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Coming of the Add-on
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WSJ
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PostPosted: Wed May 19, 2004 2:20 pm
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For those of you who saw the announcement for my add-on "Coming of the Storm," I just wanted to say that I've already sent Brian Lowe a zip of the game, so it should be out in a day or so. So there's no need to worry about it becoming yet another announced-and-cancelled project.
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PostPosted: Wed May 19, 2004 2:34 pm
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Haha, you slippery devil, it's nice how you kept this under the rug and announced it right when you finished. Good job!

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PostPosted: Wed May 19, 2004 4:19 pm
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The add-on is now posted on the Dome News. Confused

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PostPosted: Wed May 19, 2004 6:03 pm
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Thank you, Brian. Smile
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PostPosted: Thu May 20, 2004 1:42 am
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Downloading... Cool
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PostPosted: Thu May 20, 2004 12:29 pm
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I just finished Coming of the Storm and I give it a 9/10, It was very good, the levels were high quality, there was diversity in the types of enemies. I don't want to ruin any surprises for those that are early in the game. Mouth Shut
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PostPosted: Thu May 20, 2004 1:48 pm
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I played this add-on and enjoy it, Grab WSJ's TC and try it out right now Exclamation
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PostPosted: Fri May 21, 2004 12:53 am
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Gee this one came out of the blue Very Happy

Keen to see what it's all about - good to see a new mod from you Wolf!

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PostPosted: Fri May 21, 2004 2:35 am
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Excellent. I got thoroughly confused in the first level, but after I stumbled across the end it got a lot better... Great graphics, sounds, music and levels. As usual. I especially like the sounds of the enemies... Very cool... Smile

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PostPosted: Fri May 21, 2004 2:53 am
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Hair Machine wrote:
I got thoroughly confused in the first level


Of course, that's one what it get me puzzle out of this level until finally find elevator. Rolling Eyes
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PostPosted: Fri May 21, 2004 5:49 am
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Thanks for the nice comments. Smile

<Howling Wolf> wrote:
Hair Machine wrote:
I got thoroughly confused in the first level


Of course, that's one what it get me puzzle out of this level until finally find elevator. Rolling Eyes


LOL... I felt I should include at least 1 "lost in the forest" level. Cheesy Grin

Hair Machine wrote:
I especially like the sounds of the enemies...


I did the voices of all the enemies... that was me trying to sound German. Laughing Ripper corrected me on some of them.
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PostPosted: Fri May 21, 2004 8:22 am
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I only played until the forth level yet, but I gotta say, it's really fun ;D
Although it's kinda impossible to get there in one run, because of many bad traps. Especially in the third level I died a little bit too often Mr Green
Also I still don't understand, one of the sounds a dying SS officer yells Wink
But overall very nice ;D
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PostPosted: Fri May 21, 2004 9:07 am
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Ripper wrote:
Also I still don't understand, one of the sounds a dying SS officer yells


One of them was supposed to be saying "Verdammt!" and another says "Heil... Hitler..."
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PostPosted: Fri May 21, 2004 9:10 am
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I know a few things that the enemies say in German but I'm not very fluent with my German, I know a dying orange Trans Grosse says Ameriakaners a schwein, and a dying grey officer says Nein spitze. Wink
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PostPosted: Fri May 21, 2004 12:25 pm
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I love the rain and the night sky on the first level,it's so badass. Too Cool Good job making that conversion.

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PostPosted: Fri May 21, 2004 12:38 pm
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Mikey X wrote:
I know a few things that the enemies say in German but I'm not very fluent with my German, I know a dying orange Trans Grosse says Ameriakaners a schwein, and a dying grey officer says Nein spitze.


Actually, the Grösse guard is supposed to be saying "Amerikanisches Schwein!" ("American swine!") and the Officer says "Nein! Bitte!" ("No! Please!")

ThunderLordJemanie wrote:
I love the rain and the night sky on the first level,it's so badass.


Another aspect of the game I have Ripper to thank for. Smile
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PostPosted: Fri May 21, 2004 2:32 pm
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started playing it today and it's cool!
I like the bit on level 3 where you have to systematically take out those big guys to get to the key Mr Green
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PostPosted: Fri May 21, 2004 3:04 pm
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Thanks for correcting me WSJ, like I said I'm not very fluent with my German. Embarassed I was close to getting it right. Razz
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PostPosted: Fri May 21, 2004 4:35 pm
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Another installment in the world of WSJ!!!!!!
That's what I like about these mods, they all seem
to be somehow coherant!!!!

But down to the tc:

I did'nt much like the blue textures.
The guard graphics were kinda cool.....

I got to kill some more snipers...have'nt seen 'em since
Totenkopf.

Overall though, a very enjoyable tc.
It could've done with more outside levels...... Cheesy Grin

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PostPosted: Sat May 22, 2004 12:20 am
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Lol! Thank God we have people like Ripper & MCS (I think Tristan also) who speak fluent German Smile I guess they must shake their heads at some of our German. I know how pathetic some of my attempts have been in the past Razz

Imagine if we reversed the situation. Someone who couldn't speak English using an interpreter program and making a mod where the British were the enemy and Churchill was the boss.

"Day yo Jemman dag" (poor attempt at "die you German dog")
"Far kong und [Censored]" (poor attempt at "for King and country")
"Goot show elderly chap" (poor attempt at "good show old chap")
"Some far tee und krumpets?" (poor attempt at "anyone for tea and crumpets?")

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PostPosted: Sun May 23, 2004 9:13 am
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There are a lot of ememies in this. I check it out in WDC (not the maps, I really mean it) and there are like 5 SS or something. How much Data Bytes free do you have for this one WSJ?
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PostPosted: Sun May 23, 2004 2:13 pm
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Last I checked, I had 1361 data bytes left. For some of the enemies, particularly the various SS soldiers who all had similar animations, I gave them the same statetypes but added a sprite offset to make them use different graphics. That way, I saved a bunch of memory that would've otherwise been spent on redundant statetypes. Geek
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PostPosted: Sun May 23, 2004 7:00 pm
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So genious. Otherwise it would have been impossible, eh?
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PostPosted: Mon May 24, 2004 10:35 am
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This is really funny...as a break from HOS and Hundscheisse, I recently restarted work on my first "normal" monster free war related mod because I was inspired by "Operatin: Heimzahlung" by WSJ...and here he's on the opposite end of the spectrum in the meantime, turning out his own work of the supernatural Laughing I'm really itching to play this one, though...I just haven't been able to thus far because I don't have enough 1.44 meg floppy disks with me, which is how I transfer mods to my PC at home...one of these days, though... Razz

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PostPosted: Mon May 24, 2004 3:40 pm
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WSJ wrote:
For some of the enemies, particularly the various SS soldiers who all had similar animations, I gave them the same statetypes but added a sprite offset to make them use different graphics.

Woah, I never knew someone else would have actually had this idea! Too cool. Yeah, you can save alot of room by combining enemy statetypes and just offsetting the images - I remember once putting all the bosses into one boss (with a list of how many frames each had for dying, weapons, etc. so they can all run off the same main states accurately) and it saved around 2400 bytes. I didn't bother finishing it and making everything compatible though (like shooting off hitler's armor), guess I just got distracted with other things; but it would be fun to go back to one day.

I wonder, if the SS were just different colours, how the engine would handle just offsetting the colours of their uniform for certain SS when drawing their picture onto the screen? The only thing you'd have to make sure of is that you make all the colours for their uniform from the same area of the palette (so it can be easily added/subtracted); using unique colours that won't affect the rest of their body/head/belt/shoes/etc. Pretty incredible idea you had there though, especially when your enemies have pretty similar framecount/behaviour anyways. You're a genious WSJ! Smile
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PostPosted: Mon May 24, 2004 5:31 pm
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Chris wrote:
Pretty incredible idea you had there though, especially when your enemies have pretty similar framecount/behaviour anyways. You're a genious WSJ!


Laughing Hehe... Well, thanks... but I wouldn't call it "genius" since the change involved was really simple. I wish I'd come up with it when I created my other 3 add-ons, though. I was limited to adding only 3 or 4 new enemies. Now with the sprite offset method, I can have almost as many enemies as I want! Twisted Evil (Provided that they have similar animations.) So I guess I learn as I go along. If anyone's interested, I suppose I could write a tutorial for it, though I'm not sure if anyone else here cares about having a wide variety of enemies in their add-on... Think

Majik Monkee wrote:
This is really funny...as a break from HOS and Hundscheisse, I recently restarted work on my first "normal" monster free war related mod because I was inspired by "Operatin: Heimzahlung" by WSJ...and here he's on the opposite end of the spectrum in the meantime, turning out his own work of the supernatural


Conincidence, that's all. Smile I had wanted to do at least one add-on which involved "supernatural" stuff. I'm not trying to "avoid" sharing any similarities with you... In fact, for my next add-on (I'm not promising anything), I plan to do something strictly WWII-related... no mutants, no Indiana Jones-type occult stuff, no super-weapons (well, I might throw in an advanced Nazi weapon or two.)

I think it's great, though, that you were actually inspired by Operation Heimzahlung... I didn't know that an add-on of mine could be that influential. Smile Thanks!
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PostPosted: Mon May 24, 2004 6:32 pm
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An offset enemy tutorial? Very Happy That's looks good for me. In my last game, I have just added bosses-enemy-type because add an enemy with all he's frames requires much memory. Because doing that, I will be not able to add other features, like Outside Ambient, Cloudy Sky and others great tutorials. Too Cool
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PostPosted: Tue May 25, 2004 5:38 am
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Monkey
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I just haven't been able to thus far because I don't have enough 1.44 meg floppy disks with me, which is how I transfer mods to my PC at home...one of these days, though...


That's exactly what I had to do a couple of years ago! I normally took about 6 or 7 disks to fit the 'latest' Wolfenstein 3d add-ons.

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PostPosted: Tue May 25, 2004 7:17 am
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It's still my only option...the larger ones require me to do a "spanned archive" set in Winzip...the trouble is that 1 out of every 10 times, my PC at home claims there are errors on one of the disks, so I have to make repeated attempts to transfer the data from the point of download to my PC at home. Luckily, most of those larger size mods are worth the trouble in the end...the crappy ones usually only take one disk, and there's no loss when I pitch them right away...Very Happy

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PostPosted: Tue May 25, 2004 3:45 pm
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You guys can use WinAce to create Super-Commpressed .ace files. I was able to put on add-on on only two Floppies. Smile
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