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Wolf4SDL released
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linuxwolf
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PostPosted: Fri Jul 29, 2016 7:22 pm
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This was on a tester's keyboard not mine. Smile Although my keyboard doesn't have a penguin on it so thank you for the link!

AlumiuN, this is a modified version of Wolf4SDL I am working on. It could be my bug. I just wanted to check with you guys first. Smile

It isn't an easy issue for me to fix because I'm running my mod through wine and don't have a functional windows desktop.
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PostPosted: Fri Jul 29, 2016 9:23 pm
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Ah, OK. That's kind of weird, and I can't think of a direct reason that it would cause it - maybe their graphics card doesn't like context switching like that? Does Alt+Tab produce the same result?
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PostPosted: Fri Jul 29, 2016 10:13 pm
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I will ask them about the alt+tab but I tried alt+tabbing in and out of the game running in wine in fullscreen mode and had no problems.

Apparently its possible to disable the Windows key via some configuration screens in Windows OS but I haven't looked into it in detail.
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PostPosted: Fri Jul 29, 2016 10:24 pm
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It might be worth asking them to try windowed mode too.
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PostPosted: Fri Jul 29, 2016 11:07 pm
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I have made that suggestion now. Thank you.

The disadvantage of running in windowed mode is you may need to reduce your windows desktop resolution or run the game at an insanely high resolution (i.e., > 640x400).
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PostPosted: Fri Jul 29, 2016 11:21 pm
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linuxwolf wrote:
I have made that suggestion now. Thank you.

The disadvantage of running in windowed mode is you may need to reduce your windows desktop resolution or run the game at an insanely high resolution (i.e., > 640x400).


Well, with a half-decent CPU it should still run really well. I have a Phenom II and I run most mods in windowed mode at 1600x1000 without any problems.
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PostPosted: Sat Jul 30, 2016 7:26 am
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That Windows key can suck a lemon as far as I'm concerned. I consider it the least welcome addition to Windows keyboards. Smile
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PostPosted: Mon Aug 22, 2016 9:41 am
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Does anyone else have issues with the "Resuming ingame music" feature? On longer playthroughs, it has gone bananas several times, getting the song stuck on silence or a monotonous drone, or even playing the previous level's song with changed tempo. Unless there's some reliable way to solve such an issue, I think I'd rather remove this feature from my mod's version of the code entirely.
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PostPosted: Mon Aug 22, 2016 5:20 pm
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I haven't experienced any problems with the music since the newest updates. What version of the game do you have? Typing "Wolf4SDL --help" should give you a pop-up help window that tells the version number.
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PostPosted: Mon Aug 22, 2016 7:50 pm
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I've heard that can be a result of having a very large AUDIOT file, but the new MMC's AUDIOT file is very large indeed and I still haven't had this issue. Have you touched any of the relevant code in WL_PLAY?
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PostPosted: Tue Aug 23, 2016 8:55 am
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My music and digital sounds just shifted to a higher pitch (or lower in some instances), and I certainly didn't touch the code before it happened. The original wolfenstein with the unmodified exe sounds normally, but the spear of destiny (unmodified code save for version.h) had a different chalice pickup sound, which was kind of raspier? But only temporarily, and now it's normal. This is not a coding issue anymore, my wolfenstein games are haunted.
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PostPosted: Tue Aug 23, 2016 4:43 pm
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Your problem is definitely in the AUDIOT files, not the source code itself. These are the files you need to fix.
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PostPosted: Sun Sep 18, 2016 7:07 pm
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Does anybody know how to fix the "SD_StartMusic: Illegal startoffs provided!" issue that sometimes happens when starting the game or loading a save?

I thought this was supposed to have been fixed in more recent versions of Wolf4SDL but I've had reports of it happening in Passage to Hollenteufel. I am using Wolf4SDL262.

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PostPosted: Sun Sep 18, 2016 7:25 pm
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Andy's updated version had this fixed by replacing the line:

::: CODE :::
Quit("SD_StartMusic: Illegal startoffs provided!");


with:

::: CODE :::
startoffs = 0;
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PostPosted: Sun Sep 18, 2016 8:25 pm
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AlumiuN wrote:
Andy's updated version had this fixed by replacing the line:

::: CODE :::
Quit("SD_StartMusic: Illegal startoffs provided!");


with:

::: CODE :::
startoffs = 0;


Thanks! I have released a new version of PTH that includes this fix.

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PostPosted: Mon Oct 31, 2016 8:39 am
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Does anyone have a link for the latest version or the url to the svn? I tried the dropbox links in Andy's messages but they lead me to 403-page...

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PostPosted: Mon Oct 31, 2016 9:46 am
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Here's a backup link of the r262 svn: http://chokfiles.webs.com/wolfr262.tar.gz

If someone wants to re-upload as a zip, that's cool with me. I didn't add any of the fixes and enhancements here though.
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PostPosted: Mon Oct 31, 2016 11:23 am
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Chris wrote:
Here's a backup link of the r262 svn: http://chokfiles.webs.com/wolfr262.tar.gz

If someone wants to re-upload as a zip, that's cool with me. I didn't add any of the fixes and enhancements here though.


Thanks for the help.

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PostPosted: Thu Nov 03, 2016 10:14 pm
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Quick question that doesn't deserve it's own thread.

::: CODE :::
        switch(ob->obclass)
        {
            case mutantobj:
            case guardobj:
            case officerobj:
            case ssobj:
            case dogobj:
                PlaySoundLocActor(DEATHSCREAM6SND,ob);
                return;
        }


What does this code in wl_act2.cpp do? DEATHSCREAM6SND is the fart sound but I never hear it in SDL and I want to replace that sound with something else. Can I comment this out?

Also, I have attempted to add new sounds. I added the definitions to AUDIOWL6.H, WL_MAIN.cpp, and compiled my VSWAP and AUDIO* files in WDC adding digital, PC, and adlib chunks. Yes, my music order gets screwed up. Any idea why this is happening?

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PostPosted: Thu Nov 03, 2016 10:28 pm
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Barry wrote:
Quick question that doesn't deserve it's own thread.

::: CODE :::
        switch(ob->obclass)
        {
            case mutantobj:
            case guardobj:
            case officerobj:
            case ssobj:
            case dogobj:
                PlaySoundLocActor(DEATHSCREAM6SND,ob);
                return;
        }


What does this code in wl_act2.cpp do? DEATHSCREAM6SND is the fart sound but I never hear it in SDL and I want to replace that sound with something else. Can I comment this out?


That's the condition for playing the fart sound; note the #ifdef'd if statements above it. It only happens on secret levels when the random number generator returns 0 (which will happen 1/256 times you kill an enemy on average). The switch statement is superfluous, but I'm guessing it was there so that different rare death sounds could be added if wanted.

Barry wrote:
Also, I have attempted to add new sounds. I added the definitions to AUDIOWL6.H, WL_MAIN.cpp, and compiled my VSWAP and AUDIO* files in WDC adding digital, PC, and adlib chunks. Yes, my music order gets screwed up. Any idea why this is happening?


Can you post your AUDIOWL6.H somewhere?
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PostPosted: Thu Nov 03, 2016 10:32 pm
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AlumiuN wrote:


That's the condition for playing the fart sound; note the #ifdef'd if statements above it. It only happens on secret levels when the random number generator returns 0 (which will happen 1/256 times you kill an enemy on average). The switch statement is superfluous, but I'm guessing it was there so that different rare death sounds could be added if wanted.


Thanks! So I am good to comment that out if I never want the fart sound to play? For some reason, it seemed like it happened quite often and not just in secret levels in the DOS version.

AlumiuN wrote:


Can you post your AUDIOWL6.H somewhere?


Here. I have my new sounds commented out at the moment.

::: CODE :::

typedef enum {
   HITWALLSND,              // 0
   SELECTWPNSND,            // 1
   SELECTITEMSND,           // 2
   HEARTBEATSND,            // 3
   MOVEGUN2SND,             // 4
   MOVEGUN1SND,             // 5
   NOWAYSND,                // 6
   NAZIHITPLAYERSND,        // 7
   SCHABBSTHROWSND,         // 8
   PLAYERDEATHSND,          // 9
   DOGDEATHSND,             // 10
   ATKGATLINGSND,           // 11
   GETKEYSND,               // 12
   NOITEMSND,               // 13
   WALK1SND,                // 14
   WALK2SND,                // 15
   TAKEDAMAGESND,           // 16
   GAMEOVERSND,             // 17
   OPENDOORSND,             // 18
   CLOSEDOORSND,            // 19
   DONOTHINGSND,            // 20
   HALTSND,                 // 21
   DEATHSCREAM2SND,         // 22
   ATKKNIFESND,             // 23
   ATKPISTOLSND,            // 24
   DEATHSCREAM3SND,         // 25
   ATKMACHINEGUNSND,        // 26
   HITENEMYSND,             // 27
   SHOOTDOORSND,            // 28
   DEATHSCREAM1SND,         // 29
   GETMACHINESND,           // 30
   GETAMMOSND,              // 31
   SHOOTSND,                // 32
   HEALTH1SND,              // 33
   HEALTH2SND,              // 34
   BONUS1SND,               // 35
   BONUS2SND,               // 36
   BONUS3SND,               // 37
   GETGATLINGSND,           // 38
   ESCPRESSEDSND,           // 39
   LEVELDONESND,            // 40
   DOGBARKSND,              // 41
   ENDBONUS1SND,            // 42
   ENDBONUS2SND,            // 43
   BONUS1UPSND,             // 44
   BONUS4SND,               // 45
   PUSHWALLSND,             // 46
   NOBONUSSND,              // 47
   PERCENT100SND,           // 48
   BOSSACTIVESND,           // 49
   MUTTISND,                // 50
   SCHUTZADSND,             // 51
   AHHHGSND,                // 52
   DIESND,                  // 53
   EVASND,                  // 54
   GUTENTAGSND,             // 55
   LEBENSND,                // 56
   SCHEISTSND,              // 57
   NAZIFIRESND,             // 58
   BOSSFIRESND,             // 59
   SSFIRESND,               // 60
   SLURPIESND,              // 61
   TOT_HUNDSND,             // 62
   MEINGOTTSND,             // 63
   SCHABBSHASND,            // 64
   HITLERHASND,             // 65
   SPIONSND,                // 66
   NEINSOVASSND,            // 67
   DOGATTACKSND,            // 68
   FLAMETHROWERSND,         // 69
   MECHSTEPSND,             // 70
   GOOBSSND,                // 71
   YEAHSND,                 // 72
#ifndef APOGEE_1_0
   DEATHSCREAM4SND,         // 73
   DEATHSCREAM5SND,         // 74
   DEATHSCREAM6SND,         // 75
   DEATHSCREAM7SND,         // 76
   DEATHSCREAM8SND,         // 77
   DEATHSCREAM9SND,         // 78
   DONNERSND,               // 79
   EINESND,                 // 80
   ERLAUBENSND,             // 81
   KEINSND,                 // 82
   MEINSND,                 // 83
   ROSESND,                 // 84
   MISSILEFIRESND,          // 85
   MISSILEHITSND,           // 86
//   TUR1SND,                 // 87
//   TUR2SND,                 // 88
#endif
   LASTSOUND
} soundnames;

//
// Base offsets
//
#define STARTPCSOUNDS      0
#define STARTADLIBSOUNDS   LASTSOUND
#define STARTDIGISOUNDS      (2*LASTSOUND)
#define STARTMUSIC          (3*LASTSOUND)

//
// Music names & indexes
//
typedef enum {
      CORNER_MUS,              // 0
      DUNGEON_MUS,             // 1

      XFUNKIE_MUS,             // 2
      GETTHEM_MUS,             // 3
      HEADACHE_MUS,            // 4

      XJAZNAZI_MUS,            // 5
      INTROCW3_MUS,            // 6
      NAZI_NOR_MUS,            // 7
      NAZI_OMI_MUS,            // 8
      POW_MUS,                 // 9

      XGETYOU_MUS,             // 10
      SEARCHN_MUS,             // 11
      SUSPENSE_MUS,            // 12
      VICTORS_MUS,             // 13
      WONDERIN_MUS,            // 14
      FUNKYOU_MUS,             // 15
      ENDLEVEL_MUS,            // 16
      GOINGAFT_MUS,            // 17
      PREGNANT_MUS,            // 18
      ULTIMATE_MUS,            // 19
      NAZI_RAP_MUS,            // 20
      ZEROHOUR_MUS,            // 21
      TWELFTH_MUS,             // 22

      XPUTIT_MUS,              // 23
      URAHERO_MUS,             // 24


      XDEATH_MUS,              // 25
      XTIPTOE_MUS,             // 26
      HFASCISM_MUS,            // 27
        HCRAWL_MUS,              // 28
        APLAB2_MUS,             // 29
        HDUNGEON_MUS,            // 30
        HROTT_MUS,                  // 31
        HLONG_MUS,               // 32
        APLAB1_MUS,               // 33
        HL1VAR_MUS,              // 34
        HMARCHING_MUS,             //35
        H4TOWER_MUS,            //36
        HWALTZ_MUS,             //37
        APLAB3_MUS,            //38
      LASTMUSIC
} musicnames;

#define NUMSOUNDS          LASTSOUND
#define NUMSNDCHUNKS      (STARTMUSIC + LASTMUSIC)

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PostPosted: Thu Nov 03, 2016 10:48 pm
   Subject: Re: Wolf4SDL released
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Barry wrote:
Thanks! So I am good to comment that out if I never want the fart sound to play? For some reason, it seemed like it happened quite often and not just in secret levels in the DOS version.


Yep, you can comment out the entire switch statement.

Barry wrote:
Here. I have my new sounds commented out at the moment.


Hmm, that looks fine. You have made sure to actually compile your AUDIOT file?
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PostPosted: Thu Nov 03, 2016 10:52 pm
   Subject: Re: Wolf4SDL released
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AlumiuN wrote:


Hmm, that looks fine. You have made sure to actually compile your AUDIOT file?


I did using WDC and I made sure to copy the files from my WDC directory to my mod directory.

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PostPosted: Thu Nov 03, 2016 11:11 pm
   Subject: Re: Wolf4SDL released
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Barry wrote:
AlumiuN wrote:


Hmm, that looks fine. You have made sure to actually compile your AUDIOT file?


I did using WDC and I made sure to copy the files from my WDC directory to my mod directory.

You copied from your project's output folder (not base)?

A screenshot of the adlib or pc sound window around where you've made changes in your WDC project would be helpful.

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PostPosted: Thu Nov 03, 2016 11:18 pm
   Subject: Re: Wolf4SDL released
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Adam Biser wrote:
Barry wrote:
AlumiuN wrote:


Hmm, that looks fine. You have made sure to actually compile your AUDIOT file?


I did using WDC and I made sure to copy the files from my WDC directory to my mod directory.

You copied from your project's output folder (not base)?

A screenshot of the adlib or pc sound window around where you've made changes in your WDC project would be helpful.


Yeah, I copied from my output folder.

I am about to turn in for the night but will post this next time I give it a try. I simply added two chunks to the end of both the PC and Adlib windows to correspond with the new digital sounds.

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PostPosted: Fri Nov 04, 2016 9:35 am
   Subject: Re: Wolf4SDL released
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Barry wrote:
For some reason, it seemed like it happened quite often and not just in secret levels in the DOS version.

Never heard of this problem. It only ever happens on the secret levels in the DOS version for me.
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PostPosted: Fri Nov 04, 2016 10:14 am
   Subject: Re: Wolf4SDL released
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Chris wrote:
Barry wrote:
For some reason, it seemed like it happened quite often and not just in secret levels in the DOS version.

Never heard of this problem. It only ever happens on the secret levels in the DOS version for me.


Hmm. It seems to happen in the DOS version of PTH on levels other than 10. Not sure why as I didn't modify that code.

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PostPosted: Fri Nov 04, 2016 4:45 pm
   Subject: Re: Wolf4SDL released
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Barry wrote:
Chris wrote:
Barry wrote:
For some reason, it seemed like it happened quite often and not just in secret levels in the DOS version.

Never heard of this problem. It only ever happens on the secret levels in the DOS version for me.


Hmm. It seems to happen in the DOS version of PTH on levels other than 10. Not sure why as I didn't modify that code.


That code might have been different in the DOS version; unfortunately the only copy of the DOS source code I have lying around is extremely heavily modified and doesn't have that bit in it, so I can't check.
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PostPosted: Sat Nov 05, 2016 7:55 am
   Subject: Re: Wolf4SDL released
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@AlumiuN

A_DeathScream from an unmodified WL_ACT2.C:

/*
==================
=
= A_DeathScream
=
==================
*/

void A_DeathScream (objtype *ob)
{
#ifndef UPLOAD
#ifndef SPEAR
if (mapon==9 && !US_RndT())
#else
if ((mapon==18 || mapon==19) && !US_RndT())
#endif
{
switch(ob->obclass)
{
case mutantobj:
case guardobj:
case officerobj:
case ssobj:
case dogobj:
PlaySoundLocActor(DEATHSCREAM6SND,ob);
return;
}
}
#endif

switch (ob->obclass)
{
case mutantobj:
PlaySoundLocActor(AHHHGSND,ob);
break;

case guardobj:
{
int sounds[9]={ DEATHSCREAM1SND,
DEATHSCREAM2SND,
DEATHSCREAM3SND,
DEATHSCREAM4SND,
DEATHSCREAM5SND,
DEATHSCREAM7SND,
DEATHSCREAM8SND,
DEATHSCREAM9SND
};

#ifndef UPLOAD
PlaySoundLocActor(sounds[US_RndT()%8],ob);
#else
PlaySoundLocActor(sounds[US_RndT()%2],ob);
#endif
}
break;
case officerobj:
PlaySoundLocActor(NEINSOVASSND,ob);
break;
case ssobj:
PlaySoundLocActor(LEBENSND,ob); // JAB
break;
case dogobj:
PlaySoundLocActor(DOGDEATHSND,ob); // JAB
break;
#ifndef SPEAR
case bossobj:
SD_PlaySound(MUTTISND); // JAB
break;
case schabbobj:
SD_PlaySound(MEINGOTTSND);
break;
case fakeobj:
SD_PlaySound(HITLERHASND);
break;
case mechahitlerobj:
SD_PlaySound(SCHEISTSND);
break;
case realhitlerobj:
SD_PlaySound(EVASND);
break;
case gretelobj:
SD_PlaySound(MEINSND);
break;
case giftobj:
SD_PlaySound(DONNERSND);
break;
case fatobj:
SD_PlaySound(ROSESND);
break;
#else
case spectreobj:
SD_PlaySound(GHOSTFADESND);
break;
case angelobj:
SD_PlaySound(ANGELDEATHSND);
break;
case transobj:
SD_PlaySound(TRANSDEATHSND);
break;
case uberobj:
SD_PlaySound(UBERDEATHSND);
break;
case willobj:
SD_PlaySound(WILHELMDEATHSND);
break;
case deathobj:
SD_PlaySound(KNIGHTDEATHSND);
break;
#endif
}
}
It's funny, before I saw that in the code, I never noticed that DEATHSCREAM6SND never played on any non-secret levels... Though maybe that's because I've played mods that did have it on normal levels.

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PostPosted: Sat Nov 05, 2016 2:30 pm
   Subject: Re: Wolf4SDL released
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Hmm, I dunno what you did in the DOS version of PTH that made it happen if that's the same.
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