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WinWolf3D Beta Released (Dead)
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Adam Biser
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PostPosted: Mon Oct 30, 2006 12:09 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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I can't think of any graphical help, the main things I need to figure out right now are the sounds for the non Wolf games (Blake Stone, Catacomb 3D, etc)

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PostPosted: Mon Oct 30, 2006 1:44 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Ok, no problem, not that I don't have many projects of my own Smile

By the way, can your program just have a code tutorial menu, one can choose any "coding tutorial" existing feature from, set parameters in sub-menu (like how many frames and what (browse) images he wants to add) and it'll edit the wolf source files automatically? I think even batch files (*.bat) can do such things, maybe we can make batch files library instead of coding tutorials....
It would be most cool. and it'd make an order in all the coding tutorials out there....or is this illigal?
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PostPosted: Mon Oct 30, 2006 1:58 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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I don't understand what you mean. I'll be adding some features to the ww3d engine as time passes and you'll be able to use them via writing your own script files. I won't have to do anything with the wolf source files at all.

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PostPosted: Mon Oct 30, 2006 8:10 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Adam Biser wrote:
@Tricob: OK, I'm switching so it uses the sprite numbers starting at 0.
Thanks! Thumbs Up

Quote:
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.
My mod's script would use its own script, anyway. Thanks for pointing all this out, though. Very Happy

Say, would the script allow the changing of the "Quit" confirmation messages displayed from the main menu or from pressing the F10 key in the game?
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PostPosted: Mon Oct 30, 2006 8:38 pm
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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@Tricob: Eventually it will, yes.

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PostPosted: Tue Oct 31, 2006 12:55 am
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Adam Biser wrote:
I don't understand what you mean. I'll be adding some features to the ww3d engine as time passes and you'll be able to use them via writing your own script files. I won't have to do anything with the wolf source files at all.


Well, it will be enouph, as those scripts will overwrite the default wolf3d settings.
But still it'd be cool after that feature implemented to make a library of such script files (tutorials) that will implement additional coding features, without the need to write such script files from scratch. Some can even be included even in the winwolf3d pack zip file in special directory.
All I meant is, that coding tutorials up to date needed to be manually implemented/written, instead of heaving "ready" files.
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PostPosted: Tue Oct 31, 2006 6:09 pm
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Adam Biser wrote:
@Tricob: Eventually it will, yes.
Excellent! Too Cool
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PostPosted: Fri Dec 08, 2006 1:14 am
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Man I'd really like to beta test this. Can I?
Adam Biser
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PostPosted: Fri Dec 08, 2006 5:30 am
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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Well, you can download it from my website, so just give it a whirl. Smile

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PostPosted: Fri Dec 08, 2006 9:45 am
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I hate to sound like an idiot but, where is your site?
I'm so new to this forum.
Adam Biser
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PostPosted: Fri Dec 08, 2006 10:58 am
   Subject: Re: WinWolf3D Beta Released (Alive and Kicking)
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It's at http://winwolf3d.dugtrio17.com/
The website button is the WWW button below the posts of people who have given a site in their profile.

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