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Wolf4SDL released
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Andy_Nonymous
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PostPosted: Sun Mar 23, 2008 8:41 am
   Subject: Wolf4SDL released
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Ripper,

I have successfully installed Dev-C++ on my Windows 98 SE system using your directions in the Request a successful method of compiling Wolf4SDL thread. I compile without errors, but when I run the game, the BJ face in the status bar is messed up (when he looks to the left it is clear though).



What could be causing this? I am using the v1.4 release of the Wolf4SDL source code and the GT data files (which are identical to Activision's).

The game starts up in fullscreen mode every time, even when I didn't play it that way the previous time. The fullscreen bug goes away if I delete the config file, but returns if it is present.

These problems are not encountered with the released v1.4 Wolf4SDL binary (EXE). I don't see any other in-game problems. The Dev-C++ compiled binary is 319 KB vs. the released 368 KB.

I also notice that some files (like version.h) do not show up in the Dev-C++ project window. Adding version.h, uncommenting its USE_HIRES line, and re-compiling does not seem to do anything: the regular VSWAP still plays the same, and the hi-res one (from Chaos Software) looks messed up in-game. Am I doing something wrong or missing something?

Andy

Edit: added screenshot

Edit 2: expanded comments on fullscreen bug, added version.h stuff


Last edited by Andy_Nonymous on Sat Aug 13, 2011 12:53 pm; edited 2 times in total
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PostPosted: Sun Mar 23, 2008 9:15 am
   Subject: Re: Wolf4SDL released
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how do u configure the floors\ceilings in plane 3, what number coincide with what tiles, i was messing around with the numbers, but i could not find anything close to a pattern. Can anyone inform me on this?

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PostPosted: Sun Mar 23, 2008 4:08 pm
   Subject: Re: Wolf4SDL released
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@AlumiuN: I'm on a Windows Vista Business 64-Bit with an NVidia GeForce 8600 GT (512 MB).

Fading in and out doesn't help on my system. Keep in mind, that the title picture, highscores, menu, etc. are all faded in and out.

Funny, at first I was able to reproduce the bug every two times. Now it's gone... ARGH!! I guess I have to reboot, to get it again...

@Andy_Nonymous: I investigated your problems and found out, that for MinGW several files were read and written in text mode causing corrupted data. This was responsible for the broken config file and should also be responsible for the BJ face bug.
The bug is fixed in the SVN, but here are the needed changes:
::: CODE :::
Index: id_ca.cpp
===================================================================
--- id_ca.cpp   (revision 164)
+++ id_ca.cpp   (revision 165)
@@ -150,7 +150,7 @@
 
 boolean CA_WriteFile (const char *filename, void *ptr, int32_t length)
 {
-    const int handle = open(filename, O_CREAT | O_WRONLY);
+    const int handle = open(filename, O_CREAT | O_WRONLY | O_BINARY);
     if (handle == -1)
         return false;
 
@@ -179,7 +179,7 @@
 {
     int32_t size;
 
-    const int handle = open(filename, O_RDONLY);
+    const int handle = open(filename, O_RDONLY | O_BINARY);
     if (handle == -1)
         return false;
 
@@ -457,7 +457,7 @@
     strcpy(fname,gdictname);
     strcat(fname,extension);
 
-    handle = open(fname, O_RDONLY);
+    handle = open(fname, O_RDONLY | O_BINARY);
     if (handle == -1)
         CA_CannotOpen(fname);
 
@@ -468,7 +468,7 @@
     strcpy(fname,gheadname);
     strcat(fname,extension);
 
-    handle = open(fname, O_RDONLY);
+    handle = open(fname, O_RDONLY | O_BINARY);
     if (handle == -1)
         CA_CannotOpen(fname);
 
@@ -491,7 +491,7 @@
     strcpy(fname,gfilename);
     strcat(fname,extension);
 
-    grhandle = open(fname, O_RDONLY);
+    grhandle = open(fname, O_RDONLY | O_BINARY);
     if (grhandle == -1)
         CA_CannotOpen(fname);
 
@@ -542,7 +542,7 @@
     strcat(fname,extension);
 #endif
 
-    handle = open(fname, O_RDONLY);
+    handle = open(fname, O_RDONLY | O_BINARY);
     if (handle == -1)
         CA_CannotOpen(fname);
 
@@ -570,14 +570,14 @@
     strcat(fname,extension);
 #endif
 
-    maphandle = open(fname, O_RDONLY);
+    maphandle = open(fname, O_RDONLY | O_BINARY);
     if (maphandle == -1)
         CA_CannotOpen(fname);
 #else
     strcpy(fname,mfilename);
     strcat(fname,extension);
 
-    maphandle = open(fname, O_RDONLY);
+    maphandle = open(fname, O_RDONLY | O_BINARY);
     if (maphandle == -1)
         CA_CannotOpen(fname);
 #endif
@@ -642,7 +642,7 @@
     strcpy(fname,afilename);
     strcat(fname,extension);
 
-    audiohandle = open(fname, O_RDONLY);
+    audiohandle = open(fname, O_RDONLY | O_BINARY);
     if (audiohandle == -1)
         CA_CannotOpen(fname);
 }
Index: wl_menu.cpp
===================================================================
--- wl_menu.cpp   (revision 164)
+++ wl_menu.cpp   (revision 165)
@@ -3131,7 +3131,7 @@
     for(int i=0; i<10; i++)
     {
         name[7] = '0' + i;
-        const int handle = open(name, O_RDONLY);
+        const int handle = open(name, O_RDONLY | O_BINARY);
         if (handle >= 0)
         {
             char temp[32];
Index: wl_main.cpp
===================================================================
--- wl_main.cpp   (revision 164)
+++ wl_main.cpp   (revision 165)
@@ -120,7 +120,7 @@
     SMMode  sm;
     SDSMode sds;
 
-    const int file = open(configname, O_RDONLY);
+    const int file = open(configname, O_RDONLY | O_BINARY);
     if (file != -1)
     {
         //
@@ -234,7 +234,6 @@
     SD_SetDigiDevice (sds);
 }
 
-
 /*
 ====================
 =
@@ -245,7 +244,7 @@
 
 void WriteConfig(void)
 {
-    const int file = open(configname, O_CREAT | O_WRONLY, 0644);
+    const int file = open(configname, O_CREAT | O_WRONLY | O_BINARY, 0644);
     if (file != -1)
     {
         word tmp=0xfefb;
@@ -1789,10 +1788,6 @@
 
     CheckParameters(argc, argv);
 
-#if defined(_WIN32) && !defined(__MINGW32__)
-    _fmode=O_BINARY;                // DON'T create save games in text mode!!
-#endif
-
     CheckForEpisodes();
 
     InitGame();
Index: wl_debug.cpp
===================================================================
--- wl_debug.cpp   (revision 164)
+++ wl_debug.cpp   (revision 165)
@@ -123,7 +123,7 @@
 =
 ===================
 */
-// TODO: Suport other screensizes
+// TODO: Support other screensizes
 void PictureGrabber (void)
 {
     static char fname[] = "WSHOT000.BMP";
@@ -143,14 +143,14 @@
         fname[7]=i%10+'0';
         fname[6]=(i/10)%10+'0';
         fname[5]=i/100+'0';
-        file = open(fname, O_RDONLY);
+        file = open(fname, O_RDONLY | O_BINARY);
         if(file==-1) break;
         close(file);
     }
 
     // overwrites WSHOT999.BMP if all wshot files exist
 
-    file=open(fname, O_CREAT | O_WRONLY);
+    file=open(fname, O_CREAT | O_WRONLY | O_BINARY);
     if(file==-1)
     {
         CenterWindow(22,3);
(Sorry, the spoil tag didn't work)
The problem with changing anything in version.h is, that Dev-C++ seems to be to stupid to calculate the dependencies between the files (if there is an option for that and I just missed that, please tell me). So if you change anything in any header file, you should make a full rebuild of the project ("Rebuild all").

@insurrectionman: The floor/ceilings are compatible to the Multi-Texture 3D-Edit mode of ChaosEdit except, that texture 0 (zero) means transparent. The format splits the 16-bit of each tile into a lower and an upper half. The lower 8-bit save the floor texture and the upper 8-bit save the ceiling texture.

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PostPosted: Sun Mar 23, 2008 4:44 pm
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Ripper,

I applied all of your changes, did a "rebuild all", and everything works great! Smile

Thanks a bunch!

Andy
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PostPosted: Sun Mar 23, 2008 5:11 pm
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Thanks for your feedback ;D
I'm glad it really also resolved the BJ face problem.

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PostPosted: Sun Mar 23, 2008 11:02 pm
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Ripper,

I've been trying to log onto your web-page for the last week or so -( Chaos Software )- and it keeps erroring out. I never get to see the site or download the latest release of the software. Just thought that I would let you know...

Greg
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PostPosted: Mon Mar 24, 2008 8:17 am
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I'm sorry to hear that. For me the site is working without problems and from reading the posts here, it's also working for others. You may want to try the direct address, perhaps there's a problem with the .de.vu address when accessing from Canada: http://www.stud.uni-karlsruhe.de/~uvaue/chaos/
If this also doesn't work, I can send you the files you want. There's the Wolf4SDL v1.4 Win32 binaries (181 kB), the Sod4SDL v1.4 Win32 binaries (184 kB), and the Wolf4SDL v1.4 source code (268 kB).

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PostPosted: Sat Mar 29, 2008 11:08 am
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A couple of concerns:

I'm getting an error when trying to access an ENDART1.WL6 file after completing episode 1. I have commented out #define ARTSEXTERN per MCS's tutorial, but instead of seeing endart I get a 'ding!', and am then thrown back into Windows with a Wolf4SDL message box that says: CacheLayoutGraphics: No ^E to terminate file!

The endart file in question works with the original source code and indeed has an ^E to close it.

I would also like to seamlessly keep the intro music playing through the menus. I used to be able to do this by simply moving a line in WL_MENU.C's US_ControlPanel (old red, new blue):
::: CODE :::
if (ingame)
        {
        if (CP_CheckQuick(scancode))     
                 return;                 
        StartCPMusic(MENUSONG);         
        }
//        StartCPMusic(MENUSONG);       
   SetupControlPanel();

However, if I try something like this with the Wolf4SDL's WL_MENU.CPP code:
::: CODE :::
if (ingame)
    {
        if (CP_CheckQuick (scancode))
            return;
        lastgamemusicoffset = StartCPMusic (MENUSONG);
        StartCPMusic (MENUSONG);
    }
    else
//        StartCPMusic (MENUSONG);
    SetupControlPanel ();

it breaks the F2, F3, F4, F6, F8, and F9 functions, throwing me out of the game without any message. It looks to me like lastgamemusicoffset needs StartCPMusic to be run when entering the menu, which I'd like to avoid.

Is there a way to leave the intro music running without breaking the F-keys??

Andy
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PostPosted: Sat Mar 29, 2008 12:02 pm
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Get rid of the "else" line, too.

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PostPosted: Sat Mar 29, 2008 12:18 pm
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Adam Biser wrote:
Get rid of the "else" line, too.

Thanks, Adam! Embarassed
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PostPosted: Sat Mar 29, 2008 3:31 pm
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Andy_Nonymous wrote:
I'm getting an error when trying to access an ENDART1.WL6 file after completing episode 1. I have commented out #define ARTSEXTERN per MCS's tutorial, but instead of seeing endart I get a 'ding!', and am then thrown back into Windows with a Wolf4SDL message box that says: CacheLayoutGraphics: No ^E to terminate file!

The endart file in question works with the original source code and indeed has an ^E to close it.

Looking at the source code (CacheLayoutGraphics() in wl_text.cpp) one can see, that there is an arbitrary maximum length of 30000 bytes for the whole file. Your WL6 file is probably larger, isn't it?
The function should probably get the size of the "text" buffer, but for now you could just increase the number from 30000 to 80000 for example.

About the music issue: You should also remove your added blue line, as the line above already does the same thing.
Is there still a problem after Adam's correction?

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PostPosted: Sat Mar 29, 2008 3:52 pm
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Ripper wrote:
Looking at the source code (CacheLayoutGraphics() in wl_text.cpp) one can see, that there is an arbitrary maximum length of 30000 bytes for the whole file. Your WL6 file is probably larger, isn't it?
The function should probably get the size of the "text" buffer, but for now you could just increase the number from 30000 to 80000 for example.

About the music issue: You should also remove your added blue line, as the line above already does the same thing.
Is there still a problem after Adam's correction?


Ripper,

Adam's correction fixed the F-keys problem quite nicely! That was quite a goof-up on my part.

I removed the blue addition, and it still works ok.

The endart file is less than 2k bytes; I tried increasing the "bombpoint = text+3000" to "bombpoint = text+8000" but it didn't help...same error, same message. Even on a virgin source code with only the #define ARTSEXTERN commented out. Using the endart from Mac-enstein Second Encounter (which always worked before) it still bombs.

Andy
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PostPosted: Sat Mar 29, 2008 6:43 pm
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OK, I had a deeper look at it and here's the fix: At the end of wl_menu.cpp (in CheckForEpisodes) remove the red marked lines:
::: CODE :::
#ifdef ABCAUS

#ifndef SPEAR
#ifndef GOODTIMES
    strcat (helpfilename, extension);
#endif
    strcat (endfilename, extension);
#endif
#endif

#endif

The problem was, that it was trying to open the wrong file ("ENDART1."). I don't know, why it didn't bomb out though...

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PostPosted: Sun Mar 30, 2008 3:57 am
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Ripper,

That did the trick! Thanks a lot Very Happy

Andy
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PostPosted: Sun Mar 30, 2008 5:17 pm
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Pardon the double-post, but I found another bug:

When #define USE_HIRES is enabled in VERSION.H, longer digitized sounds will restart just before ending. This is easily tested on pushwalls with the music turned off.

I checked out the current version r173 and did only the HIRES enable (with a hi res VSWAP), just to make sure I didn't break anything in my "other" code. I am using Dev-C++ on Windows 98 SE, just in case it's a compiler/environment-related issue.

Andy
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PostPosted: Sun Mar 30, 2008 6:43 pm
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Hmm, interesting, might be a page file size limit thing.
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PostPosted: Sun Mar 30, 2008 6:50 pm
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Thanks for the bug report! I'll have a look at it in the next days.
Perhaps someone else will be faster at finding a fix for this? Pizza Mr Green

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PostPosted: Sun Mar 30, 2008 6:55 pm
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Hehe, don't look at me. Laughing Actually, I might take a quick look this afternoon. Smile
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PostPosted: Sun Mar 30, 2008 7:21 pm
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I noticed that when you haven't started a new game, the self-running demos cause the game to crash. Here's a temporary fix. Do a search in WL_GAME.CPP for "restartgame:" and change the line in red to read as follows:

::: CODE :::
restartgame:
    ClearMemory ();
    SETFONTCOLOR(0,15);
    DrawPlayScreen ();
    died = false;
    do
    {
        if (!loadedgame)
            gamestate.score = gamestate.oldscore;
        if(!died || viewsize != 20) DrawScore();

        startgame = false;
//        if (!loadedgame)
            SetupGameLevel ();


What was going on was that the game data wasn't cached like it needed to be before the demo started (it caches different from Wolf3D 16-bit), so the EXE crashed.

My fix has some very weird side effects in Full-sized Window mode. Watch the area where the ammo numbers are drawn and you'll see what I mean.

Edit: Corrected serious typos in the posted code.


Last edited by Tricob on Mon Mar 31, 2008 6:07 pm; edited 1 time in total
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PostPosted: Mon Mar 31, 2008 7:41 am
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If that's the case, shouldn't you also get rid of the "if" line? Otherwise the line after the red line is being run conditionally...

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PostPosted: Mon Mar 31, 2008 6:10 pm
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My mistake - I commented out the wrong part of the code. Embarassed I corrected the code I posted last night, so it should work right now. Thanks for the correction, regardless. Smile
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PostPosted: Thu Apr 03, 2008 1:08 pm
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hello everyone!
i'm a newbie in the world of game modding
i would like to use wolf4sdl to build a completely new game based on wolf engine
i'll explain my project on a dedicated topic
here i can say that this game should be distributed for free on the main page of a new upcoming record label dedicated to electronic music. so the game will be set in the world of club culture,electronics, retrogaming and art...
we have done a lot of work on graphics in the last months and it's time to put interest on the engine!!

here are some questions for ripper regarding the wolf4sdl engine

*is support for better frequency and bitrate sounds planned for future versions of w4sdl?? it could be nice to have better sounding samples. the best is to have 44100khz 16bit audio quality.
* did you plan to add the possibility (a possible tutorial) to implement music in mp3 format?
* will be possible in future to add 3d solid objects like in newwolf? i really like the pixel style weapons and objects in the classic wold 3d, and i find that the 3d objects in newwolf are so ugly(i dislike the shading, i want pixels!!)... but it could be nice to have both 3d and bitmap sprites mixed together...
* is it possible to add stafe buttons like in winwolf (similar to quake gamestyle). it improves playability
* it is possible to use resolutions like 800x480 (many umpc's use this resolution!) or we are forced to 320x200 multiples?

i have a lot od questions bu i think this is enough for now.

ripper
thank you again for the amazing wolf4sdl!!
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PostPosted: Thu Apr 03, 2008 3:09 pm
   Subject: Re: Wolf4SDL released
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polosid wrote:

here i can say that this game should be distributed for free on the main page of a new upcoming record label dedicated to electronic music. so the game will be set in the world of club culture,electronics, retrogaming and art...


Uhm...what...what are you talking about should be distributed for free? It can ONLY be legally distributed for free! Confused
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PostPosted: Thu Apr 03, 2008 4:39 pm
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it WILL be distributed for free.. Smile

i don't feel sure i can realize a complete playable game so... it SHOULD be distributed.

anyway for free...

Smile
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PostPosted: Thu Apr 03, 2008 5:00 pm
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i'll explain in detail everything regarding this project in another topic.
i'm doing a lot ow work on graphics but i need a lot of technical hepls.

here i want to understand what are the limits of what i can do with wolf4sdl, that seems the best engine avaible for me
my MUST HAVE are:
cross platform
high resolution
high resolution textures
animated objects


and some of my NICE TO HAVE are:
better resolution for digitized sound (44100khz 16bit)
mp3 support
strafe controls (quake like)
3d static objects (like in newwolf - but i don't want to subtitute all sprites)
interactive objects (like in doom 3, i'd like to have not only enemys but even persons that are doing some job and that say something when "used" with spacebar)
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PostPosted: Thu Apr 03, 2008 6:02 pm
   Subject: Re: Wolf4SDL released
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If you don't have a deadline on this, you might just wait until I release the WolfSDL version of WolfDX, and use it as a base. It includes all of your must-haves, as well as interactive objects, though that doesn't include moving Actors (a.k.a. Enemies).
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PostPosted: Thu Apr 03, 2008 7:31 pm
   Subject: Re: Wolf4SDL released
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polosid wrote:
i'll explain in detail everything regarding this project in another topic.
i'm doing a lot ow work on graphics but i need a lot of technical hepls.

here i want to understand what are the limits of what i can do with wolf4sdl, that seems the best engine avaible for me
my MUST HAVE are:
cross platform
high resolution
high resolution textures
animated objects


and some of my NICE TO HAVE are:
better resolution for digitized sound (44100khz 16bit)
mp3 support
strafe controls (quake like)
3d static objects (like in newwolf - but i don't want to subtitute all sprites)
interactive objects (like in doom 3, i'd like to have not only enemys but even persons that are doing some job and that say something when "used" with spacebar)


Please don't double post. You've already gone over this three posts back.

Thanks,

Leo
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PostPosted: Fri Apr 04, 2008 2:23 am
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i want to open another topic to talk only about "artistic" arguments... to share my sprites with the community and to search contributors.

tricob, i tried wo mod your wolfdx, but i had problems with the palette... i used chaos edit to change walls and sprites and some colors were not corresponding to the original wolf palette. did you change it?

my deadline is end of this spring\early summer regarding the main works for that record label (myspace, website)
there are additional contents like comic strips and videogames. for these contants i have not a deadline so i can wait Very Happy

another must have for me is the possibility to have a large number of editable sprites and walls.
i tryed to open blake stone in chaosedit and i noticed that the sprites are almost 1000!! this is great for me.

regarding interactive objects - what i search is to have animated sprites (3 or 4 frames -for example:a man that plays a synth) that when pushed with spacebar simply change animation (the man talks to you - doom3 like) and a soundsample is triggered (the soundsamples could be more than one randomly triggered)
this could be great in the classic wolf3d to talk with prisoners for example... is that all thechnically possible?

another nice feature is to have animated walls or floortextures
like this http://www.zoggles.co.uk/asp/pixels.asp?section=8
so bubbling liquid floors can be created..
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PostPosted: Fri Apr 04, 2008 8:30 pm
   Subject: Re: Wolf4SDL released
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polosid wrote:
tricob, i tried wo mod your wolfdx, but i had problems with the palette... i used chaos edit to change walls and sprites and some colors were not corresponding to the original wolf palette. did you change it?
Yep. The new palette is posted in the Artist's Archive.

Quote:
another must have for me is the possibility to have a large number of editable sprites and walls.
Yeah, WolfSDL will do that, as I've been doing it myself. Smile

Quote:
regarding interactive objects - what i search is to have animated sprites (3 or 4 frames -for example:a man that plays a synth) that when pushed with spacebar simply change animation (the man talks to you - doom3 like) and a soundsample is triggered (the soundsamples could be more than one randomly triggered)
this could be great in the classic wolf3d to talk with prisoners for example... is that all thechnically possible?
Should be, as Blake Stone does it when it's based on the Wolf3D source. Don't know enough about C to pull it off, though.

another nice feature is to have animated walls or floortextures
like this http://www.zoggles.co.uk/asp/pixels.asp?section=8
so bubbling liquid floors can be created..[/quote]
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PostPosted: Sat Apr 05, 2008 6:16 am
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another request: the possibility to use the color key with doors. so we can have doors with trasparent elements (glass doors and so on...)
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