS"
ERR_PM_NOT_ENOUGH_MAIN, // 0x1024 "PM_SetupMainMem: Not enough main memory"
ERR_PM_READ_NULL_POINTER, // 0x1025 "PML_ReadFromFile: Null pointer"
ERR_PM_READ_ZERO_OFFSET, // 0x1026 "PML_ReadFromFile: Zero offset"
ERR_PM_READ_SEEK_FAILURE, // 0x1027 "PML_ReadFromFile: Seek failed"
ERR_PM_READ_READ_FAILURE, // 0x1028 "PML_ReadFromFile: Read failed"
ERR_PM_PF_OPEN_FAILURE, // 0x1029 "PML_OpenPageFile: Unable to open page file"
ERR_PM_OFFSET_READ_FAIL, // 0x102A "PML_OpenPageFile: Offset read failed"
ERR_PM_LEN_READ_FAIL, // 0x102B "PML_OpenPageFile: Length read failed"
ERR_PM_EMS_FIND_FAIL, // 0x102C "PML_GetEMSAddress: EMS find failed"
ERR_PM_LRU_SEARCH_FAIL, // 0x102D "PML_GiveLRUPage: LRU Search failed"
ERR_PM_NO_XMS_LRU, // 0x102E "PML_PutPageInXMS: No XMS LRU"
ERR_PM_IDENT_REPLACE, // 0x102F "PML_TransferPageSpace: Identity replacement"
ERR_PM_KILL_LOCKED_PAGE, // 0x1030 "PML_TransferPageSpace: Killing locked page"
ERR_PM_REUSE_NON_EXIST, // 0x1031 "PML_TransferPageSpace: Reusing non-existent page"
ERR_PM_ZERO_REPLACE, // 0x1032 "PML_TransferPageSpace: Zero replacement"
ERR_PM_PAGES_AVAIL_LIED, // 0x1033 "PML_GetPageBuffer: MainPagesAvail lied"
ERR_PM_PURGED_MAIN, // 0x1034 "PML_GetPageBuffer: Purged main block"
ERR_PM_SEARCH_FAILED, // 0x1035 "PML_GetPageBuffer: Search failed"
ERR_PM_NON_SEG_PTR, // 0x1036 "PML_GetPageFromXMS: Non segment pointer"
ERR_PM_INVALID_PAGE_REQ, // 0x1037 "PM_GetPage: Invalid page request"
ERR_PM_SPARSE_PAGE, // 0x1038 "Tried to load a sparse page!"
ERR_PM_LOCK_NON_SOUND, // 0x1039 "PM_SetPageLock: Locking/unlocking non-sound page"
ERR_PM_TOO_MUCH_PAGES, // 0x103A "PM_Preload: Pages>=ChunksInFile"
ERR_PM_XMS_BUF_FAILED, // 0x103B "PM_Preload: XMS buffer failed"
ERR_PM_XMS_EXCEED, // 0x103C "PM_Preload: Exceeded XMS pages"
ERR_PM_PAGE_TOO_LONG, // 0x103D "PM_Preload: Page too long"
ERR_PM_NO_MAIN_OR_EMS, // 0x103E "PM_Startup: No main or EMS"
ERR_SD_INVALID_DMA, // 0x103F "SDL_SBSetDMA() - invalid SoundBlaster DMA channel"
ERR_SD_INVALID_IRQ, // 0x1040 "SDL_StartSB: Illegal or unsupported interrupt number for SoundBlaster"
ERR_SD_ILLEGAL_POS, // 0x1041 "SD_SetPosition: Illegal position"
ERR_SD_BAD_SND_NUM, // 0x1042 "SD_PlayDigitized: bad sound number"
ERR_SD_BAD_INSTR, // 0x1043 "SDL_ALPlaySound() - Bad instrument"
ERR_SD_UNSUPP_ADDR, // 0x1044 "SD_Startup: Unsupported address value in BLASTER"
ERR_SD_UNSUPP_IRQ, // 0x1045 "SD_Startup: Unsupported interrupt value in BLASTER"
ERR_SD_UNSUPP_DMA, // 0x1046 "SD_Startup: Unsupported DMA value in BLASTER"
ERR_SD_UNCASHED_SND, // 0x1047 "SD_PlaySound() - Uncached sound"
ERR_SD_PRIORITY_WITHOUT, // 0x1048 "SD_PlaySound: Priority without a sound"
ERR_SD_ZERO_LEN_SND, // 0x1049 "SD_PlaySound() - Zero length sound"
ERR_US_STR_EXC_WIDTH, // 0x104A "US_CPrintLine() - String exceeds width"
ERR_VH_WIDTH_NOT_DIV_4, // 0x104B "VL_MungePic: Not divisable by 4!"
ERR_VL_NO_VGA, // 0x104C "You need a VGA graphics card to run this!"
ERR_IN_DEMO_PLAYBACK, // 0x104d "Demo playback exceeded"
ERR_IN_DEMO_OVERFLOW, // 0x104e "Demo buffer overflow"
ERR_DOS_DISKFREE_CALL, // 0x104F "Error in _dos_getdiskfree call"
ERR_PATCH_INVALID, // 0x1050 "ApplyPatch: Invalid patch number!"
ERR_BAD_SCALE_CALLED, // 0x1051 "Bad Scale Called"
ERR_SCALE_EXCEED_SPACE, // 0x1052 "Compiled scalars exceeded allocated space!"
ERR_SCALE_CANT_BUILD, // 0x1053 "Can't build Scalers"
ERR_GAME_DEMO_PAST_EOF, // 0x1054 "Read from 'game demo file' past EOF"
ERR_NO_JAP_FILEFOUND =0x2000, // "NO JAPANESE WOLFENSTEIN 3-D DATA FILES to be found!"
ERR_NO_SOD_FILEFOUND, // 0x2001 "NO SPEAR OF DESTINY DATA FILES TO BE FOUND!"
ERR_NO_SDM_FILEFOUND, // 0x2002 "NO SPEAR OF DESTINY DEMO DATA FILES TO BE FOUND!"
ERR_NO_W3D_FILEFOUND, // 0x2003 "NO WOLFENSTEIN 3-D DATA FILES to be found!"
ERR_TESTING_ERROR =0x3000, // 0x3000 "Error Trip during Testing Phase"

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PostPosted: Tue Oct 23, 2007 5:38 pm
   Subject: Map of the Month Club - Map Settings for June
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When I run the NEW exe what are the controls??

Tab-B Toggles the Weapon Bobble on/off
Tab-F Toggles FastMonitor on/off
Tab-H Hurts player 16 health per use - If you get stuck
Tab-M Toggles the In-game Messages on/off
Tab-O Toggles the Onscreen Timer on/off
Tab-R Will show you the your Ratios in the game
Tab-S Toggles the Shading on/off
Tab-W Warp to Whatever Level?
Tab-X Toggles the Crosshair on/off

What are the features of the new EXE??

As you can see from above, we have shading, ratio monitoring, weapon crosshair &
bobbling, Ingame messages, Onscreen timer, along with Map Control of the
Ceiling/Floor colours, Starry Sky, Moon Colour, rain/snow, and Par Times.

The other options that are enabled in this EXE are:
  • Enemies can push
    Pushwalls & the Player will get credit if the enemies find hidden areas.
  • Pushwalls will kill the player or enemy, if they are standing where the
    pushwall is sliding into.
  • You only have the Weapons that you have picked up.
    aka Bestweapon!
  • Maximum Health is 100%
  • Maximum Ammo is 100 rounds
  • There
    is only 1 ammo type for all weapons.
  • Small fixes to the AI controlling enemy
    movement. These may or may not change an enemies behaviour that will be
    noticable all the time. But be aware that it does change the directions that
    they scan - and if you play one of the original maps you may find that you may
    not meet alerted gaurds in the same place you always did.
  • You will hear a
    heartbeat that increases in speed when the players health drops below 75% - when
    it gets real fast... you need to find some health.
  • (-) & (+) keys will
    decrease/increase the screen size.
  • (<) & (>) keys will strafe the player
    left/right
  • The annoying sound is gone when bumping into walls. It still makes
    the sound when you push on walls.
  • If the shading is toggled on - the enemies
    will light up in the distance when shooting (basically you see their weapon
    flash as they shoot).
  • When you change weapons the weapons actually change.
  • Each level will start as if it was the First Level in the game. That means
    there is no advantage to any weapons or ammo gained on the previous levels - or
    extra men for that matter.
  • If you use a boss on your level (any boss) they
    will NOT end the game. They will drop the yellow or Gold key, but they will not
    end the game.
  • Secret Elevator floor will NOT take anyone to a secret level
    because there are no secrets.
  • Random Blood splats will come from the enemies
    when you shoot them. They are very random and will not appear ever time you hit
    them.
  • All Bugs from the Code Crackers bug thread have been removed.

And just so there are no other questions like version and such... This is it's
own version as you will see from the signon Screen.. It's the DH (DieHard)
Software version and runs with the full version files for Wolfenstein 3d.

The new exe was compiled on May 28, 2007 - so if you don't have that
date... you need the new one. If you find any problems with the EXE please
Private Message (PM) Me so that I can take care of any problems before the maps
are released to the public along with the same exe. People wanting to play and
vote on the levels in the game will need the files from the Full version of
Wolfentein 3d and will just copy these files over copies of those files.



Map Control Settings For June 07

Using the map editor, you place wall tiles in specific spots on the TOP row of
the map to control these things for your map.

Mapspot [0][0] = Controls the Song being played. If you want song 3 to play for
your level, you place Wall 3 on that spot on the map. Want song 14 to play..
place wall 14 there.

Mapspot [1][0] = Controls the Ceiling Colour. You have 254 colours to choose
from in the wolfenstein palette. Now, I know there are not 254 walls in your
mapeditor definition file, but I am sure that you can pick the correct colour
that you want and if needed add that value to your map editor so you can select
it.

Mapspot [2][0] = Controls the Floor Colour. In the original game, the floor
colour was always gray (0x19 in hex which is 25 in decimal) so if you want the
same floor colour as the original you would put wall value 25 in this spot on
the map. Otherwise, pick the colour you want and do as you did for the ceiling
instructions.

Mapspot [3][0] = Controls the Ceiling and the Starry Sky. If you want the Starry
Sky.. place wall value 1 in this spot. if you don't want the starry sky...
place wall value 0 or blank in that space.

Mapspot [4][0] = The colour of the moon in the starry sky. A value of 1 = white
moon, a value of 2 = Red moon, and a value of 3 = Blue moon

Mapspot [5][0] = Controls the Rain/Snow. A value of 2 will turn on the Rain. A
value of 3 will turn on the snow. Any other value will do Nothing.

Mapspot [6][0] = Turn off Shading if this value is 0.

Mapspot [7][0] = Turn off Crosshair if this value is 0.

[ NOTE: ] For spaces 6 and 7 - They start your map with these items off, But the
user/player may still turn them back on, so I would still set the settings shown
below.

To set the Par Time for your map you use two more mapspots to set the time that
you wish.

Mapspot [62][0] = The number of minutes for your Par Time... Mapspot [63][0] =
The number of seconds for your Par Time... 1 = 15sec 2 = 30sec 3 = 45sec

So if you wanted your par time to be 2 minutes and 45 seconds you would place
wall tile 2 on spot [62][0] and you would place wall tile 3 on spot [63][0].

To Control the Shading Levels - I've also given you MAP CONTROL of that
as well. Starting on the LEFT side of the map going Down....

Mapspot [0][1] = Red Level Mapspot [0][2] = Green Level Mapspot [0][3] = Blue
Level Mapspot [0][4] = Fog Level Value of 0 = Normal Value of 1 = Fog turned
on

Now the Red, Green, Blue Levels can be adjusted for the shading using wall
values just as you can for the other game settings. Rippers Normal shading
examples had the following values:

Red = Green = Blue in all the settings And he used 3 different values for those
settings.. 0, 10, & 15. Now you can play with them as you like to get the
specific look that you want. One thing to remember though is that depending on
the age and type of your monitor, the colours that you see may be different to
someone elses machine. So play with them carefully.

Mapspot [0][5] = Colour of the Crosshair 0 to 15 are usual values but again, you
can use any colour from the wolfenstein palette.

Mapspot [0][6] = Colour of the Shadow Text for In-game Messages Mapspot [0][7] =
Colour of the Text for In-game Messages

Mapspot [0][8] = Colour of Shadow Text for Timer Mapspot [0][9] = Colour of Par
Time counting Down Mapspot [0][10]= Colour of Regular Timer
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PostPosted: Tue Oct 23, 2007 5:42 pm
   Subject: Map of the Month Club - Debug Keys Updated
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The Debug Keys (When Activated - Same activation keys as original just different password) are:

BackSpace-D = Kill everything on Level - To Calculate Total Score for a level.
BackSpace-C = Count all objects on Level
BackSpace-E = End the Level
BackSpace-F = Spot where BJ is Facing (location)
BackSpace-G = God Mode Toggle
BackSpace-I = Free Items
BackSpace-K = Give Key
BackSpace-M = Memory Info
BackSpace-N = No Clipping
BackSpace-Q = Quit
BackSpace-S = Slow Motion
BackSpace-T = ShapeTest
BackSpace-V = Extra Vlb's (Fastmonitor)
BackSpace-Z = Picture Grab
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PostPosted: Tue Oct 23, 2007 5:43 pm
   Subject: Map of the Month Club - August Map Control
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Top row of the map:

[0,0] = Song to be Played for your episode
[1,0] = The Ceiling Colour for your Map (ie: MapWall 1 placed on this spot gets colour 1 from the games palette).
[2,0] = Floor Colour for your Map (same setup as Ceiling Colour)
[3,0] = Starry Sky Toggle (0 = Off)
[4,0] = Moon Colour (if 3,0 = true then 1=White 2=Red 3=Blue coloured Moon)
[5,0] = Rain-Snow Toggle ( 2=Rain 3=Snow - Anything else = No Rain/Snow)
[6,0] = Shading Off - 0=Do nothing 1=Turn Off for this level Only
[7,0] = Crosshair Off - 0=Do nothing 1=Turn Off for this level Only
[60,0] = Key Bosses Drop 1=Gold 2=Silver 3=White 4=Red 5=Master
[61,0] = Starting Weapon - If set to 0 - Player will start with Knife - all other start normal
[62,0] = Par time Minutes - Set your maps par time minutes using wall values
[63,0] = Par time Seconds - 1= 15secs 2=30secs 3=45secs
Left Side of the Map

[0,1] = Red Shading Level
[0,2] = Green Shading Level
[0,3] = Blue Shading Level
[0,4] = Fog Level
[0,5] = Crosshair Colour (again using palette values)
[0,6] = Shadow Colour for Messages
[0,7] = Main Colour for Message
[0,8] = Countdown Timer Shadow Colour
[0,9] = Countdown Timer - Below Par Time Colour
[0,10] = Countdown Timer - Regular Time (Past Par Time) Colour

That's it for the Basic map controls...

Ingame Controls again are:

TAB + KEY

W = Warp to Level
X = Crosshair On/Off
T = Tricob's Hated Sounds
S = Shading
R = Ratios
O = Countdown Timer
M = Messages
H = Hurt Player
F = Fast Monitor (if you see wierd lines - enable this)
B = Weapon Bobble
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PostPosted: Tue Oct 23, 2007 5:47 pm
   Subject: Map of the Month Club - September Map Control
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The September settings are the same as they were for August. Unfortunately, the new exe that I was working on wasn't ready in time and we had to take a step back... But it will be ready for next month...

Greg
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PostPosted: Tue Oct 23, 2007 5:48 pm
   Subject: Map of the Month Club - October Map Control
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Bosses:

Bosses now work like any other enemy. You want the boss to react on a shot... Just place the boss like you did before. If you want the boss to ambush the player... or wait until the player is spotted... Then you place the boss on the Ambush/Deaf Guard floor code.

Bosses Droping Items: (top row of the map)

60,0 = Real Hitler Drop Value
59,0 = Mecha Hitler Drop Value
58,0 = Schabbs Drop Value
57,0 = Fatface Drop Value
56,0 = Giftmacher Drop Value
55,0 = Gretel Drop Value
54,0 = Hans Drop Value

Values are:

0 = Drop Nothing
1 = Gold Key (Yellow)
2 = Silver Key (Blue)
3 = White Key
4 = Red Key
5 = Master Key
6 = 1 Up

So you just place the wall values for the values on those spots and that is what those bosses will drop if you use them.

Teleporter is in place... Just needing the graphics to make it final... So that decision is up to you guys... And if you do decide to add that feature to the game, then it uses these top row map spots:

8,0 = Ceiling Colour Warped
9,0 = Floor Colour Warped
10,0 = Starry Sky Warped
11,0 = Moon Colour Warped...

September
Top Row of the Map again...

Setting which Enemies can cross the Blocking Tile... Value of "0" = Not Able to Cross - Anything else.. they can cross....

Mapspot [15][0] = Dogs Cross
Mapspot [16][0] = Guards Cross
Mapspot [17][0] = SS Cross
Mapspot [18][0] = Officer Cross
Mapspot [19][0] = Mutant Cross
Mapspot [20][0] = Hans Cross
Mapspot [21][0] = Gretel Cross
Mapspot [22][0] = Gift Cross
Mapspot [23][0] = Fat Cross
Mapspot [24][0] = Schabbs Cross
Mapspot [25][0] = Mecha Hitler Cross
Mapspot [26][0] = Real Hitler Cross

Locked Door Settings:

These allow for even more control... While you can use the Blocktile above to control enemy movement, you can now also use these 4 settings for even more control... Using these spots:

Mapspot [27][0] = Gold/Yellow Locked Doors
Mapspot [28][0] = Silver/Blue Locked Doors
Mapspot [29][0] = White Locked Doors
Mapspot [30][0] = Red Locked Doors

You can now tell who can open the locked door by minimum enemy type... ie: You don't want Guards or SS to open those doors, but you want the Officers or better to use the door... then you put the proper wall value on that spot... The values are:

1 = Guard, 2 = SS, 3 = Officer, 4 = Mutant, 5 = Hans, 6 = Gretel, 7 = Gift, 8 = Fat, 9 = Schabbs, 10 = MechaHitler, and 11 = Real Hitler

So in the case I said above, Guards and SS can't open a locked door of say Yellow... then place wall value 2 on top row of map [27][0]. If the door is open... Anyone of them can come through and use it... but if it's closed.. only those allowed to can open the locked door...

Ghosts and Dogs can't open doors so there is no setting for them. If you want no-one to open a locked door... place a value of 12 and no enemy can open the locked door. A value of "0" means that all enemies can open that locked door type..


Sept
Added Mapspots:

-------- Health Item Values --------
[31][0] First Aid Kit Value
[32][0] Food Plate Value
[33][0] Dog Food Value
[34][0] Gibs Value

-------- Ammo/Weapon Values ---------
[35][0] AmmoBox Value
[36][0] Full Clip Value
[37][0] Used Clip Value
[38][0] Ammo for Weapon Pickup

------- Enemy Health --------
[39][0] - 0 = Enemies can't pick up Health 1 or higher = They can pick up Health items if they need it.

--------- Bonus Item Point Values * 100 ------------
[40][0] 1Up Bonus Value
[41][0] Cross Value
[42][0] Chalice Value
[43][0] Chest/Bible Value
[44][0] Crown Value

[50][0] 0 = Disable Weapon Jam 1 = Enable Weapon Jam
[51][0] if Weapon Jam Enabled 0 = Weapon Jam Only 1 = Loose Weapon on Jam

The Left Side of the map... the TIMER Values are no longer required (for the colours of the onscreen timer) as the timer is now part of the statusbar...
oh...

and I know Steve said that on a teleport the first items 1 to 5 (ie [1][0] to [5][0]) where moved up 7 for the teleported or Warped settings.. I've also now included the [6][0] and [7][0] as well so that you can disable/enable the Shading and Crosshair for each of the areas (normal and teleported).

For the Values of the Bonus Items.... If you put wall 5 on any spot.. the 5 is multiplied by 100 so the points given are 500. To use the original game values, you would use these wall defines....

Cross - Wall value 1 (100) points
Chalice - Wall value 5 (500) points
Chest/Bible - Wall value 10 (1000) points
Crown - Wall value 50 (5000) points

The others... like Ammo and health.... You want it to give 25... use wall 25...

The other thing corrected is the colours that can be used for Ceiling and Floors... Here is the "index" values for the palette as they are stored in the game. There are 90 different choices....


Top row of the map:

[48][0] = 0 Guards Drop Ammo 1 or better... Guards drop Pistol...
[49][0] = 0 SS Drops Ammo 1 or better... SS drops the Machinegun...

Enjoy!!!

PS: The Ceiling colours are now as listed:

byte colours[90] =
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
15, 17, 20, 24, 27, 29, 32, 35, 39, 41, 44, 47, 48, 50, 52,
53, 56, 57, 58, 59, 60, 61, 62, 63, 65, 67, 69, 71, 72, 74,
76, 78, 81, 83, 85, 86, 87, 90, 92, 94, 96, 99,102,105,113,
115,117,122,124,126,128,130,132,134,136,146,150,154,158,161,
163,165,167,169,171,174,178,185,188,197,201,205,209,215,221
};

If you download the November Design Kit, AreYep has supplied a great graphic that shows you the exact colour to the wall value....

Greg
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PostPosted: Wed Oct 24, 2007 10:02 am
   Subject: Re: Map of the Month Club - Info/Downloads
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Steve - AreYeP's List of Map Control Points for the October EXE:

AreYeP wrote:
@Ronwolf - I made up my own list for the things you ask about, most of it just taken from Greg's earlier posts, so I'll paste them below ...
@Greg, if I have anything wrong in this let me know

When referring to "values" in the map, it means the number value assigned to a particular map wall texture.

Using the current map definitions for the monthly contest, these are the textures numbered from 1 - 36:

0000 Invalid/Blank ( 0)
0001 Gray Stone [GS] ( 1)
0002 Gray Stone 2 ( 2)
0003 [GS] w/Nazi flag ( 3)
0004 [GS] w/Hitler Pic ( 4)
0005 [BS] w/Empty Cell ( 5)
0006 [GS] w/Gold Eagle ( 6)
0007 [BS] w/Skeleton Cell ( 7)
0008 [BS] Blue Stone ( 8)
0009 [BS] Blue Stone 2 ( 9)
000a [WP] w/White Eagle (10)
000b [WP] w/Hitler (11)
000c [WP] Wood panelling (12)
000d [ED] Entry Door-NF (13)
000e [SP] w/Sign (14)
000f [SP] Steel panel (15)
0010 [OS] Day Sky (16)
0011 [RB] Red brick (17)
0012 [RB] w/Gold Swas (18)
0013 [PS] Purple Stone (19)
0014 [RB] w/Purple Eagle (20)
0015 [EL] Elevator Switch (21)
0016 [EL] Switch Up (Dead) (22)
0017 [WP] w/Iron Cross (23)
0018 [GS-M] Heavy Moss (24)
0019 [PS] w/Blood (25)
001a [GS-M] Light Moss (26)
001b [GS] Gray Stone 3 (27)
001c [GS] w/Sign (28)
001d [BC] Brown Cave (29)
001e [BC] w/Blood 1 (30)
001f [BC] w/Blood 2 (31)
0020 [BC] w/Blood 3 (32)
0021 [GW] w/Stained Glass (33)
0022 [BB] w/Skull (34)
0023 [GB] GrayBrick (35)
0024 [BB] w/Swastika (36)

The mapdata.def file for Mapedit contains the numbers relating to other textures. These can be viewed from in Mapedit using the left/right arrow keys.


Coordinates for the top row of the map determine the following:


GENERAL FEATURES:

[0,0] = Song to be Played for your episode (Songs 0 to 36)
[1,0] = The Ceiling Colour for your Map (ie: Map choice Invalid "0" placed on this spot gets colour 0, black, from the games palette.
[2,0] = Floor Colour for your Map (same setup as Ceiling Colour)
[3,0] = Starry Sky Toggle (0 = Off)
[4,0] = Moon Colour (only if 3,0 enables the starry sky) 1=White Moon, 2=Red, 3=Blue
[5,0] = Rain-Snow Toggle (2=Rain, 3=Snow, anything else = No Rain/Snow)
[6,0] = Shading Off (1=Turn Off shading for this level only, 0 or anything else turns shading on)
[7,0] = Crosshair Off (1=Turn Off crosshair for this level only, 0 or anything else turns crosshair on)


TELEPORTING:

These values determine what colour ceiling/floor an area you teleport to will have. If you want the player to teleport to an outside area, then you can insert the value "0" in [10,0] so as a night sky will be displayed. Use the same values as in coords [1,0] - [4,0] if you don't want different ceiling/floor colours (for when you're teleporting within a room or area).

[8,0] = Ceiling Colour Warped
[9,0] = Floor Colour Warped
[10,0] = Starry Sky Warped
[11,0] = Moon Colour Warped...
[12,0] = Rain/Snow Warped...

BLOCKING TILES:

The map coordinates [15,0] - [26,0] determine which enemies can cross a blocking tile object.
A value of "0" = Not able to cross.
Any other value and they CAN cross.
[15,0] = Dogs Cross
[16,0] = Guards Cross
[17,0] = SS Cross
[18,0] = Officer Cross
[19,0] = Mutant Cross
[20,0] = Hans Cross
[21,0] = Gretel Cross
[22,0] = Gift Cross
[23,0] = Fat Cross
[24,0] = Schabbs Cross
[25,0] = Mecha Hitler Cross
[26,0] = Real Hitler Cross


LOCKED DOOR SETTINGS:

These allow for even more control... While you can use the Blocktile above to control enemy movement, you can now also use these 4 settings for even more control...
Using these coordinates:

[27,0] = Gold/Yellow Locked Doors
[28,0] = Silver/Blue Locked Doors
[29,0] = White Locked Doors
[30,0] = Red Locked Doors

You can now tell who can open the locked door by minimum enemy type... eg: if you don't want Guards or SS to open those doors, but you want the Officers or better to use the door... then you put the proper wall value on that coordinate...

The values are:

1 = Guard, 2 = SS, 3 = Officer, 4 = Mutant, 5 = Hans, 6 = Gretel, 7 = Gift, 8 = FatFace, 9 = Schabbs, 10 = MechaHitler, and 11 = Real Hitler

So if you don't want Guards and SS to open a locked door of say Gold/Yellow, place wall value 2 on map coordinate [27,0]. Only Officers, mutants and bosses will be able to open it. If the door is open anyone can come through and use it, but if it's closed, only those allowed to can open it.

Ghosts and Dogs can't open doors so there is no setting for them. If you want no-one to open a locked door, place a value of 12 and no enemy can open the locked door. A value of "0" means that all enemies can open that locked door type.


WHAT THE BOSSES DROP:

[54,0] = Hans Drop Value
[55,0] = Gretyl Drop Value
[56,0] = Giftmacher Drop Value
[57,0] = Fatface Drop Value
[58,0] = Schabbs Drop Value
[59,0] = Mecha Hitler Drop Value
[60,0] = Real Hitler Drop Value

Drop Values (0= drop nothing?, 1=Gold key, 2=Silver key, 3=White key, 4=Red key, 5=Master key, 6=1up?)


OTHER VARIABLES:

[61,0] = Starting Weapon (0 = Player will start with Knife, anything else start normal)
[62,0] = Par time Minutes (1 = 1 min, 2 = 2 min, etc)
[63,0] = Par time Seconds (0 = 0 secs, 1 = 15secs, 2 = 30secs, 3 = 45secs)

So if you wanted a par time of 4 minutes and 30 seconds, you'd enter value 4 in [62,0] and 2 in [63,0].


THE LEFT SIDE OF THE MAP VARIABLES:

[0,1] = Red Shading Level
[0,2] = Green Shading Level
[0,3] = Blue Shading Level
[0,4] = Fog Level (0 = No fog, 1 = fog on)

The Red, Green, Blue Levels can be adjusted for the shading using wall values just as you can for the other game settings. Rippers Normal shading examples had the following values:

Red = Green = Blue in all the settings
And he used 3 different values for those settings.. 0, 10, & 15. Now you can play with them as you like to get the specific look that you want. One thing to remember though is that depending on the age and type of your monitor, the colours that you see may be different to someone elses machine. So play with them carefully.

[0,5] = Crosshair Colour (again using palette values - 0 to 15 are usual values, but you can use any colour from the wolfenstein palette)
[0,6] = Shadow Colour for Messages
[0,7] = Main Colour for Message
[0,8] = Countdown Timer Shadow Colour
[0,9] = Countdown Timer - Below Par Time Colour
[0,10] = Countdown Timer - Regular Time (Over Par Time) Colour

--------------------------------------------------------------------------------

Ingame Controls again are:

TAB + KEY

W = Warp to Level
X = Crosshair On/Off
T = Tricob's Hated Sounds
S = Shading
R = Ratios
O = Countdown Timer
M = Messages
H = Hurt Player
F = Fast Monitor (if you see wierd lines - enable this)
B = Weapon Bobble
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PostPosted: Wed Oct 24, 2007 10:13 am
   Subject: Re: Map of the Month Club - Info/Downloads
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HaasBoys List with all the updates can be downloaded in Doc format here:

Feature List - 2 Pages in DOC Format


HaasBoy wrote:
GENERAL FEATURES:
[0,0] = Song to be played for your episode (Songs 0 to 37)
[1,0] = The Ceiling Colour for your Map (See Map Choices)
[2,0] = Floor Colour for your Map (same set-up as Ceiling Colour)
MAP CHOICES:
Here are the “index” values for the palette as they are stored in the game. There are 90 different choices for Ceiling/Floor colour:
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 17, 20, 24, 27, 29, 32, 35, 39, 41, 44, 47, 48, 50, 52, 53, 56, 57, 58, 59, 60, 61, 62, 63, 65, 67, 69, 71, 72, 74, 76, 78, 81, 83, 85, 86, 87, 90, 92, 94, 96, 99, 102, 105, 113, 115, 117, 122, 124, 126, 128, 130, 132, 134, 136, 146, 150, 154, 158, 161, 163, 165, 167, 169, 171, 174, 178, 185, 188, 197, 201, 205, 209, 215, 221
[3,0] = Starry Sky Toggle (0 = Off)
[4,0] = Moon Colour (only if 3,0 enables starry sky) 1=White, 2=Red, 3=Blue
[5,0] = Rain-Snow Toggle (2=Rain, 3=Snow, anything else = No Rain/Snow)
[6,0] = Shading Off (1=Turn Off shading, 0 or anything else turns shading on)
[7,0] = Crosshair Off (1=Turn Off crosshair, 0 or anything else turns crosshair on)
TELEPORTING:
[8,0] = Ceiling Colour Warped
[9,0] = Floor Colour Warped [10,0] = Starry Sky Warped
[11,0] = Moon Colour Warped
BLOCKING TILES:
Coordinates [15,0] - [26,0] determine which enemies can cross a blocking tile object.
A value of "0" = Not able to cross; “1+” = they CAN cross.
[15,0] = Dogs Cross
[16,0] = Guards Cross
[17,0] = SS Cross
[18,0] = Officer Cross
[19,0] = Mutant Cross
[20,0] = Hans Cross [21,0] = Gretel Cross
[22,0] = Gift Cross
[23,0] = Fat Cross
[24,0] = Schabbs Cross
[25,0] = Mecha Hitler Cross
[26,0] = Real Hitler Cross
LOCKED DOOR SETTINGS:
[27,0] = Gold/Yellow Locked Doors
[28,0] = Silver/Blue Locked Doors [29,0] = White Locked Doors
[30,0] = Red Locked Doors
You can now tell who can open the locked door by minimum enemy type... e.g.: if you don't want Guards or SS to open those doors, but you want the Officers or better to use the door... then you put the proper wall value on that coordinate...
The values are:
0 = All, 1 = Guard, 2 = SS, 3 = Officer, 4 = Mutant, 5 = Hans, 6 = Gretel, 7 = Gift, 8 = FatFace, 9 = Schabbs, 10 = MechaHitler, and 11 = Real Hitler, 12 = No one
Ghosts and Dogs can't open doors so there is no setting for them.
HEALTH ITEM SETTINGS:
[31][0] First Aid Kit Value
[32][0] Food Plate Value
[33][0] Dog Food Value
[34][0] Gibs Value AMMO/WEAPON SETTINGS:
[35][0] AmmoBox Value
[36][0] Full Clip Value
[37][0] Used Clip Value
[38][0] Ammo for Weapon Pickup
ENEMY HEALTH SETTINGS:
[39][0] - 0 = Enemies can't pick up Health; 1+ = They can pick up Health if needed
BONUS ITEM SETTINGS (* 100):
[40][0] 1Up Bonus Value
[41][0] Cross Value
(Cross - Wall value 1 = 100 points)
[42][0] Chalice Value
(Chalice - Wall value 5 = 500 points) [43][0] Chest/Bible Value (Chest/Bible - Wall value 10 = 1000 points)
[44][0] Crown Value. (Crown - Wall value 50 = 5000 points)

[48][0] = 0 Guards Drop Ammo; 1+ Guards drop Pistol...
[49][0] = 0 SS Drops Ammo; 1+ SS drops the Machinegun...
[50][0] 0 = Disable Weapon Jam; 1 = Enable Weapon Jam
[51][0] if Weapon Jam Enabled 0 = Weapon Jam Only; 1 = Loose Weapon on Jam
WHAT THE BOSSES DROP:
[54,0] = Hans Drop Value
[55,0] = Gretel Drop Value
[56,0] = Giftmacher Drop Value
[57,0] = Fatface Drop Value
[58,0] = Schabbs Drop Value
[59,0] = Mecha Hitler Drop Value
[60,0] = Real Hitler Drop Value Drop Values
(0= drop nothing?, 1=Gold key, 2=Silver key, 3=White key, 4=Red key, 5=Master key, 6=1up?)
OTHER VARIABLES:
[61,0] = Starting Weapon (0 = Player will start with Knife, anything else start normal)
[62,0] = Par time Minutes (1 = 1 min, 2 = 2 min, etc)
[63,0] = Par time Seconds (0 = 0 secs, 1 = 15secs, 2 = 30secs, 3 = 45secs)

THE LEFT SIDE OF THE MAP VARIABLES:
[0,1] = Red Shading Level
[0,2] = Green Shading Level
[0,3] = Blue Shading Level
[0,4] = Fog Level (0 = No fog, 1 = fog on)
The Red, Green, Blue Levels can be adjusted using wall values just as you can for the other game settings. Rippers Normal shading examples had the following values: Red = Green = Blue in all the settings
And he used 3 different values for those settings... 0, 10, & 15. Now you can play with them, as you like to get the specific look that you want. One thing to remember though is that depending on the age and type of your monitor, the colours that you see may be different to someone else’s machine. So play with them carefully.
[0,5] = Crosshair Colour (again using palette values - 0 to 15 are usual values, but you can use any colour from the wolfenstein palette)
[0,6] = Shadow Colour for Messages
[0,7] = Main Colour for Message

OTHER GENERAL INFO
200 Enemies; 700 Static Sprites; 150 Visible items in any one view.

BackSpace-D = Kill everything on Level - To Calculate Total Score for a level.
BackSpace-C = Count all objects on Level
BackSpace-E = End the Level
BackSpace-F = Spot where BJ is Facing (location)
BackSpace-G = God Mode Toggle
BackSpace-I = Free Items BackSpace-K = Give Key
BackSpace-M = Memory Info
BackSpace-N = No Clipping
BackSpace-Q = Quit
BackSpace-S = Slow Motion
BackSpace-T = ShapeTest
BackSpace-V = Extra Vlb's (Fastmonitor)
BackSpace-Z = Picture Grab

Just place A Blank or Undefined (0) walltile on mapspot [63][63] = no level reset (THIS IS FOR MOD PURPOSES ONLY)
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PostPosted: Fri Oct 26, 2007 10:47 pm
   Subject: Re: Map of the Month Club - Info/Downloads
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From RonWolf....

Here are the ChaosEdit Files... Unzip the file into your ChaosEdit "MapObjects" directory... and use the include path option... you will then find the Wolf MMC edit set. Now this set is missing 1 thing, but I've let RonWolf know and he will hopefully add the items. The Spawn Random Enemies are missing, but for now this should let those using ChaosEdit back into the competition...

The file can be downloaded here: Click Here to Download

When he gets me the updates, I will post them for everyone once again. Sorry for the delay, but please give Ronwolf the thanks as he took the time and effort to bring this all to you.

Greg
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PostPosted: Sat Oct 27, 2007 3:30 pm
   Subject: Re: Map of the Month Club - Info/Downloads
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Ok I've updated the EXE. The design kit has been updated, the EXE link itself has been updated (in the first post of the thread), and the Link in the last post above this has the Updated Chaos Edit editor files from RonWolf.

The Chaos Edit files have also been added to the design kit download.

Hopefully this squishes the last of the bugs...

Greg
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