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Kurlandfront TC [SDL]
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fraggeur
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PostPosted: Sun Jun 07, 2015 1:11 pm
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Nice elevator!
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PostPosted: Sun Jul 05, 2015 2:31 pm
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there, almost finished with the textures. Darkness, black and white nightmarish is what it should be.
Considering all this, I might just add floor and ceiling textures.
What do you guys think?
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PostPosted: Sun Jul 05, 2015 9:00 pm
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If this is for Dos can you make them optional? They often slow down my computer I'm DosBOX (though other times they work okay).

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PostPosted: Sun Jul 05, 2015 10:20 pm
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Man you have always aced in the style department. I can't wait to play this. Makes me want to go through some of the Final Solution again too. I'm curious what you think of some of your old work now that it's been a few years! Yeah I'm digging the black and white theme. Slightly (very slightly) makes me think of Sin City.
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PostPosted: Mon Jul 06, 2015 3:19 am
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MrWolfForever wrote:
If this is for Dos can you make them optional? They often slow down my computer I'm DosBOX (though other times they work okay).
I've offered to port this to SDL for him. I assume both DOS and Windows versions will be supplied upon release.
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PostPosted: Mon Jul 06, 2015 3:48 am
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If you can create floor/ceiling textures which both complement the walls and each other, and fit the overall look of the game, why not? Smile but it looks fine without textures too, so I guess either way is fine. Comes down to your own preference, really.
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PostPosted: Mon Jul 06, 2015 4:59 am
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If you add floor/ceiling textures I'd like for them to be optional/toggleable.
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PostPosted: Tue Jul 07, 2015 12:27 pm
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MrWolfForever wrote:
If this is for Dos can you make them optional? They often slow down my computer I'm DosBOX (though other times they work okay).
Well, I'll see if that can be done. Smile I use DosBox as well, with 13800 cycles everything works just fine.
Zach wrote:
Man you have always aced in the style department. I can't wait to play this. Makes me want to go through some of the Final Solution again too. I'm curious what you think of some of your old work now that it's been a few years! Yeah I'm digging the black and white theme. Slightly (very slightly) makes me think of Sin City.
Thanks for your kind words Zach. My old work bloody sucks, haha. A horrible excuse of a mod, trying to get on the bandwagon of success that Totengräber had back in the day - even using 70% of that game's code and props. No, I should not have made TFS back then. Anyway, that's one for the books. I love Sin City and its aesthetics, good of you to notice the similarities. Smile

Anyway, I'll leave ceiling textures out then. Smile
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PostPosted: Tue Jul 07, 2015 12:33 pm
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Nice,good the walls and statusbar.
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PostPosted: Sat Jul 18, 2015 12:53 pm
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- new graphics added
- 2 new levels complete
- SOD music added

now to get those bloody !)$(!!($&* floor textures to work...... *gnarl*
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PostPosted: Sat Jul 18, 2015 2:17 pm
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Hessler86 wrote:
now to get those bloody !)$(!!($&* floor textures to work...... *gnarl*
Could you PM me a link to the code? Perhaps you're doing like I do sometimes, and are overlooking something really simple. Smile
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PostPosted: Sat Jul 18, 2015 2:30 pm
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Sent you an email, thanks Smile
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PostPosted: Sat Aug 01, 2015 2:14 pm
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update:
Tricob's been willing to look into bringing this game into SDL. Smile yay!

I've always wondered how it would be to spice up Episode Five. How - and if - it could be done to turn Gretel Grosse from a silly Hans Grosse duplicate to a fierce fighting force worthy of her own total conversion.
So this is game will center on that. Smile
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PostPosted: Sat Aug 01, 2015 2:22 pm
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Hessler86 wrote:
I've always wondered how it would be to spice up Episode Five. How - and if - it could be done to turn Gretel Grosse from a silly Hans Grosse duplicate to a fierce fighting force worthy of her own total conversion.
So this is game will center on that. Smile

Love the idea. Thumbs Up
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PostPosted: Sat Aug 01, 2015 2:59 pm
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^^Yeah, that is a great idea! Thumbs Up
MrWolfForever
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PostPosted: Wed Aug 05, 2015 9:30 pm
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If Tricob can get this to SDL then any floor/ceiling textures don't need to be optional.

I'd love a mod that has something of a basis with Episode 5 because there's hardly any around.
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PostPosted: Thu Aug 06, 2015 9:20 pm
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MrWolfForever wrote:
If Tricob can get this to SDL then any floor/ceiling textures don't need to be optional.
I'll try to get to it this weekend. There's been really rotten weather down here and I haven't gotten much done.

Quote:
I'd love a mod that has something of a basis with Episode 5 because there's hardly any around.
I like that idea myself. The only thing I found really wrong with that episode was that it was too easy to get 100% on everything in some levels.
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PostPosted: Sun Oct 11, 2015 1:15 pm
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Made some progress artwise...
Finished all the floor and ceiling textures also, but they're not in there yet, lol.
Thomas
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PostPosted: Sun Oct 11, 2015 1:28 pm
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Wicked posters. Especially the one with Göring... Good work, man! Looking forward to playing a brand new mod from Tristan van Putten (never thought I'd get to say that).
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PostPosted: Sun Oct 11, 2015 1:37 pm
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128x128 gives you so much more to work with art-wise... Smile
I'm kind of stepping away from the original Wolf's "both sides of a door have the same decoration" theme. I mean, in the real world nobody hangs up 2 the same posters everywhere, right?
thanks for your feedback, Thomas. And no, I'd never have thought you'd be able to say that, haha.
As for the poster:

"The fighters of the air protection have as much responsibility and honor as the soldier at the front". This is an excerpt of a Goering speech reinforcing the consciousness for air protection in the population.
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PostPosted: Sun Oct 11, 2015 2:54 pm
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Really like the look of this.
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PostPosted: Sun Oct 11, 2015 5:21 pm
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Any progress Tricob at an SDL conversion? That's pretty important aspect of this IMO. Especially mods with floor/ceiling textures, they are so so so much better to play in SDL.
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PostPosted: Sun Oct 11, 2015 6:15 pm
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Screenshots look fantastic, and I like the idea of having various posters.
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PostPosted: Sun Oct 11, 2015 8:53 pm
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MrWolfForever wrote:
Any progress Tricob at an SDL conversion? That's pretty important aspect of this IMO. Especially mods with floor/ceiling textures, they are so so so much better to play in SDL.
Thanks for asking about this. Smile It's been delayed until the end of October, but I honestly don't want to wait that long, so here's what I think I'm going to do ...

I think I'll just boot another machine in Windows XP rather than waiting for WINE support to be fixed in Ubuntu; the new Ubuntu version isn't coming until around Halloween. It'll be a few days work on my part to get the older machine up and running, but AFAIK, the older machine doesn't have any problems with it. I even have a smalller flatscreen monitor I can hook it up to. The machine has 256 or 512 MB of RAM, and I'm not happy with that. But I'll put up with it if it means getting some compiler work done. I'd also like to start working with the older Ubuntu at least temporarily, as the things I don't like about the 5.04 version are starting to show up ... a lot of them. The older machine happens to have an old version of Ubuntu already installed on it, so that's a big step I get to skip.

Drivers with Windows XP will be a mess; the drivers for this machine are still installed on it - ones for video chips, sound chips, even DVD r/w drives (I believe the older machine has a DVD ROM drive, but USB ports are there, and are still functional AFAIK). That's something I expect to take the most time. I expect a lot of program crashes and faulty registries until the work is done; thank goodness I already have the software I need to fix the problems. I still have all the necessary programs sitting around on this harddisk if I can't find the backups anywhere. Smile
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PostPosted: Mon Oct 12, 2015 1:47 am
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Take your time Tricob, I have faith in you.
Also, there are still maps to complete so no rush.
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PostPosted: Sat Nov 14, 2015 3:16 am
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Unfortunately, Kurlandfront will not be in SDL.
I am not able to do it and Tricob has not found the time, so it will be a pure DOS product.
Sorry for the inconvenience.
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PostPosted: Sat Nov 14, 2015 7:01 am
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I do take full responsibility for promising an SDL port and not delivering. I was intending to get the work done on a hand-me-down PC and the harddisk that my current PC had used in the past. Now I'm not so sure I can even get the older PC running at all. That's because it uses an obsolete connection for smaller harddisks, so even a 40 GB harddisk is out of the question. I have one 10 GB harddisk that *might* work with it; no guarantee that it will. Sad
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PostPosted: Sat Nov 14, 2015 7:48 am
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Anyway, while SDL is more convenient to play, I'll still be playing this one regardless of how it's gonna be released.
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PostPosted: Sat Nov 14, 2015 7:18 pm
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If I can find the motivation to do anything, I might be able to help make this in SDL.
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PostPosted: Mon Nov 16, 2015 1:16 am
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....combined into next post....


Last edited by MrWolfForever on Mon Nov 16, 2015 1:18 am; edited 1 time in total
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