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Wolf4SDL released
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AlumiuN
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PostPosted: Thu Jan 24, 2008 12:54 pm
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That's never helpful. Smile Thanks for the Devpaks, Codetech.
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PostPosted: Thu Jan 24, 2008 1:58 pm
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Well, the README.txt says something about the development packages needed to compile Wolf4SDL. SDL provides a development version for MinGW, but SDL_mixer does not, so I provided a link to the Dev-C++ package at SourceForge and instructions on how to use it without having to install Dev-C++.

@Metal Overlord: Thanks Mr Green
As far as I know I use the VGAGRAPH files mentioned on the bottom of http://www.areyep.com/Codingtips/bcsetup.html. I use the same base version for my projects and tests since many years, so I don't know for sure...

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PostPosted: Thu Jan 24, 2008 1:58 pm
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Metal Overlord wrote:
Well, well. I'm absent for some weeks and look what I come back to! Excellent work, Ripper. You never cease to amaze me. Very Happy
But I think I've got a bad version of Wolf on this comp, the vgagraphics are all messed up, lol.

Try it with these VGA files: www.btinternet.com/~belowe/vgafiles.zip
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PostPosted: Thu Jan 24, 2008 7:31 pm
   Subject: Re: Wolf4SDL released
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Ripper, I don't suppose you could - in your next update - include an alternate WolfSDL EXE which is compiled using GFXV_APO.H instead of GFXV_WL6? It'd also be nice to have MAXVISABLE increased so all those Officers on E4L8 don't keep disappearing in that one area. Smile
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PostPosted: Sat Jan 26, 2008 6:50 am
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Well, I'm not overzealous, but if there are many people around the world having a Wolf version with these files, it would make sense to provide a version for this somehow...
Tell me the needed MAXVISABLE number. Or suggest a value new mods would like to have.

For those trying to build Wolf4SDL with Borland C++ (5 or higher), here is a link that might help: http://www.libsdl.org/release/SDL-1.2.6/Borland.html
The source code release of SDL contains libraries for Borland and the link above describes how to build your own library, what you will probably need for SDL_mixer.
If someone makes it compile this way, you can tell me about the needed changes and provide a project file for example, to be included in the next release.

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PostPosted: Sat Jan 26, 2008 8:14 pm
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Ripper wrote:
Tell me the needed MAXVISABLE number. Or suggest a value new mods would like to have.
Most new mods will probably work with a 250 limit without any problems. Smile
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PostPosted: Tue Jan 29, 2008 9:33 am
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Just on a short note, the current SVN version can be nearly completely controlled with a joystick/gamepad. The only thing missing is text input with the joystick for save games and highscores. Also I guess joystick should be enabled by default, because you won't be able to enable the joystick under the control menu, when you don't have a keyboard, for example Mr Green

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PostPosted: Sat Feb 02, 2008 12:02 am
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Guys, I literally beg you to release the next version ASAP. All of the mods I'm involved in are stalled coding-wise till that happens, as they are too heavy for normal wolf3d engine, and need floor/ceiling textures working right, not like in wolf4GW...

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PostPosted: Sun Feb 03, 2008 12:46 am
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There's no point in trying to rush the release date, since the Sky tutorial isn't working right yet in the SDL version ...
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PostPosted: Wed Feb 06, 2008 4:47 pm
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The current SVN version now supports the following defines at the top of wl_def.h:
  • USE_FLOORCEILINGTEX: Enables floor and ceiling textures stored in the third mapplane (texture 0 means transparent)
  • USE_HIRES: Enables high resolution textures/sprites (128x128)
  • USE_FEATUREFLAGS: Enables the level feature flags, which allow you to enable some features only for special levels by setting some bits in the tiles of the upper right corner in every map.
    Currently only parallax sky is supported, as no other features for it have been ported yet.
  • USE_PARALLAX: Enables parallax sky with a given number of textures per sky
It would be very nice, if someone could provide a tutorial on how to use SVN, so others can keep up to date with their projects. As I spend most of my free time on coding, there's not too much time for explanations Wink

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PostPosted: Wed Feb 06, 2008 4:55 pm
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...did u get this up on ur site yet, cuz i went there and i don't see it there... i'm really just looking for the floors\ceilings tex, cuz i never even got that one to work at all.

When you say, "provide a tutorial for SVN" (what's SVN)... possible brain fart... and do you mean, if i could post the tutorials and functions, etc.. on this site\ mine giving all credit to you as it is actually your work

Just being clear, here.

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PostPosted: Wed Feb 06, 2008 6:22 pm
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Not sure what SVN is myself. Wikipedia wasn't much help. Sad
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PostPosted: Wed Feb 06, 2008 7:41 pm
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http://en.wikipedia.org/wiki/Subversion_%28software%29
It's a way of maintaining concurrent versions of software code. ie: Stable release, development branch for 1.0 version, development branch for 2.0 version, etc. You just tell the repository which copy you want to check out, you make your changes, and submit them to the repository which will them analyze and remember what changes you made (so it can undo them later, etc, if necessary).

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PostPosted: Mon Feb 18, 2008 3:10 pm
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The main usage of SVN is versioning. You develop a project keeping a history of all your changes, so you can easily revert to a previous state, if you messed up. Also if you keep your repository on another harddisk or another computer, you're not a target of "oh no, my 9-month-worth development is lost, cause my harddisk crashed".
Branching is only important for much bigger projects.

I've ported nearly all of my features plus floor/ceiling textures ala DarkOne/Adam to Wolf4SDL (see current SVN version). The only thing missing is "Directional 3D sprites".
When I'm done with it, I'll release a new version.

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PostPosted: Tue Feb 19, 2008 8:52 pm
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I actually have a Directional 3D Sprites tutorial written up that should work with the WolfSDL code (It functions without difficulty in Wolf4GW). The catch is - it's built using Insurrectionman's code, and I don't yet have his permission to post it. Sad
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PostPosted: Tue Feb 19, 2008 10:56 pm
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Sorry if these questions have been asked before regarding wolfsdl. Being a modern sdl-based 32bit native wolf3d port, why werent strafe keys implemented natively, for a WASD-like key combination for movement? Was it to stay as faithful to the original wolf3d.exe codebase so that the tutorials could still work for wolfsdl? Also, based on that previous question, can editors like WDC work with wolfsdl?

thanks

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PostPosted: Tue Feb 19, 2008 11:05 pm
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Strafe keys - I think they weren't implemented because it was meant to be a direct port rather than a new way of running Wolfenstein. Also, WASD works better with mouselook rather than mousemove. Smile They can be done quite easily though.
WDC etc. - WolfSDL was made to work with original Wolf3D data files. It definitely works, although, unless I am mistaken, WolfSDL has almost no limit on chunk size (I think the limit is about 4 GB, except that on most computers it will cause the biggest fatal exception ever seen Very Happy), but WDC doesn't support unlimited chunk size yet.
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PostPosted: Tue Feb 19, 2008 11:16 pm
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ah ok, thanks for your answers AlumiuN, what about chaosedit, does that support unlimited chunk size?

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PostPosted: Tue Feb 19, 2008 11:18 pm
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No, I don't think that does either, although I might be wrong. The only thing I've used ChaosEdit for is palette editing.
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PostPosted: Tue Feb 19, 2008 11:26 pm
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Ah ok. Hey, not to go too offtopic, but do you think ripper or someone else will implement multiplayer in wolfsdl?

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PostPosted: Tue Feb 19, 2008 11:35 pm
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What, you mean like me? Mr Green
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PostPosted: Tue Feb 19, 2008 11:36 pm
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hehehe, yea, how did ya guess?Razz

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PostPosted: Wed Feb 20, 2008 6:17 am
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@Ripper: I think it's great that you're taking the time to do this. But I was just wondering... Is there any chance of fixing that weird gap which occurs when you view a directional sprite from a certain angle? (The gap I mentioned in this thread: http://diehardwolfers.areyep.com/viewtopic.php?t=4557 ) The reason I ask, is because I probably won't be able to work around it this time... I don't really see how I can implement DarkOne's raycastor without seriously messing up the code (and his wasn't designed for directional pushwalls either. Smile )
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PostPosted: Wed Feb 20, 2008 2:46 pm
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@Tricob: Hey man, you can post it, I actually was gonna say something, but I guess I was beat to the punch on it, it was also implemented from the_fish's code I believe, I dont remember.

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PostPosted: Wed Feb 20, 2008 8:30 pm
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Thanks, Insurrectionman. Smile Actually, the_fish mentioned some details on it, but if he posted some code related to Wolf4GW-compatible 3D sprites, he either placed the code in a forum other than DHWs, or posted it in a thread I didn't read. Either is a high possibility. Neutral
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PostPosted: Sat Feb 23, 2008 9:09 am
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wow, Wolf4SDL is awesome! Finally there's an updated wolf3d port for all major systems. Smile Have a few questions nonetheless. First, I compiled it and ran it under linux, and it did work, but in fullscreen mode and in a very tiny resolution, 320x200 i think. Is there a way to run Wolf4SDL at the same resolution as the linux desktop? Also, could wolf3dsdl be modified in any way so that it could work with other wolf3d games, like corridor7 or super noah ark?

thanks and great work Ripper!

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PostPosted: Sat Feb 23, 2008 5:12 pm
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WolfSDL can only take resolutions with a multiple of 320x200. Try starting it up with (I think) "-res 640x400" or "-res 960x600" as a parameter. In order to modify WolfSDL for other Wolf-based games, you would need to have the source code of those games (or something very close to it) and be able to get it to work in WolfSDL. To be honest, I wouldn't bother, I'd just use DOSBox for them. Smile
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PostPosted: Sat Mar 08, 2008 8:27 pm
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Codetech84 wrote:
You need to install two (.devpak) files from the Dev-Cpp ide in order to compile the code, I did sent them to Ripper but I'm not sure if he included those in the last revision. It doesn't really require much knowledge just a couple of mouse clicks, but you have to install Dev-Cpp first.

SDL: http://devpaks.org/details.php?devpak=12
SDL_mixer: http://devpaks.org/details.php?devpak=6

I can't get it to compile, I get errors with SDL_main - any ideas?

::: CODE :::
Compiler: Default compiler
Building Makefile: "C:\cygwin\usr\local\dc\trunk\Makefile.win"
Executing  make...
make.exe -f "C:\cygwin\usr\local\dc\trunk\Makefile.win" all
g++.exe -c sdl_winmain.cpp -o sdl_winmain.o -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include"  -I"C:/Dev-Cpp/include/c++/3.4.2/backward"  -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32"  -I"C:/Dev-Cpp/include/c++/3.4.2"  -I"C:/Dev-Cpp/include"  -I"C:/Dev-Cpp/include/SDL"   

sdl_winmain.cpp: In function `int console_main(int, char**)':
sdl_winmain.cpp:202: error: `SDL_strrchr' undeclared (first use this function)
sdl_winmain.cpp:202: error: (Each undeclared identifier is reported only once for each function it appears in.)

sdl_winmain.cpp:210: error: `SDL_strlen' undeclared (first use this function)
sdl_winmain.cpp:214: error: expected primary-expression before "char"
sdl_winmain.cpp:214: error: `SDL_stack_alloc' undeclared (first use this function)
sdl_winmain.cpp:218: error: `SDL_strlcpy' undeclared (first use this function)

sdl_winmain.cpp: In function `int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)':
sdl_winmain.cpp:284: error: `SDL_arraysize' undeclared (first use this function)
sdl_winmain.cpp:294: error: `SDL_strlcpy' undeclared (first use this function)
sdl_winmain.cpp:295: error: `SDL_strlcat' undeclared (first use this function)
sdl_winmain.cpp:356: error: `SDL_strlen' undeclared (first use this function)
sdl_winmain.cpp:357: error: expected primary-expression before "char"
sdl_winmain.cpp:357: error: `SDL_stack_alloc' undeclared (first use this function)
sdl_winmain.cpp:366: error: expected primary-expression before "char"

make.exe: *** [sdl_winmain.o] Error 1

Execution terminatedp


EDIT: Hmm, I don't get that error anymore Confused but I get these errors:

::: CODE :::
||=== Wolf4SDL, default ===|
C:\MinGW\msys\home\Cyle\trunk\wl_def.h|58|error: `uint8_t' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\wl_def.h|59|error: `uint16_t' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\wl_def.h|60|error: `int32_t' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\wl_def.h|61|error: `uint32_t' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\wl_def.h|62|error: `int8_t' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_pm.h|13|error: expected initializer before '*' token|
C:\MinGW\msys\home\Cyle\trunk\id_pm.h|14|error: expected initializer before '*' token|
C:\MinGW\msys\home\Cyle\trunk\id_pm.h|19|error: expected initializer before '*' token|
C:\MinGW\msys\home\Cyle\trunk\id_pm.h|26|error: expected initializer before '*' token|
C:\MinGW\msys\home\Cyle\trunk\id_pm.h|31|error: expected initializer before '*' token|
C:\MinGW\msys\home\Cyle\trunk\id_pm.h|36|error: expected initializer before '*' token|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|33|error: `longword' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|34|error: `word' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|49|error: `byte' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|68|error: `byte' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|78|error: `byte' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|87|error: `byte' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|88|error: `byte' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|100|error: `word' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|101|error: `word' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|107|error: `fixed' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|113|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|136|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|147|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|148|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|149|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|150|error: `word' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|154|warning: `SD_PlayDigitized' initialized and declared `extern'|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|154|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|154|error: expected primary-expression before "int"|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|154|error: expected primary-expression before "int"|
C:\MinGW\msys\home\Cyle\trunk\id_sd.h|154|error: initializer expression list treated as compound expression|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|118|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|131|error: `word' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|139|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|140|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|141|error: `boolean' does not name a type|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|warning: `IN_GetJoyAbs' initialized and declared `extern'|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: variable or field `IN_GetJoyAbs' declared void|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: `xp' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: `yp' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|156|error: initializer expression list treated as compound expression|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|157|warning: `IN_SetupJoy' initialized and declared `extern'|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|157|error: variable or field `IN_SetupJoy' declared void|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|157|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|157|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|157|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|158|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|158|error: `word' was not declared in this scope|
C:\MinGW\msys\home\Cyle\trunk\id_in.h|158|error: initializer expression list treated as compound expression|
||More errors follow but not being shown.|
||Edit the max errors limit in compiler options...|
||=== Build finished: 50 errors, 3 warnings ===|
Ripper
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PostPosted: Sun Mar 09, 2008 6:11 am
   Subject: Re: Wolf4SDL released
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AlumiuN wrote:
It definitely works, although, unless I am mistaken, WolfSDL has almost no limit on chunk size (I think the limit is about 4 GB, except that on most computers it will cause the biggest fatal exception ever seen ), but WDC doesn't support unlimited chunk size yet.

The VGAGRAPH file is limited to 16 MB due to the three byte chunk offsets. So a chunk size of 16 MB minus one byte would be possible, if the whole file was only one chunk.
The VSWAP file could have a maximum file size of 4 GB. Although the page sizes would be limited to under 64 kB by the 16-bit page lengths, the page length array is never used. But the last page in VSWAP contains a list of 16-bit digi sound lengths. So digitized sounds can only have a size of 64 kB minus one byte, the other pages could have any size by setting PMPageSize in id_pm.h.

@wolfwhips: ChaosEdit is able to save VGAGRAPH files with larger graphics. Probably there is no size check at all, which would cause problems if the file size reaches 16 MB...
I won't add any multiplayer features. But using the SDL_net library it is definitely possible.

WSJ wrote:
@Ripper: I think it's great that you're taking the time to do this. But I was just wondering... Is there any chance of fixing that weird gap which occurs when you view a directional sprite from a certain angle? (The gap I mentioned in this thread: http://diehardwolfers.areyep.com/viewtopic.php?t=4557 ) The reason I ask, is because I probably won't be able to work around it this time... I don't really see how I can implement DarkOne's raycastor without seriously messing up the code (and his wasn't designed for directional pushwalls either. )

As far as I remember the tutorial said, that you may have to adjust "the values" a bit to avoid such situations. Have a look at the according comments. The problem is, that the sprite coordinates are calculated using a completely different camera as the walls (as far as I understood). If I remember correctly, the walls are calculated with a POV angle of 78 and the sprites with 90. But I'm not completely sure about this stuff. This doesn't sound very persuading for myself...

wolfwhips wrote:
wow, Wolf4SDL is awesome! Finally there's an updated wolf3d port for all major systems. Have a few questions nonetheless. First, I compiled it and ran it under linux, and it did work, but in fullscreen mode and in a very tiny resolution, 320x200 i think. Is there a way to run Wolf4SDL at the same resolution as the linux desktop? Also, could wolf3dsdl be modified in any way so that it could work with other wolf3d games, like corridor7 or super noah ark?

I'm happy you like it!
As AlumiuN said, you can configure the size with a command line parameter and without the source code it's difficult to add support for other games. But the default size should be 640x400! It is defined at the beginning of id_vl.cpp.

@dcbasic: Have a look at this post: http://diehardwolfers.areyep.com/viewtopic.php?p=61868#61868
The problem is, that the SDL DevPak from devpaks.org is too old (it's 1.2.8 whereas the current version is 1.2.13).
I built an own DevPak for the current version which is available at http://www.chaos-software.de.vu -> Downloads.

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PostPosted: Sun Mar 09, 2008 5:18 pm
   Subject: Re: Wolf4SDL released
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The new release is out with tons of new features!

Quote:
Wolf4SDL v1.4 (released 2008-03-10, revision 164)
- Added MinGW/MSYS compatibility
- Updated Code::Blocks project
- Updated Dev-C++ project and added a README-devcpp.txt
- Fixed some busy waiting situations
- Added directional 3D sprites support (USE_DIR3DSPR)
- Added support for Spear mission packs (by fackue)
- Added support for Wolf3D full v1.1 and shareware v1.0, v1.1 and v1.2 and SoD demo
(so many old mods should be playable now, when compiled with the right settings in version.h)
- Added shading support (USE_SHADING)
- Added object flags (see objflag_t enum in wl_def.h)
- Reintroduced version.h
- Increased MAXVISABLE from 50 to 250
- Added outside atmosphere features (USE_STARSKY, USE_RAIN, USE_SNOW)
- Added cloud sky support (USE_CLOUDSKY)
- Fixed SoD on systems with case sensitive filenames
- Added DarkOne's/Adam's multi-textured floors/ceiling (USE_FLOORCEILINGTEX)
- Added parallax sky support (USE_PARALLAX define)
- Introduced level feature flags (USE_FEATUREFLAGS define)
- Added high resolution support (USE_HIRES define)
- Added support for music > 64 kB as supported by WDC
- Added --samplerate and --audiobuffer parameters
- Added support for GP2X (ARM processor, thanks to Pickle)
- Added support for Dreamcast (SH-4 processor, thanks to fackue)
- Added joystick support (up to 32 buttons)

Enjoy! Pizza

@WSJ: I wasn't able to fix the gap bug of the directional 3D sprites, yet. But I fixed several problems with them, when the player was too near to those sprites.

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