DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

Tricob's new mod - WolfDX
Page 1 of 12 Goto page 1, 2, 3 ... 10, 11, 12  Next
DieHard Wolfers Forum Index -> Addons/Mods/TC's View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Wed Jan 02, 2008 3:12 am
   Subject: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

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).



Last edited by Tricob on Fri Feb 22, 2008 4:08 am; edited 1 time in total
mbender
DieHard Guard
DieHard Guard


Joined: 19 Jun 2007
Last Visit: 14 May 2010

Topics: 17
Posts: 266

australia.gif

PostPosted: Wed Jan 02, 2008 4:24 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Some great looking graphics there Tricob!
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Thu Jan 03, 2008 2:22 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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.
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Thu Jan 03, 2008 6:21 am
   Subject: Tricob's new mod - A sneak peak ...
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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.

Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Fri Jan 04, 2008 3:13 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Yes, ladies and gentlemen ... every item on those tables can be picked up. Too Cool



Not all crates ...



... are safe to open. Ouch!

mbender
DieHard Guard
DieHard Guard


Joined: 19 Jun 2007
Last Visit: 14 May 2010

Topics: 17
Posts: 266

australia.gif

PostPosted: Fri Jan 04, 2008 5:55 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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).
AlumiuN
DieHard Wolfer
DieHard Wolfer


Joined: 30 Nov 2007
Last Visit: 13 May 2010

Topics: 13
Posts: 1153
Location: Christchurch, New Zealand
newzealand.gif

PostPosted: Fri Jan 04, 2008 7:09 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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 Very Happy)
doomjedi
DieHard Wolfer
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 0:08 ago.

Topics: 67
Posts: 1507
Location: Israel
israel.gif

PostPosted: Fri Jan 04, 2008 7:53 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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 Smile

_________________
DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sat Jan 05, 2008 3:48 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

doomjedi wrote:
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.
Thank you for saying this, D.J.. I actually thought the same thing myself, but thought it was just me. Smile

Quote:
If you need graphic help - just ask Smile
Thanks. I still need a good 128x128 sink sprite, which I haven't managed to get looking right on my own. Images with skeletons also need touching up so they won't look so pixelated (Skeleton In Cage, Skeleton On Floor, etc.).

You'll need my newest version of the palette; the one I posted in the Artist's Archive is slightly out-of-date. I'll prepare the ZIP with ChaosEdit files and anything else you should need to get the work done.

Again, thanks for your offer. Smile
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sat Jan 05, 2008 3:51 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

AlumiuN wrote:
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..
No need to do anything that heavy-handed; just check out the code for "Pushable Objects" that BT posted in Feature Fanatics; in it is the Treasure Chest concept that Dugtrio17 introduced. It's the Treasure Chest code that I use as a base for all these Interactive Objects.
AlumiuN
DieHard Wolfer
DieHard Wolfer


Joined: 30 Nov 2007
Last Visit: 13 May 2010

Topics: 13
Posts: 1153
Location: Christchurch, New Zealand
newzealand.gif

PostPosted: Sat Jan 05, 2008 4:06 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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 Very Happy)
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sat Jan 05, 2008 7:46 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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.
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Fri Feb 22, 2008 4:12 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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.
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Fri Feb 29, 2008 6:04 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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. Smile
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Thu Mar 06, 2008 5:58 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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.
Dean
Moderator
<B>Moderator</B>


Joined: 11 Jan 2006
Last Visit: 02 Sep 2010

Topics: 39
Posts: 1426
Location: Australia
australia.gif

PostPosted: Fri Mar 07, 2008 9:26 pm
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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
mbender
DieHard Guard
DieHard Guard


Joined: 19 Jun 2007
Last Visit: 14 May 2010

Topics: 17
Posts: 266

australia.gif

PostPosted: Sat Mar 08, 2008 2:06 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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.
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sat Mar 08, 2008 2:17 am
   Subject: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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. Sad

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. Smile
Dean
Moderator
<B>Moderator</B>


Joined: 11 Jan 2006
Last Visit: 02 Sep 2010

Topics: 39
Posts: 1426
Location: Australia
australia.gif

PostPosted: Sat Mar 08, 2008 10:52 pm
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

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
Tricob
DieHard Wolfer
DieHard Wolfer


Joined: 15 Mar 2005
Last Visit: 3:57 ago.

Topics: 97
Posts: 4600
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Sun Mar 09, 2008 3:00 am
   Subject: Re: Tricob's new mod - WolfDX
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

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. Mouth Shut

Quote:
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. Sad

I do intend the finished mod to have all the Community Map Pack levels replaced, if that's a help. Smile
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Addons/Mods/TC's View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 12 Goto page 1, 2, 3 ... 10, 11, 12  Next
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts DieHard Wolfers TC Screenshot
Author: Ringman
40 1634 Thu Sep 02, 2004 11:49 am
Ringman View latest post
No new posts Review of "Project Eisenritter" by Wolf Skevos-Jon
Author: Executor
5 890 Wed Jun 23, 2004 7:32 pm
Executor View latest post
No new posts Review of "Operation Heimzahlung" by Wolf Skevos-J
Author: Executor
8 888 Wed Jun 23, 2004 4:34 pm
Majik Monkee View latest post
No new posts "First Person"...RPG?
Author: Guest
8 226 Tue Jun 01, 2004 6:55 pm
Commodore View latest post
No new posts "Halls of Stonehenge" addon
Author: Majik Monkee
89 1760 Wed May 19, 2004 11:46 am
Majik Monkee View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subSilver Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group