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End of Destiny: Editor's Version
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Chris
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PostPosted: Thu Nov 30, 2006 8:49 pm
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Anyone try this yet? I just noticed it when I clicked on the AReyeP.com news today.
I'm playing the exe for fun and so far am on level 2 with two keys. Some things I noticed:

- The debugging codes don't use a border in this version
- The short and long versions of the Level 1 songs are both included
- Seeing the Sprites with Tab-T has been disabled
- Sometimes the guards don't drop ammo (unless that was my imagination)
- Mapedit isn't included (unlike what the webpage says), but the defination files are
- BJ's blood has green in it at 16% health? Laughing

Where's Elmer Fudd? Time to make an End of Destiny: Resurrection! (kidding...)
Apparently there are some new bugfixes, so I'm curious to play it some more to find out.

Heh, now I'm playing all the audiot songs in ChaosEdit in JukeBox-Mode while reading. Great stuff.
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PostPosted: Fri Dec 01, 2006 12:30 am
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I just found one of many, many levels contains pac-man maze where ghosts runs around.. Laughing

Anyways, thanks for bring the information here. Smile
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PostPosted: Fri Dec 01, 2006 2:28 am
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.....


Last edited by Thomas on Sun May 29, 2011 6:51 am; edited 1 time in total
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PostPosted: Fri Dec 01, 2006 2:40 am
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Well, I tried it out too and noticed that time to time the in-game messages
stopped showing...

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PostPosted: Fri Dec 01, 2006 9:16 am
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Chris wrote:

- Mapedit isn't included (unlike what the webpage says), but the defination files are

Oops!!! Fixed Smile Thanxs for pointing that out Chris Embarassed

Chris wrote:

- BJ's blood has green in it at 16% health? Laughing

... I guess I'd look green at that low a health level too! Cheesy Grin
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PostPosted: Thu Dec 07, 2006 3:59 pm
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There is a "Secret Level Trigger" how did you make that as a bonus item? (Able to pick up without staying down, and saying a message, and counting as a secret level? I kinda feel that it is too simple, and that I am thinking too hard.

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PostPosted: Fri Dec 08, 2006 3:14 pm
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insurrectionman wrote:
I kinda feel that it is too simple, and that I am thinking too hard.

Yup. Just think about these things:

1. Normal bonus objects (treasure, health) get removed when you pick them up
2. The secret count is added using gamestate.secretcount++
3. WSJ's GetMessage tutorial stays on the screen for as long as you'd need it

You'll get it. I have faith in you, my young coding prodigy made out of blue toxic/electric ooze! Too Cool

Or you could just make an End of Destiny addon...
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PostPosted: Fri Dec 08, 2006 3:37 pm
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Yeah, thanks. I'll also try to change my avatar. I just picked it cuz i didn't know what to pick at the time.

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PostPosted: Fri Dec 08, 2006 3:42 pm
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insurrectionman wrote:
Yeah, thanks. I'll also try to change my avatar. I just picked it cuz i didn't know what to pick at the time.

Haha. There's nothing wrong with it for me man. I think it's pretty cool.
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PostPosted: Sun Dec 10, 2006 3:21 am
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.....


Last edited by Thomas on Sun May 29, 2011 6:51 am; edited 1 time in total
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PostPosted: Sun Dec 10, 2006 10:20 am
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Thomas wrote:
I remember me and Dean talked about this release, and he came up with a good idea. A public mapping contest of making maps for End of Destiny. Now, I don't know if you guys think it's a good idea. But you could post what you think... I can imagine great stuff. 38 maps made by various DieHard-Wolfers. Don't know if it'd be as successfull as AReyeP's work, but it could be fun to try out.

Yay, nice idea, although getting 38 maps might be a little over-ambitious. If I only had to make one map I'd count myself in for something like that, but any more and I wouldn't bother. Failure would be inevitable, or at least highly probable. Geek

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PostPosted: Sun Dec 10, 2006 10:24 am
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.....


Last edited by Thomas on Sun May 29, 2011 6:52 am; edited 1 time in total
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PostPosted: Mon Dec 11, 2006 1:14 pm
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Well I managed to find a bug in this one, but some how when you step on to a teleporter the game bombs out with a PM25 error. I discovered this upon a level I was busy creating.

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PostPosted: Mon Dec 11, 2006 2:01 pm
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If you use teleporters, make sure you'll enter valid floor and ceiling values in map coordinates 0,2 and 0,3. Setting these to zero will generate the abovementioned error.

For more information, please refer to the map creation.notes.txt included with the package.
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PostPosted: Mon Apr 23, 2007 3:49 pm
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Success!!!! With Vista home premium.

I was able to use mapedit with DosBox and with the help of an unzipped vgahead.wl6 from Martin, was able to play the editors version of EoD. For some reason, the vgahead couldn't unzip properly so he sent me the file via email (thank you Martin)

Anyway, to test mapedit, I put map 4 in map 1 slot and it worked. I am fiddling with the framerate and it seems to work almost normally at 30,000 framerate. Ctrl F12 will increase that rate which starts really low.

So, there is a future for wolf3d in Vista. At least this game for now.
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PostPosted: Mon Jan 12, 2009 3:57 pm
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I believe that there is only MapEdit files released with this but I was wondering if anyone has managed to set this up in ChaosEdit yet and has a set of Symbols etc. they would like to make public for others to use?

If no one has done it I might look into doing it myself and releasing it so it can be used in other editors.

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PostPosted: Mon Jan 12, 2009 6:20 pm
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Sounds good, Dean. Smile
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PostPosted: Mon Jan 12, 2009 10:11 pm
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If you want to release mapedit files, then you will have to ask MCS or AReyeP for his permission.. just guess... Wink

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PostPosted: Tue Jan 13, 2009 8:58 pm
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Yes I agree. What I will 'MAY' be releasing is the ChaosEdit files once I have added them all in.

Progess Update:

I've got the game running in ChaosEdit already including adding the palette so that all the sprites and walls are displayed graphically correct. Now I am just going to update the wall and sprite names with the Mapedit ones that AReyeP used as well as the same symbols they were given in MapEdit. I know ChaosEdit can do more complicated and colorful symbols but I'd like to keep the continuity between the editor's.

All this of course will only be released once AReyeP has seen and approve's it's release. I have the palette but I'm not sure if he want's to publically release it though, or have it added to the current zip file. These ChaosEdit files may have to be released as seperate independant files to the editor's download although I'd be happy for them to added into the Editing files Zip if AReyeP & MCS wanted to.

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PostPosted: Wed Jan 14, 2009 6:17 pm
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Dean - In AReyeP's site, the maintainer posted numerous pics of his graphics, and the palette is intact. IIRC, he also posted the EOD palette in two different forms in a different section of the same site. The EOD palette was also posted publicly in the Artists Archive of DHWs.
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PostPosted: Wed Jan 14, 2009 8:52 pm
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Cool, If the palette is already for public release then this ChaosEdit version will have a greater chance of being released and being easier for people to get working if the palette can be included in the files. Thanks Tricob.

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PostPosted: Thu Jan 15, 2009 6:04 pm
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Sorry for the double post but thought I would just add a quick update.

Firstly, I have the all clear from AReyeP to release this once it has been completed. I will still be sending it to him to look at first and give a final Ok before I do though.

I am trying to match the ChaosEdit version as closely as I can to the MapEdit version so therefore I am using the exact same wall/sprite names as AReyeP & MCS used. I have the full list of everything and already have the walls added in but I was wondering what people would prefer with the Symbols? There are basically 2 options;

1. Match what was used in MapEdit (They are rather simple though)
2. Make new ones (Seeing ChaosEdit has the capability to make detailed symbols)

What would people prefer?

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PostPosted: Thu Jan 15, 2009 6:14 pm
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AReyeP has already posted pics of his maps on the AREYEP.COM website (his walkthroughs), and those use the MapEdit symbols. If there's one reason to use the MapEdit symbols in ChaosEdit, it'd be to avoid confusion. Sad
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PostPosted: Thu Jan 15, 2009 6:26 pm
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That's what I was thinking also, although I wasn't sure if people felt that a lot of them were similar or not very descriptive being that ChaosEdit would give us a good chance to update them if thats what people wanted.

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PostPosted: Thu Jan 15, 2009 7:27 pm
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You could make two, one for each. If you don't, I will. Very Happy
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PostPosted: Fri Jan 16, 2009 2:32 pm
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Ok, I'm going to try to match them to what has been used in MapEdit but some them will be changed a little as either the symbol looks far to close to another one or if I am simply unable to replicate the color or design.

Most of the walls are in and done now and theres nothing really to do with the floors so I'll start the sprites soon.

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PostPosted: Sun Jan 18, 2009 2:05 am
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Dean wrote:
Sorry for the double post but thought I would just add a quick update.

Firstly, I have the all clear from AReyeP to release this once it has been completed. I will still be sending it to him to look at first and give a final Ok before I do though.

I am trying to match the ChaosEdit version as closely as I can to the MapEdit version so therefore I am using the exact same wall/sprite names as AReyeP & MCS used. I have the full list of everything and already have the walls added in but I was wondering what people would prefer with the Symbols? There are basically 2 options;

1. Match what was used in MapEdit (They are rather simple though)
2. Make new ones (Seeing ChaosEdit has the capability to make detailed symbols)

What would people prefer?


Dean has my full permission to do all he's been discussing here - I have no probs with it.

@Dean - you may wish to make people aware of the bugs in the EoD editors version (the Superclones that don't respawn, enemy warp in triggers that don't always work etc). If you wish to release the other editable version of EoD I sent you (the one with all the external text files etc) then likewise I have no probs, as this version gives the mod maker a little more flexibility in that they can change the storyline to suit. We can bundle it as an alternative editors pack (along with Mapedit and Chaosedit files) available for download off the EoD page (or other Wolf sites too).
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PostPosted: Mon Jan 19, 2009 1:25 am
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Thanks AReyeP. Smile

I was actually only going to release the required ChaosEdit files and not the editors version with it as they can get that from your site already. All my release was going to include was the following;
- EoD Palette
- EoD Symbols file for ChaosEdit
- EoD Lists.txt ChaosEdit file
- EoD Sprininfo.txt for ChaosEdit
- Instructions.txt file explaining how to add the text files and the palette to ChaosEdit plus where to download the Editor's version files from.

If you wish to release the version of EoD you sent me I would be happy to have it combined with this when completed if you wanted to? Releasing it from your site would be the best way I feel as it is your game afterall! Perhaps someone could even whip up a WDC (Adam?) set of editing files to be added as well so that the downloader could choose which Editor they wanted to use.

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PostPosted: Mon Jan 19, 2009 6:33 pm
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If I'm not mistaken, WDC ports over MapEdit files to its map editor just fine ... Smile
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PostPosted: Mon Jan 19, 2009 7:52 pm
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That It does Tricob... The program to do the conversion is MEDC under the Utilities menu in your WDC folder. It takes all of seconds to convert things over and then gives you the exact defines from Mapedit for use in WDC. That's why I offered the WDC files in the MMC project originally and not the ChaosEdit files. There is nothing for ChaosEdit to convert the files and because of that, you have to do things manually - And it's not an easy task. Now if someone wrote a converter for Mapedit -> ChaosEdit defines, then you would see more people playing with that editor.

My personal preference is that if I can't use Mapedit, then I use WDC. That is mostly because as far as map creation is concerned it's almost exactly the same as Mapedit. Anyhow... Dean just run the MEDC file and it will ask for the Mapedit file names and then do a conversion of them over to WDC format.. so you can include those in your release as well. Might as well cover them all seeing as you are manually doing the ChaosEdit stuff..

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