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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Wed Jan 02, 2008 3:12 am
Subject: Tricob's new mod - WolfDX
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For all the talk I've done about working on my own mod, I think it's about time to show at least a modest screenshot of it. What you see is just a quickly-done sample map. Doesn't the "frame" of the picture look terrible? That's Mac graphics for ya (aside from the Jaguar weapon images, and my treasure sprite).
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Last edited by Tricob on Fri Feb 22, 2008 4:08 am; edited 1 time in total
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mbender
DieHard Guard


Joined: 19 Jun 2007
Last Visit: 14 May 2010
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Posts: 266

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Posted: Wed Jan 02, 2008 4:24 am
Subject: Re: Tricob's new mod - WolfDX
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| Some great looking graphics there Tricob! |
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Thu Jan 03, 2008 2:22 am
Subject: Re: Tricob's new mod - WolfDX
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| Thanks. When I changed the game's palette, most of the sprites, walls, and VGAGRAPH images were whacked-out colors for quite a while. It was a real eyesore ... lots of greys were way too bright, browns were in all sorts of places they didn't belong, the Level Completed screen was practically unreadable, and BJ looked like death warmed over. It took a long, long time and a lot of hard work was done before the game was even close to being ready for a screenshot. |
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Thu Jan 03, 2008 6:21 am
Subject: Tricob's new mod - A sneak peak ...
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Interactive Objects enabled. In addition to the Ammo Crate you see below, there's four tables that carry items you can pick up. *But* the objects on the table are so big that they look goofy. Oh, well. I'll get it fixed somehow.
Now, with a press of the Spacebar:
... you get the contents of the crate.
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Fri Jan 04, 2008 3:13 am
Subject: Re: Tricob's new mod - WolfDX
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Yes, ladies and gentlemen ... every item on those tables can be picked up.
Not all crates ...
... are safe to open. Ouch!
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mbender
DieHard Guard


Joined: 19 Jun 2007
Last Visit: 14 May 2010
Topics: 17
Posts: 266

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Posted: Fri Jan 04, 2008 5:55 am
Subject: Re: Tricob's new mod - WolfDX
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| I'd been wondering when someone would finally do the objects-on-tables thing - makes a lot more sense than scooping chicken dinners up off the floor (of course, WL Hack - I think - has already done the desk-drawer-opening thing, which is another improvement along the same lines). |
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AlumiuN
DieHard Wolfer

Joined: 30 Nov 2007
Last Visit: 13 May 2010
Topics: 13
Posts: 1153
Location: Christchurch, New Zealand

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Posted: Fri Jan 04, 2008 7:09 am
Subject: Re: Tricob's new mod - WolfDX
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| Nice. The ammo box adds quite a nice bit of realism too (who can carry around four of those boxes?). I like the on-table thing, though. I'm adding a second static object plane to my mod, I might try to do something similar. Again, nice. |
_________________ People hardly ever make use of the freedom they have. For example, the freedom of thought. Instead they demand freedom of speech as a compensation. - Soren Kierkegaard
ctalyst666@gmail.com (spam can get filtered )
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 0:08 ago.
Topics: 67
Posts: 1507
Location: Israel

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Posted: Fri Jan 04, 2008 7:53 am
Subject: Re: Tricob's new mod - WolfDX
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I'm very impressed. It's a dream come true. Adds much to wolf3d realism, making it even more real than many other games, and not only on wolf3d engine.
Though to put things on tables for low-res wolf3d mods will be quite a challenge to make them noticable and recognizable.
If you need graphic help - just ask  |
_________________ DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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AlumiuN
DieHard Wolfer

Joined: 30 Nov 2007
Last Visit: 13 May 2010
Topics: 13
Posts: 1153
Location: Christchurch, New Zealand

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Posted: Sat Jan 05, 2008 4:06 am
Subject: Re: Tricob's new mod - WolfDX
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| Oh, I know full well I could do that with one plane. It's just that I can then use one table sprite for a whole raft of items. |
_________________ People hardly ever make use of the freedom they have. For example, the freedom of thought. Instead they demand freedom of speech as a compensation. - Soren Kierkegaard
ctalyst666@gmail.com (spam can get filtered )
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Sat Jan 05, 2008 7:46 am
Subject: Re: Tricob's new mod - WolfDX
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| You could. Or you could enable transparent walls, design a crate or box wall image that's half the height of a full-size texture, then have a Static Object placed "on top" of it. I'm considering this idea myself. |
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Fri Feb 22, 2008 4:12 am
Subject: Re: Tricob's new mod - WolfDX
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| I want to let you all know that I haven't forgotten about the construction kit for this mod. I'm currently making a sample map for the kit so users can learn more quickly how to use the new walls and objects. I'm also not real happy with SYMBOLS.BMP's current status and might make some more map symbols for it before release. |
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Fri Feb 29, 2008 6:04 am
Subject: Re: Tricob's new mod - WolfDX
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The symbols for the construction kit are complete, and a fellow user will be looking them over.
In the meantime, I actually fixed the misaligned knife images so you can easily tell where the knife is aimed. I also fixed the pistol sprites so they don't block your view every time you fire a shot. I might add an extra Adlib sound effect before release; I have a minor sound idea in mind.  |
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Thu Mar 06, 2008 5:58 am
Subject: Re: Tricob's new mod - WolfDX
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| The tester for the construction kit helped me realize that I've modified the VSWAP since I released the DOS Version of WolfDX. I therefore finished up several more treasure sprites and sent the VSWAP to Brian. I also fixed the pistol and knife images so these two weapons are as easy to use as those in the original game. The update is now downloadable from the Wolf3D Dome. |
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Dean
Moderator

Joined: 11 Jan 2006
Last Visit: 02 Sep 2010
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Posts: 1426
Location: Australia

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Posted: Fri Mar 07, 2008 9:26 pm
Subject: Re: Tricob's new mod - WolfDX
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| I think I found a problem in this Tricob. I was playing through the first level of the Episode that I made (Ep. 3) and realized that the secret doors in some sections only slid back 2 spaces meaning that I was unable to get into some of the secret areas. Wasn't sure if you were aware of this or not. |
_________________ acsi vos opus is sicco i'll etiam exsisto smarter quam vos
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mbender
DieHard Guard


Joined: 19 Jun 2007
Last Visit: 14 May 2010
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Posted: Sat Mar 08, 2008 2:06 am
Subject: Re: Tricob's new mod - WolfDX
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| The graphics look superb Tricob, really detailed and life-like (for Wolf, anyway!). It kind of has a Wolf-for-Mac feel, but of course with 8-sided guards and interesting Trico-maps. Did you do all the mapping yourself? I recognised a few of them from previous releases. |
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Sat Mar 08, 2008 2:17 am
Subject: Tricob's new mod - WolfDX
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Work on the VGAGRAPH is now 99% complete. Everything in the Level Completed screen appears correct. All that's missing is the "cinematics" in the self-running demo.
Dean wrote:
I think I found a problem in this Tricob. I was playing through the first level of the Episode that I made (Ep. 3) and realized that the secret doors in some sections only slid back 2 spaces meaning that I was unable to get into some of the secret areas. Wasn't sure if you were aware of this or not.
Thanks for mentioning this. I actually did realize that, and intended to let the Pushwall moves three squares instead of two if you put the "Invalid" wall into Square (0,0) of the map. That feature was never enabled, and I forgot to mention it. Sorry.
mbender wrote:
The graphics look superb Tricob, really detailed and life-like (for Wolf, anyway!). It kind of has a Mac-Wolf feel, but of course with 8-sided guards and interesting Trico-maps. Did you do all the mapping yourself? I recognised a few of them from previous releases.
Well, all maps are from "Wolfenstein 3D: Community Map Pack", so I did about two episodes-worth (E1L1-E1L4, E1L9-E10, E4L1-E4L5, and E6L4-E6L5). As for the wall images, thanks - I'm proud of how it's come out so far, and I've done a little more; all but two walls ("GB w/map", light and dark) for the Grey Bricks are now complete, and my final new treasure sprite is now finished. I was meaning to place a screenshot of the new work here tonight, but it didn't happen.  |
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Dean
Moderator

Joined: 11 Jan 2006
Last Visit: 02 Sep 2010
Topics: 39
Posts: 1426
Location: Australia

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Posted: Sat Mar 08, 2008 10:52 pm
Subject: Re: Tricob's new mod - WolfDX
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I'm not too sure how the others feel about you re-releasing their maps but I've kind of got a little bit of a problem if you're going to keep referring to this as 'YOUR' mod. I'm not trying to cause a major problem here but this has been kind of bugging me and I've been wanting to say something for a little while about it now.
Really, unless you tend to replace the levels with only your work then I'm of the thinking that this should be released as a 'Community mappack: SE' or something like that as I know that you certainly didn't ask me (Not sure about the others) for permission to re-use the levels for your own purpose's.
I'm not making any demands here about what you do with this or anything but maybe you should have discussed this with us first before re-releasing our levels in this? |
_________________ acsi vos opus is sicco i'll etiam exsisto smarter quam vos
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Tricob
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.
Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.

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Posted: Sun Mar 09, 2008 3:00 am
Subject: Re: Tricob's new mod - WolfDX
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Dean wrote:
I'm not too sure how the others feel about you re-releasing their maps but I've kind of got a little bit of a problem if you're going to keep referring to this as 'YOUR' mod. I'm not trying to cause a major problem here but this has been kind of bugging me and I've been wanting to say something for a little while about it now.
Yes, you've got a good point there. While I do intend to release a full mod's-worth of new levels, I didn't have them at the time WolfDX was released, and releasing the full 60-level version of the original with one or two new maps - That probably would've gotten me into trouble.
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Really, unless you tend to replace the levels with only your work then I'm of the thinking that this should be released as a 'Community mappack: SE' or something like that as I know that you certainly didn't ask me (Not sure about the others) for permission to re-use the levels for your own purpose's.
Sorry - my mistake. I honestly thought I had asked you about this, but going by your reply here, I obviously didn't. Now that I think about it, I didn't ask Brian, either. My apologies to anyone I didn't ask first.
I do intend the finished mod to have all the Community Map Pack levels replaced, if that's a help.  |
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