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What are you doing with Wolfenstein?
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ronwolf1705
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PostPosted: Mon May 29, 2017 3:56 am
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Colorful, I like it! Smile
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PostPosted: Tue May 30, 2017 6:56 pm
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That looks retro as hell, I really like it!
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PostPosted: Sat Jun 03, 2017 3:36 pm
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The side project to my side project is coming along quite well. So well, in fact, that I think I'll finish it before starting any other projects!




It's not quite as original as March of the Army and my mods in progress are, but it's got its distinct flavor I think. A mix of Totengraber, Lost Episodes and... stuff. At least the recolored chandelier was my original idea!
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PostPosted: Sat Jun 03, 2017 9:04 pm
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Those columns are to die for. Smile
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PostPosted: Sun Jun 04, 2017 12:21 am
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I'm pretty sure those are the columns Areyep made for Woflendoom/Spear Resurrection, which are just modified Doom marble columns. But everything else looks good. Nice seeing this unique style in mods, may inspire me to actually return to my own.

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PostPosted: Sun Jun 04, 2017 4:12 am
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Indeed, the columns are from Spear Resurrection (which in turn are the Wolfendoom columns with skulls removed). They're pretty sweet, but my favorite Spear Resurrection graphic has to be the door side texture. I also used it in Merry Wolfmas, because it just looks good with every door!

Yesterday, I finally set the ceiling colors added some custom music. The IMF version of The Demon's Dead fits great in the level with test subject cells!
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PostPosted: Sun Jun 04, 2017 5:34 pm
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Spiffy new weapon graphics you got there!
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PostPosted: Sun Jun 04, 2017 10:34 pm
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Boss's head seems to be too large for the body
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PostPosted: Sat Jun 10, 2017 1:59 pm
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https://www.youtube.com/watch?v=zpRLBo1s78I&feature=youtu.be

Wolfenstein Missions level 3-6 gameplay video. I like the ragingly fast gameplay tempo on this one.

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PostPosted: Tue Jun 13, 2017 7:19 pm
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Creative way to start a map, would get me by surprise if I wasn't spoiled by the video, hah.

Military wrote:
The side project to my side project is coming along quite well. So well, in fact, that I think I'll finish it before starting any other projects!
It's not quite as original as March of the Army and my mods in progress are, but it's got its distinct flavor I think. A mix of Totengraber, Lost Episodes and... stuff. At least the recolored chandelier was my original idea!

It's good to se some of the not-hideous textures from the mission packs being used to change things up a bit.
They are usually ignored because of the mixed quality of the lost episodes.
Cyanosis
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PostPosted: Wed Jun 14, 2017 4:19 pm
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I always liked how the Spear Mission tiles were recolored and refurbished for superior sets, they have quite a lot of nice art really. But fancy art says jack-all if your maps are crap.
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PostPosted: Thu Jun 15, 2017 2:52 am
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I've been working on a Wolfenstein/Spear of Destiny/Mission packs compatible ECWolf mod, which enhances the entities. I call it
EXTREME WOLFENSTEIN 3D.
I am new to this forum, so I'll try to post some images, but for now, I shall give descriptions.
-Guards can now surrender
-Officers have a close-firing animation
-Hans Grosse also has a close-firing animation
-Mutants have Merle attacks! The cleavers are no longer just for show!
-Dogs are significantly stronger
-3 types of new SSs: MP40, Chaingun, and Rifle bearing, from the original game and the mission packs
-Rats will randomly appear in prison areas, and bite you. (No, they don't affect the Kill %)
-Blood particles will appear occasionally in pain/death animations
-New weapons include new versions of the old ones, a chaingun (Not Gatling, chain.), dual-wieldable pistols,
a flame-thrower, rocket launcher, rifle, and, inspired by Spear: End of Destiny; a wield able Spear of Destiny
to battle the Angel of Dearh with
-SSs can fall over and get back up!
-1-Ups are replaced by random weapons, ammo crates, or simply just 1-Ups
-The secret levels have been "spiced-up"
-High-resolution weapons from Rise of the Triad, Wolfenstein Mac version, DOOM, and some newly made
-Better sounds, from the MAc and Jaguar ports
-MUCH, MUCH MORE coming soon

The Spear and Death
Cyanosis
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PostPosted: Thu Jun 15, 2017 3:37 pm
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Wow, I can't believe my eyes, someone is actually modding for ECWolf! Very Happy

I like the sound of all of this, gives one incentive to go through vanilla sets again. I love gameplay mods for GZDoom and this here sounds to be no exception.
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PostPosted: Thu Jun 15, 2017 4:45 pm
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That sounds pretty neat indeed! I once tried to make an ECwolf mod that lets you dual wield everything but I ran into coding problems.
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PostPosted: Sat Jun 17, 2017 8:19 am
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Here we go, I have a blog now. I'm going to post w.i.p screenshots and other wolf3d stuff there, but for now I just made posts about my released projects so far.
Tricob
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PostPosted: Sun Jun 18, 2017 7:13 pm
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I found myself making another sequence for what looks like another MMC map submission. I can't say what's in the sequence right now for obvious reasons, but suffice to say it isn't like anything I've ever done before. This kind of map layout does take some time for me to get used to, but that's fine. Smile I've been trying to veer off of designs reminiscent of AReyeP or AlumiuN and go into something that "feels" different. I just hope the rest of the map is as good as this one sequence. Smile
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PostPosted: Mon Jun 19, 2017 1:45 am
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I'm surprised I have a style that's identifiable Razz
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PostPosted: Mon Jun 19, 2017 12:55 pm
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Cyanosis wrote:
Wow, I can't believe my eyes, someone is actually modding for ECWolf! Very Happy

I like the sound of all of this, gives one incentive to go through vanilla sets again. I love gameplay mods for GZDoom and this here sounds to be no exception.


I hear ya! ECWolf has NO gameplay-enhancement mods. Almost no mods at all, come to think! Sad
Thanks for the compliments. I'm trying to enhance the gameplay, but still keep it as appropriate as the original Wolfenstein, which gameplay-mods tend not to do. (*Cough*, brutaldoom, *Cough* )
Just to add some more images, since gameplay videos make ECWolf crash:
(The officers have been changed since the third-last screenshot. Now, they have grey uniforms.)













Where to find this mod:
www.moddb.com/mods/extreme-wolfenstein-3d/
Sigma64
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PostPosted: Sat Jun 24, 2017 2:41 am
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Military wrote:
That sounds pretty neat indeed! I once tried to make an ECwolf mod that lets you dual wield everything but I ran into coding problems.

Not strictly (nor floppily) what I am doing with Wolfenstein, but...
Should I (And anyone else who wishes to) start some ECWolf tutorials? I have thorough experience in DECORATE and MAPINFO. I could explain how to;
-Create new weapons, with their own ammo
-Make new entities, decorations, and enemies.
-Use alt-fires, and add Duke Nukem style kicks whilst holding any weapon Very Happy
-Make a Super Noah's Ark style "Meet the Cast" screen for certain endings
-Properly align sprites, graphics, and textures
-Deal with the palette, and add your own. Twisted Evil
-Dual-wield weapons, and independently fire them
-Recolour sprites without special software Smile
-Much much more
insurrectionman
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PostPosted: Sat Jun 24, 2017 6:18 am
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I think that would be a great idea. I am interested in trying out ECWolf, but I just haven't had any idea on where to begin. I've looked at others' pk3 files to understand what is changing, but I haven't been able to apply that, myself, save for a few map changes.

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PostPosted: Sun Jun 25, 2017 3:32 am
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I have sent BrotherTank a message to ask where I might put these tutorials (ECWolf is kind of it's own category.), and assuming there is anywhere to put them, they shall soon be here. If else, I'll just put them on the ZDoom forums, and put links to them here.

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PostPosted: Mon Jul 03, 2017 4:42 pm
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I'm currently working on my upcoming MMC submission. I have a sequence for the final key mapped out, as well as the startup area and a couple of doors beyond that. I have a scenario to build the map around, but I need something a little more to attach to it ... allowing the whole thing to blossom into a full-blown map. The creation will seem forced without it.
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PostPosted: Mon Jul 03, 2017 6:53 pm
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Tricob wrote:
I'm currently working on my upcoming MMC submission. I have a sequence for the final key mapped out, as well as the startup area and a couple of doors beyond that. I have a scenario to build the map around, but I need something a little more to attach to it ... allowing the whole thing to blossom into a full-blown map. The creation will seem forced without it.


I'd hold off on making new MMC maps until I've put a new kit together; there will be a few changes.
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PostPosted: Tue Jul 04, 2017 9:30 am
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AlumiuN wrote:
I'd hold off on making new MMC maps until I've put a new kit together; there will be a few changes.

/me looks forward to this very much

Cheers,

Ariel

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PostPosted: Tue Jul 04, 2017 10:17 am
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AlumiuN wrote:
I'd hold off on making new MMC maps until I've put a new kit together; there will be a few changes.
That's fine; I only have two or three sequences in there, and I've put the map on the side-burner as I go back to working on my WIP game engine (which is fully-functional, but needs to be more compact and less redundant).
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PostPosted: Thu Jul 13, 2017 6:29 pm
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I have been working on an engine feature for Wolf4SDL. The idea is to allow new enemies to be defined (and existing enemies to be modified) without further source code modifications being necessary.

The following picture illustrates the file tree hierarchy I am currently toying with. As you can see the sprites can be inserted as regular bitmap files and a number of XML files exist to make the engine aware of specific enemies and their properties.



The contents of guard/config.xml currently:



I don't have a real project lined up to utilize it but I would like to release the changes when they are done. I believe this feature would help people who wish to create new wolf3d mods without coding.

My hope is to make it possible for wolf3d modders to share new enemies between projects with a simple drag and drop (in file explorer, say) and no coding changes need to be made.

All too often I took the painful route of coding new enemies into my projects by hand and never put the time into building a tool to do it for me.


Last edited by linuxwolf on Thu Jul 13, 2017 6:41 pm; edited 2 times in total
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PostPosted: Thu Jul 13, 2017 7:24 pm
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I've often considered doing something similar (although in my case, probably using Lua). Looks pretty good Smile
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PostPosted: Fri Jul 14, 2017 5:30 pm
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Isn't it already possible in ECWolf or am I missing something? I don't see the need to reinvent the wheel here to be honest.
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PostPosted: Fri Jul 14, 2017 5:52 pm
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There's a lot that isn't possible in ECWolf that is possible with Wolf4SDL, so adding this to Wolf4SDL isn't redundant.
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PostPosted: Fri Jul 14, 2017 8:40 pm
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This is also for those of us who haven't migrated to ECWolf yet. I would assume ECWolf can already do it though.
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