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Wolfenstein 3D Lite Beta
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ronwolf1705
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PostPosted: Fri Oct 31, 2014 5:53 pm
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Here's a little something me and Linuxwolf have worked on: https://dl.dropboxusercontent.com/u/7510301/Wolfenstein%203D%20Lite%20Beta.zip

It's still a beta, but the gist is this: You have no weapons. You can use the shadows to hide from the enemies. The default is that you walk slowly, which means the guards won't hear you. You can still walk faster, using SHIFT, but this increases the chance that guards will hear you.

Enjoy! Thumbs Up

AlumiuN
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PostPosted: Fri Oct 31, 2014 5:55 pm
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I'm assuming from the look of that shading this isn't in the normal Wolf engine. Still, looks pretty cool Smile
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PostPosted: Fri Oct 31, 2014 5:57 pm
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It is, actually! Smile
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PostPosted: Fri Oct 31, 2014 6:00 pm
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...wow. Is this using the_fish and WLHack's shading, or is this a new system?
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PostPosted: Fri Oct 31, 2014 6:06 pm
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I'm gonna let Linuxwolf answer that one Wink Coding-wise I know relatively little about it.
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PostPosted: Fri Oct 31, 2014 6:53 pm
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It is normal Wolf4SDL engine with a new system for lighting. It uses radiosity approach (ala Quake 2/3). The engine is capable of unique textures on every wall but we don't utilize that. I don't know much about the_fish or WLHack shading.

I should point out this engine does NOT use OpenGL or Direct 3D. We still use software rendered graphics in this mod. But we utilize 32-bit colour mode instead of 256 colour mode.

Lastly we have dynamic per-pixel lighting as well. We hope you like it. Smile
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PostPosted: Fri Oct 31, 2014 8:32 pm
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Would you be willing to share the code for said lighting? I could definitely use that in my own engine (which is 32-bit already).
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PostPosted: Fri Oct 31, 2014 9:36 pm
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That is something we might do later down the track. Its hard to release source right now since it shares code with other projects (not yet released) and this was only a small side project for us. Ask me again when, say, Batman: No Man's Land has been released.
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PostPosted: Fri Oct 31, 2014 10:17 pm
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Fair enough; I hope I remember to do so Smile
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PostPosted: Fri Oct 31, 2014 10:49 pm
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Maybe it's all in my head, but are the guard animations different?

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PostPosted: Fri Oct 31, 2014 11:09 pm
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Wow this is really neat looking! Reminds me of the original lighting method used in the old No Man's Land shots. Is this more flexible and performance friendly?
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PostPosted: Sat Nov 01, 2014 1:10 am
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As far as I can tell it uses precalculated light maps, meaning the performance overhead is pretty slim (although that's why the download is comparatively huge).
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PostPosted: Sat Nov 01, 2014 1:35 am
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AlumiuN wrote:
As far as I can tell it uses precalculated light maps

If so - it's be just like in original NML lighting system we scrapped from it.
NML doesn't use such currently AFAIK.

Quote:
Maybe it's all in my head, but are the guard animations different?

Yes, I've made "marching" guards frames for this mod (and off frames for lamps).
I've made them for all basic Wolf3D enemies (including mutants), regardless of how much enemies actually used in this mod.

Obviously, after this mod is released - all those can be used by others with credit.

Quote:
Is this using the_fish and WLHack's shading, or is this a new system?
Why is it every time LinuxWolf shows new shading engine, he is immidiately suspected to copy from others? He is a capable coder on his own, not less than WLHack or TheFish, even more.
And AFAIK - he NEVER uses or considers to use code of others.


Last edited by doomjedi on Sat Nov 01, 2014 1:40 am; edited 1 time in total
AlumiuN
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PostPosted: Sat Nov 01, 2014 1:55 am
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doomjedi wrote:
Quote:
Is this using the_fish and WLHack's shading, or is this a new system?
Why is it every time LinuxWolf shows new shading engine, he is immidiately suspected to copy from others? He is a capable coder on his own, not less than WLHack or TheFish, even more.
And AFAIK - he NEVER uses or considers to use code of others.


I didn't mean it in a bad way, I was simply interested to know if it was the system the_fish and WLHack put together or a new one. I didn't mean to suggest that he was copying code (although to be honest I wouldn't call implementing someone else's code a sin in this community; it's pretty much how everyone gets started in the community, and in my case a lot of my skill is down to implementing the code of others), and certainly not that he is an incapable coder.
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PostPosted: Sat Nov 01, 2014 7:19 am
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So it's Thief on the Wolfenstein engine, in a Nazi castle? That's really neat! Are you guys going to release a mapping kit for that eventually?

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PostPosted: Mon Nov 03, 2014 6:57 pm
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I really like a lot of the concepts as well as the overall visual aesthetics of it.
The AI is pretty interesting too, though realistically speaking, i sometimes feel like the guards are blind, or completely stupid, as there are a few instances where I've been able to walk right in front of them with no reaction at all from them.

Having said that though. this is pretty damn hard as it is. The 'realistic AI' I propose would only be playable I feel in a game that had weapons Razz

I give props to both Ron and Linuxwolf for this Beer Beer

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PostPosted: Tue Nov 04, 2014 4:03 am
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Ron is definitely going places. I mean, I am terrible at playing these games, and some of the stuff Poet's done etc. because I like the simple run and gun, clapping walls for secret kind of mod more. But the shading and the atmosphere... The way you perceive the original environment in an entirely different way is certainly appealing... A lot of suspense in that damn blue stone prison level! Must play this more though.
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PostPosted: Tue Nov 04, 2014 5:16 am
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I fully agree with Thomas.
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PostPosted: Tue Nov 04, 2014 5:38 am
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Thanks guys Smile
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PostPosted: Sun Nov 16, 2014 4:44 pm
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serpens wrote:
So it's Thief on the Wolfenstein engine, in a Nazi castle? That's really neat! Are you guys going to release a mapping kit for that eventually?


Sorry for the late reply! It's not something linuxwolf and I have really discussed. It will certainly be a long time after the release if we were to decide to release a mapping kit. We'll see, also depends on interest.

Anyone else give this a go? Smile
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PostPosted: Mon Nov 17, 2014 1:34 am
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Curious if this requires a dedicated graphics card and/or shader support? I'm on a laptop with dual core processor, 2 gigs of RAM and on-board video with 256MB memory.
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PostPosted: Mon Nov 17, 2014 3:49 am
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I played the game on a Radeon 9250 card with 128 MB of video memory, and all on Windows XP. That's DirectX 8 material right there. Don't think you'll have a problem. Smile
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PostPosted: Mon Nov 17, 2014 4:31 am
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Yes, I think you should be able to play it just fine Smile
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PostPosted: Mon Nov 17, 2014 5:00 am
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It works on a Pentium III 1.0GHZ 512MB RAM Win98SE system with a 3dfx Voodoo5 AGP card. You better be able to run it! Laughing
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PostPosted: Wed Dec 28, 2016 5:52 pm
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Before I forget to do this, here is the source repository.

w3dlite on bitbucket
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PostPosted: Thu Dec 29, 2016 7:16 am
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Thanks for the post, LinuxWolf. I know this source has numerous possibilities in the future. Smile
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PostPosted: Thu Dec 29, 2016 11:40 pm
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This code is nothing short but incredible. Smile
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PostPosted: Sat Dec 31, 2016 4:28 am
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Thank you Ginyu. It means a lot. I wouldn't have made it available if it was ordinary. Smile

And thanks Tricob. Its nice to think about the possibilities. I hope this source release is inspiration to somebody.
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