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WinWolf3D Beta Released (Dead)
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Adam Biser
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PostPosted: Thu Oct 26, 2006 11:43 am
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Neither of those should cause it to bomb like that. Try checking the Debug checkbox when you run it next and email me the resulting debug.log file.

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PostPosted: Thu Oct 26, 2006 12:17 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Can I send it to you in a PM? Or post it here?
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PostPosted: Thu Oct 26, 2006 12:21 pm
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PM is better, I think.

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PostPosted: Thu Oct 26, 2006 12:39 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Does this forum site allow file attachments?
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PostPosted: Thu Oct 26, 2006 12:42 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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No, I don't believe so. Just copy the text into a PM.. or email the file to me. Thanks

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PostPosted: Thu Oct 26, 2006 6:44 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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The program says that I'm missing some sort of file called "CatBuster". Do I have something set up wrong? Shrug
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PostPosted: Thu Oct 26, 2006 6:47 pm
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Could you give me the exact error? The CatBuster stuff is all internal, so you don't have to worry about that...

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PostPosted: Thu Oct 26, 2006 7:47 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Tricob wrote:
The program says that I'm missing some sort of file called "CatBuster". Do I have something set up wrong? Shrug

Yup. You have to put wolf3d into it's own folder (e.g. WinWolf\Games\Wolf3d), not into the root of Games. I found that out too. Laughing

Looks nice so far Adam! The script details on your wiki are fun to read through too. We're not supposed to be reporting in-game bugs yet, right?
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PostPosted: Thu Oct 26, 2006 7:52 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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If you make that folder "WinWolf\Games\Wolf3D v1.4", it will auto select the script file of the same name.

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PostPosted: Fri Oct 27, 2006 7:22 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Quote from WinWolf3D:

Quote:
Script Error!

Error at Line #654
Text: AddObject 23 108 bo_dressing

Error: Number too small.

Any suggestions?


Last edited by Tricob on Fri Oct 27, 2006 7:25 pm; edited 1 time in total
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PostPosted: Fri Oct 27, 2006 7:24 pm
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@Tricob: Which script?

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PostPosted: Fri Oct 27, 2006 7:27 pm
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Wolf3D.
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PostPosted: Fri Oct 27, 2006 7:28 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Are you using the registered v1.4 data files? If not, what are you using?

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PostPosted: Fri Oct 27, 2006 7:46 pm
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Adam Biser wrote:
Are you using the registered v1.4 data files?
Yes.
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PostPosted: Fri Oct 27, 2006 9:08 pm
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And the script was not changed? Make sure you have 0.0.93 and try reinstalling it. That's very strange because nothing only that line should even be close to being out of bounds, unless "bo_dressing" isn't registering, but that would give a different error, I believe.

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PostPosted: Fri Oct 27, 2006 11:23 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Seem like a very cool project, keep it going guys! Smile
It'll be the ultimate modding program, the zDoom of wolf3d Very Happy
With scripting language, external file support and user-friendly interface.
If it'll support some multiplayer features, it can be cool. Like splitscreen Smile
...I know, I probably expect too much of it.
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PostPosted: Sat Oct 28, 2006 5:29 am
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Adam Biser wrote:
That's very strange because nothing only that line should even be close to being out of bounds, unless "bo_dressing" isn't registering, but that would give a different error, I believe.

What about this error (using wolf3d v1.4 files/script)?

Error at Line #245,
Text: SetPicture pt_tile8 STARTTILE 8

Error: Number too small.


I already know why it doesn't work, looking at your script.... so this is more of a test question for you than anything. Smile
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PostPosted: Sat Oct 28, 2006 7:38 am
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@Chris: That line should read "SetPicture pt_tile8 STARTTILE8" and does in the script I packaged, so how did the space get in STARTTILE8? Is this the correct answer, Chris? Laughing

Argh, I see I should've not let the beta out of the bag. Embarassed

@doomjedi: thanks, but it's got a long way to go before it'll be even 10% as good as zDoom is for the Doom community.

@Tricob: Just to make sure. Line 636 in your script *does* read "AddType bo_dressing oc_normal", right?

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PostPosted: Sat Oct 28, 2006 12:22 pm
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That STARTTILE8 piece, that is from having the wrong VGA files in the wolf3d game, it is set like the BC31 compiled version of Wolf3D.

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PostPosted: Sat Oct 28, 2006 12:27 pm
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That might be true, I've not tested with the data files that don't have the VISA/MC pictures, etc. And the scripting won't let you use a chunk for something it's not supposed to be. As I can see, the script error notification needs to be improved about a hundredfold. Laughing

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PostPosted: Sat Oct 28, 2006 1:09 pm
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Adam Biser wrote:
Argh, I see I should've not let the beta out of the bag. Embarassed

Heh. Weird logic. WinWolf3D is lot more stable than WDC was when you first released it to the public, from what I remember.

Adam Biser wrote:
Is this the correct answer, Chris? Laughing

Oops, didn't even realize I typed that wrong on the screen - lol. I was thinking the exact same thing insurrectionman was, though. Wink
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PostPosted: Sat Oct 28, 2006 6:08 pm
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Adam Biser wrote:
@Tricob: Just to make sure. Line 636 in your script *does* read "AddType bo_dressing oc_normal", right?
Uh, no. I typed in and double-checked what was in displayed in the window verbatim; nothing more, nothing less. The first line was in a different color and background than the rest of the text below it, but aside from the "OK" button, the rest of the text I put in my quote box was exactly the way it appeared in the error window.
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PostPosted: Sat Oct 28, 2006 6:44 pm
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I just didn't realize there was a v1.4 that still had the credit card graphics, etc. I'll do some testing with various data versions...

I was using the data files that you normally have to use when you compile a game with BC31, as insurrection man points out.

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PostPosted: Sat Oct 28, 2006 7:40 pm
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The BC31-based VGAGRAPH is in fact the one I'm using for WinWolf3D. More specifically, I'm using all the files related to the Wolf3D Mapmakers project - GAMEMAPS, VSWAP, AUDIOT, everything.

But yes, there's at least two versions of 1.4 regarding a 60-level version, which has all credit card graphics intact. I can provide you with my copy if you're interested. Smile
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PostPosted: Sat Oct 28, 2006 7:48 pm
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@Tricob: I don't think the VGAGRAPH is the same problem as Chris and insurrectionman are talking about. Try to reinstall ww3d... does it still stop on that line? I have to make those errors at least point to the troublesome part in the line and the range of acceptable values...

@Chris: Yes, WDC was pretty buggy (still can be). I was just hoping to calming post ww3d into the public. Rolling Eyes Laughing

I'll have to make scripts for all the variations of data files... there are probably only two amongst all the different versions, I'm in the process of checking them all.

I haven't looked at the mapmakers project, but I'll explain Tricob's troublesome line:
"AddObject 23 108 bo_dressing"
It's trying to add a bo_dressing object as object code 23 that uses VSWAP chunk #108 (a sprite). Does the mapmaker project have more walls? If so, you'll have to change the sprite numbers in order for them to work, sorry. Maybe I should change it so that numbering sprite numbering starts at the first sprite, not the vswap chunk number... then they wouldn't need changed.

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PostPosted: Sun Oct 29, 2006 7:14 pm
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Adam Biser wrote:
Does the mapmaker project have more walls?
The answer to this question is "yes".
Quote:
Maybe I should change it so that numbering sprite numbering starts at the first sprite, not the vswap chunk number... then they wouldn't need changed.
This would be a good idea; thanks. Smile I was wondering why the original EXE code would run the game all right but WinWolf3D wouldn't ...

BTW, the Mappers project version of the game has a handful of SOD walls placed in the VSWAP, and the Aardwolf logo is replaced with an Ammo Box.
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PostPosted: Mon Oct 30, 2006 7:11 am
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@Tricob: OK, I'm switching so it uses the sprite numbers starting at 0. I think that makes scripting a bit easier, too, because now I just copy the sprite list enum from WL_DEF.H and use it for the sprites. However, to change the aardwolf sign to an ammo box, you'd have to make a new script using a copy of the wolf3d one. I would not recommend editing the scripts that come with the install package, as they will be overwritten if I change them here.

@wolfwhips: I think I've found that subscript error. Thanks for pointing it out.

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PostPosted: Mon Oct 30, 2006 7:57 am
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NP Adam! Anything to contribute to winwolf3d! Very Happy
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PostPosted: Mon Oct 30, 2006 10:16 am
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Ok, build 94 is up and should fix the problems that wolfwhip and Tricob have mentioned. I've not yet made a script for the differing VGAGRAPH list, but that shouldn't take too long to do and will be in the next update.

Note that the Blake Stone script will not work, not even to the point that it is, because I need to make the statusbar image positions configurable. If you want to walk through Blake Stone 1, add an "exit" line right in front of the weapon blocks.

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PostPosted: Mon Oct 30, 2006 12:00 pm
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If you'll need any graphic help I can try to contribute to this uberproject...
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