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Demo - Tricob's Base Of Operations
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Tricob
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PostPosted: Sat Dec 10, 2011 7:17 pm
   Subject: Demo - Tricob's Base Of Operations
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I invite any DieHard Wolfer to test out this source code for Wolf4SDL. It's specifically designed for beginners, and it has many tutorials already put in, such as in-game messages, animated objects, Enemies Bleed When Shot, Wall Patches, and more. Turning these features on and off is easy. For example, to turn off the "Read This!", you simply change this line:
::: CODE :::
#define ENABLEREADTHIS        // Enable the "Read This!" feature in the main menu

... to this:
::: CODE :::
//#define ENABLEREADTHIS        // Enable the "Read This!" feature in the main menu

Then save your file, and tell the compiler to Rebuild. The feature is now turned off.

Changing Par Times, ceiling colors, Episode names, and in-game messages is also much easier. You don't have to go into the middle of CPP files anymore to change things. Just go into an H file, change things from there, and tell the compiler to Rebuild the EXE.

The layout of the Par Times is easier to work with, too. This is what the layout is like now:

::: CODE :::
        // Episode One Par Times
"01:30", "02:00", "02:00", "03:30", "03:00",
"03:00", "02:30", "02:30", "??:??", "??:??",

        // Episode Two Par Times
"01:30", "03:30", "03:00", "02:00", "04:00",
"06:00", "01:00", "03:00", "??:??", "??:??",

...


If you want to see a demo of what the source code has to offer, click this link.

The source code should be ready to download by tomorrow (It still lacks documentation right now, and has to have some settings changed back to work with the original Wolf3D/SOD files).


Last edited by Tricob on Wed Dec 14, 2011 7:12 pm; edited 1 time in total
UnderHW
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PostPosted: Tue Dec 13, 2011 1:10 am
   Subject: Re: Demo - Tricob's Base Of Operations
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Played this demo, it is very interest one, guess what you do with any of smell-related thing on tables Laughing found almost all secret areas.. impossible to find one of keys ( I did this Razz )

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Tricob
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PostPosted: Tue Dec 13, 2011 5:27 pm
   Subject: Re: Demo - Tricob's Base Of Operations
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I hope to have the code and documentation out by tonight.

UnderHW wrote:
Played this demo, it is very interest one, guess what you do with any of smell-related thing on tables Laughing found almost all secret areas.. impossible to find one of keys ( I did this Razz )


I actually did all the candle images from scratch. The candle and its placeholder were easy enough, but the flames took a lot of tinkering before they finally looked right. The only way to make the graphics look "right" was to give the flame a "crude" appearance. Without that, the flame didn't gel with the rest of the image. Making the "failing" versions of the ceiling lights was pretty difficult; I really wanted not to use other DHW's graphics as a base, and aside from the "Adam Biser's plant meet Tricob's blue vase" sprite, I did succeed. Smile But I'm not happy with the sign-on screen; every time I loaded the picture up, Windows 7 kept messing with the image. What you see is the best I could do. Sad

You should find the final key behind a hidden locked door, in an outdoor environment. It's in an apparent dead end; two secrets are located on a wall to the left, guarded by a maximum of two Officers.
Tricob
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PostPosted: Wed Dec 14, 2011 7:17 pm
   Subject: Re: Demo - Tricob's Base Of Operations
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I've updated the demo with a bugfix. The self-running demos shouldn't crash now; I forgot to update them before. Visual mistakes with the menu titles are also corrected. Why did it take me so long to notice these problems? Confused

I'm currently preparing some "Easter Eggs" along with the source code. I hope to release the source and the documentation soon. Smile
UnderHW
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PostPosted: Fri Dec 16, 2011 12:51 am
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I got all keys plus 100% all.... enjoyed with demo..

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Tricob
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PostPosted: Fri Dec 16, 2011 6:41 pm
   Subject: Re: Demo - Tricob's Base Of Operations
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Good work, UnderHW. Smile

I'm currently attempting to patch up a long-known bug in the Wolf3D/Wolf4SDL code. I know that Andy - among other Wolfers - will be interested in having this bug fixed. Yes, it's that Deaf Guard Statue bug that shows up in tight, dead-end hallways.

On a side note, I have a 60-level set I'm hoping to finish up and release before Christmas. It's a revamp of the "Operation: Kill BJ!" release, and the set fixes countless problems the original mapset had.
Chris
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PostPosted: Wed Jan 25, 2012 9:44 am
   Subject: Re: Demo - Tricob's Base Of Operations
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It's cool that you released the source code for this. Thumbs Up

Just so you know, I updated my RefreshCorner code a while ago (it's now more exact and more accurately draw the refreshed wall shades and door corners with the correct texture/height). I'd recommend using this newer version [edit 38? lol] instead:
http://diehardwolfers.areyep.com/viewtopic.php?t=5993#78022
Tricob
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Last Visit: 8:58 ago.

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PostPosted: Wed Jan 25, 2012 8:17 pm
   Subject: Re: Demo - Tricob's Base Of Operations
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Thanks again, Chris. Smile Whoa. Wait a minute:
::: CODE :::
bool RefreshCorner (bool flip)

"bool flip"? Confused

BTW, the current version of the demo is here. I'll post again when I've made an update.
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