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Klooni - A Doom clone - 1.5 SDL released!
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Codetech84
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PostPosted: Sun Oct 21, 2007 7:10 am
   Subject: Klooni - A Doom clone - 1.5 SDL released!
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Klooni - A Doom clone

Started: 8.9.2006
Released: 8.12.2007
Updated: 17.3.2012

Download: : click here

The purpose of this project was to bring as much of Doom functionality into Wolfenstein-3D engine as is humanely possible.

Why, you ask? Simply put, we have allways wanted to create levels to doom, sadly, we never learned how to use the editors to make maps. With the latest developments in Wolfenstein-3D engine and the skills we have developed during all these years in wolfenstein modding, it has finally enabled us to do this.

This project was not supposed to be a public at first. Reasons are many, but the main reason is the used artwork we have in this. If you're reading this, we did release it.

Now before anyone else who has planned doing something like this, or allready has, starts flaming us that they started first. The first time we tried this concept was about four years ago, back when AreyEP's WolfenDoom was released. Second, this was not supposed to be a community project, but we feel that all those who wanted to mod Doom, but never wanted to learn all those fancy editors for it, you now have a chance to do it.

We've also got some assistance from Ripper at Chaos-Software who helped us kill a lot of bugs and ported the screen melting effect from Doom to Wolf. The vertical opening doors and changeable player eye-level is his handywork.


Thank you Ripper for the vertically opening doors.


Oh look it's a Disco! I didn't know the demons can boogie.


If you look closely you might get a hint of what to expect.


Don't shoot the barrels sergeant, they go BOOM!


Time to kick ass and chew bubble gum... Hey, where's my gum!

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Last edited by Codetech84 on Sat Mar 17, 2012 6:49 am; edited 11 times in total
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PostPosted: Sun Oct 21, 2007 7:11 am
   Subject: Re: Klooni - A Doom clone - 1.5 SDL released!
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Shouldn't have messed with the imp, you're screwed now...


Just a cool looking bridge on the Sea of Bood.


Lost Souls...


...he didn't learn.


Oh look! It's the BFG9000!

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Last edited by Codetech84 on Sun Nov 21, 2010 2:10 am; edited 2 times in total
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PostPosted: Sun Oct 21, 2007 7:11 am
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Meet the Arch-Vile, they can kill you...


...but they also have the power to heal.


Holy smoke! It's homing...


Where did that demon go?


The sign sais poison, better get suited up.

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Last edited by Codetech84 on Sun Nov 21, 2010 2:13 am; edited 3 times in total
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PostPosted: Sun Oct 21, 2007 7:11 am
   Subject: Re: Klooni - A Doom clone - 1.5 SDL released!
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Invulnerability combined with partial invisibility... I'M UNTOUCHABLE!


Should I press the button now there's a question...

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Last edited by Codetech84 on Sun Nov 21, 2010 2:12 am; edited 4 times in total
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PostPosted: Sun Oct 21, 2007 8:36 am
   Subject: Klooni - A Doom clone *SURPRISE!*
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And we once again have 60 maps! Seems to be KFH tradition. Laughing

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PostPosted: Sun Oct 21, 2007 8:55 am
   Subject: Re: Klooni - A Doom clone - 1.5 SDL released!
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Wow, those screenshots look amazing...this is definetely the most advanced Doom recreation up to date.
I'm impressed.

......Still, maybe it's just me, but seeing Doom on wolf3d engine is not that exciting. Especially when you have Doom ports.
There are so many ideas for mods floating around, original and such, it's a bit of a waste for such talented modders like CodeTech94 to spend so much time on recreating older games. If someone needs mods ides - I can give you. If only I could make them all Smile

If you like "Recreating (/as close as it's wolf3d-possible)" - make such recreational mods like I do, of real places and historic events...it's a lot of challenge and fun.

Still, it's your choice what you want to wolf3d-mod/recreate, so I'm just saying my opinion, while repecting your modding decisions. I guess coding features you've developed for this one will help generations of future wolf3d mods.

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PostPosted: Sun Oct 21, 2007 8:58 am
   Subject: Re: Klooni - A Doom clone - 1.5 SDL released!
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Heh, it's not that we wouldn't have any other, more original ideas. It's just that this is something we've been wanting to make for a long time.

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PostPosted: Sun Oct 21, 2007 9:20 am
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Quote:
We've also got some assistance from Ripper at Chaos-Software who helped us kill a lot of bugs and ported the screen melting effect from Doom to Wolf. The vertical opening doors and changeable player eye-level is his handywork.


If I'm not mistaken, Ripper is actually a gal. Wink

As for the project, it looks really swell. I like it! Very Happy

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PostPosted: Sun Oct 21, 2007 9:20 am
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You are mistaken, he is male.

Edit:
Almost forgot, thank you for your feedback. Smile

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Last edited by Codetech84 on Sun Oct 21, 2007 9:25 am; edited 1 time in total
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PostPosted: Sun Oct 21, 2007 9:22 am
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Awesome stuff as always, guys! Thumbs Up
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PostPosted: Sun Oct 21, 2007 9:26 am
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I'm sending in the beta soon. For those that it concerns... Smile

Edit:
Ok, the eagle has landed.

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PostPosted: Sun Oct 21, 2007 11:25 am
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I've always wanted to make levels for Doom, but couldn't handle the editors. So, let me tell, this is WONDERFUL. And it looks wonderful too. Can't wait to try this out!

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PostPosted: Sun Oct 21, 2007 11:35 am
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There will be a fully featured modding guide to this when it's done, Chaos-Edit definition files will be released along with it.

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PostPosted: Sun Oct 21, 2007 11:42 am
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Codetech84 wrote:
There will be a fully featured modding guide to this when it's done, Chaos-Edit definition files will be released along with it.

What about Mapedit or WDC def files? Any chance?

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PostPosted: Sun Oct 21, 2007 11:45 am
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Well I don't mind if someone would create those. But third plane support is a requirement. I'm willing to send the beta to you if you take the task.

Also I want to highlight that you never have to overwrite anything, each mod is loaded from a separate folder through command line, you even have a separate set of savegames for each mod. I'm very proud of the mod support we have.

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PostPosted: Sun Oct 21, 2007 12:08 pm
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Well, unfortunately, I possess no abilities to create such files. Looks like I'll need to settle for downloading ChaosEdit. Hopefully, your Klooni will appeal to others so much that someone skilled enough will create other definition files. Smile
Anyway, big thumbs up for this project!

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PostPosted: Sun Oct 21, 2007 12:10 pm
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Hopefully, I wouldn't want to shut any modders out.

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PostPosted: Sun Oct 21, 2007 2:04 pm
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officially intrigues me >_>

insurrectionman's Doom: Legions of Hell was a pretty good clone in the way of alot of the effects, but I'd like to see how it stacks up against this.

i wait eagerly Razz

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PostPosted: Sun Oct 21, 2007 4:30 pm
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Heck, the "melting away" feature was a pretty obvious algorithm to me, and I even think it can enhanced to make the screen "melt away" with a much more natural feel to it (The screen "melts" as a chunk after about a second, rather than each point melting at a different speed). I've been meaning to do this for a while now, but while it's easy for me to write in BASIC, writing it in C is a whole new ball game. I might do it all in a future mod, though. Smile
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PostPosted: Sun Oct 21, 2007 6:25 pm
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Ripper's changeable player eye-level is a really revolutionary feature which could be well used in any number of Wolf mods, although I couldn't see it in the screenshots. You could have BJ crawling, ducking down to fire or even jumping.
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PostPosted: Sun Oct 21, 2007 11:03 pm
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mbender wrote:
Ripper's changeable player eye-level is a really revolutionary feature which could be well used in any number of Wolf mods, although I couldn't see it in the screenshots. You could have BJ crawling, ducking down to fire or even jumping.


unless sprite size can be made lower than 64 pixel high those will have little effect on the gameplay, as you still won't be able to avoid shots by ducking.

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PostPosted: Sun Oct 21, 2007 11:11 pm
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doomjedi wrote:
mbender wrote:
Ripper's changeable player eye-level is a really revolutionary feature which could be well used in any number of Wolf mods, although I couldn't see it in the screenshots. You could have BJ crawling, ducking down to fire or even jumping.


unless sprite size can be made lower than 64 pixel high those will have little effect on the gameplay, as you still won't be able to avoid shots by ducking.


if (gamestate.IMDUCKINGMAN == true)
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ENEMIES ACCURACY/4 YO!;
FO REAL;
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PostPosted: Sun Oct 21, 2007 11:15 pm
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Tricob wrote:
Heck, the "melting away" feature was a pretty obvious algorithm to me, and I even think it can enhanced to make the screen "melt away" with a much more natural feel to it (The screen "melts" as a chunk after about a second, rather than each point melting at a different speed). I've been meaning to do this for a while now, but while it's easy for me to write in BASIC, writing it in C is a whole new ball game. I might do it all in a future mod, though. Smile


Well techinically it's very simple, but I for one do not have enough knowledge of wolf screenbuffer and stuff like that. It would be a whole different ballpark in Windows with a decent API.

But Ripper did an excellent job on it, it looks great.

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PostPosted: Mon Oct 22, 2007 12:57 am
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Patch has been sent to Beta testers. Nothing serious just some minor tweaks. Also as a side note, I might not answer your mails in the following few days but keep posting, I'll read it all when I have the chance.

I'll post some new shots then too, so stay tuned... Smile

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PostPosted: Mon Oct 22, 2007 8:49 am
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Deathwish wrote:
doomjedi wrote:
mbender wrote:
Ripper's changeable player eye-level is a really revolutionary feature which could be well used in any number of Wolf mods, although I couldn't see it in the screenshots. You could have BJ crawling, ducking down to fire or even jumping.


unless sprite size can be made lower than 64 pixel high those will have little effect on the gameplay, as you still won't be able to avoid shots by ducking.


if (gamestate.IMDUCKINGMAN == true)
{
ENEMIES ACCURACY/4 YO!;
FO REAL;
}


Oppsie.....OMG, it really CAN work Very Happy

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PostPosted: Mon Oct 22, 2007 9:33 am
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I've played the beta and I'm even more impressed than of the screesnhots.
This is not only one of the most advanced coding-wise mods (wolf3d) ever, but the most exact Doom recreation on wolf3d engine up to date.

I've already said here the idea of another (even the best ever!) Doom recreation doesn't excite me. It still doesn't, even after playing the beta.
But I can't ignore the coding features presented in this mod. This is defenetely the "next generation" of wolf3d-modding engines.
Though a few can fit only "fantasy-type" games, most of those new features can fit just every wolf3d mod out there. I was really blown away totally from the coding features of this mod that just make you open your mouth and say "wow".

Graphically-wise the mod can't be impressive as it uses Doom graphics. Mapping-wise it's very good, but not the best.
It doesn't recreate the Doom feel and gameplay more than one of previously released Doom remakes I've played (can't remember the name).
But coding wise it get's my 100 out of 100 points. Those coding features make it far more superior "recreation-wise" of Doom than any of the previous Doom remakes.
This mod overall is a very impressive effort and I bow to it's makers for talent, creativity and coding abilities.

I don't want to list the coding features I was heavily impressed by, not to ruin the surprise for others.

Still, my hope is that your next mod will be NOT a recreation of an older game. Even if it's the best recreation you can imagine.

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PostPosted: Mon Oct 22, 2007 7:12 pm
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doomjedi wrote:
It doesn't recreate the Doom feel and gameplay more than one of previously released Doom remakes I've played (can't remember the name).
You mean "Doom: Legions of Hell", perhaps? Smile
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PostPosted: Mon Oct 22, 2007 7:45 pm
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I've often thought that Doom is one of the games which is more deserving of remakes than other games, but even I feel that it's getting rather "overused" now... even more so than Wolfenstein. When there are a lot of people who are familiar with every little detail of a game, you know it's getting old. If I were to do a remake of either game, I'd be sure to add a lot of new designs in addition to all the classic stuff. But even that can be risky.

Still, I think the work you've done looks impressive. I know that if I had done such extensive code changes, I'd be getting some serious bugs by now. Smile
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PostPosted: Mon Oct 22, 2007 9:41 pm
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Looks amazing and more doom-y than all the other attempts at a remake that I have played so far. Can't wait to play it when it's released Smile

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PostPosted: Tue Oct 23, 2007 2:14 am
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Tricob wrote:
doomjedi wrote:
It doesn't recreate the Doom feel and gameplay more than one of previously released Doom remakes I've played (can't remember the name).
You mean "Doom: Legions of Hell", perhaps? Smile


as long as he doesnt mean Death Doesn't Wait; Im fine.

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