DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

[Code] Play Wolf with no Walls (just for some fun) - Chris
Page 1 of 1
DieHard Wolfers Forum Index -> Code Tutorials View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Chris
DieHard Wolfer
DieHard Wolfer


Joined: 11 Mar 2003
Last Visit: 14 Jun 2019

Topics: 55
Posts: 2227
Location: Canada
blank.gif

PostPosted: Wed Oct 15, 2003 9:28 pm
   Subject: Re: Remove the Signon screen
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Bottom of Posts

zululord wrote:
Tutorials are great because they allow us to achieve something with little effort but I like to know why something works. It's a long road ahead but I'm getting there.

Mr Green
You seem like a very quick learner! I'm still learning alot too, right now I'm just trying to generate some basic room shapes and sprites on the map with all that crazy tilemap[x][y] and spawn actors stuff in wl_game.c; who needs a Gamemaps.wl6 file - heh.

If want to see how funny wolf3d looks with NO walls at all, try changing this:

::: CODE :::
for (y=0;y<mapheight;y++)
   for (x=0;x<mapwidth;x++)
   {
      tile = *map++;
      if (tile<AREATILE)
      {
      // solid wall
         tilemap[x][y] = tile;
         (unsigned)actorat[x][y] = tile;
      }
      else
      {
      // area floor
         tilemap[x][y] = 0;
         (unsigned)actorat[x][y] = 0;
      }
   }

To this:

::: CODE :::
for (y=0;y<mapheight;y++)
   for (x=0;x<mapwidth;x++)
      tilemap[x][y] = (unsigned)actorat[x][y] = 0;
for (y=0;y<mapheight;y++)
{
   tilemap[0][y] = (unsigned)actorat[0][y] = 1;
   tilemap[63][y] = (unsigned)actorat[63][y] = 1;
}
for (x=0;x<mapwidth;x++)
{
   tilemap[x][0] = (unsigned)actorat[x][0] = 1;
   tilemap[x][63] = (unsigned)actorat[x][63] = 1;
}

Hope you have some fun adventures with the source code man! Wink
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Code Tutorials View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts [Code] Add Text to Screen at Skill Level select - Chris
Author: Chris
3 3630 Tue Sep 28, 2010 6:59 pm
Tricob View latest post
No new posts [Code] Display Different Ammo Types on Statusbar-BrotherTank
Author: BrotherTank
1 3268 Fri Feb 11, 2005 9:18 pm
Zombie_Plan View latest post
No new posts [Code] Adding a Frames per Second Counter - Darkone
Author: BrotherTank
0 2407 Sat Mar 13, 2004 2:07 pm
BrotherTank View latest post
No new posts [Code] Changing an Enemies Attack Strength - BrotherTank
Author: BrotherTank
0 2706 Tue Jan 27, 2004 10:29 am
BrotherTank View latest post
No new posts [Code] Changing Weapons -CheckWeaponChange- BrotherTank
Author: BrotherTank
2 3619 Sun Oct 26, 2003 1:21 am
Guest View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group