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Kurlandfront TC [SDL]
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MrWolfForever
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PostPosted: Mon Nov 16, 2015 1:17 am
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If it's Dos can you please at least make textured floor/ceiling optional (a toggle feature)?

Even if the initial release is Dos only, hopefully someone will come along to port it at some later point. Smile

Tricob wrote:
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


Maybe you'll get lucky, who knows, if it does then hopefully you can help!
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PostPosted: Mon Nov 16, 2015 8:44 am
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Well, I have tried putting in the ceiling / floor textures but have been unsuccessful in implementing it. The code compiles okay, but when I try to use them, it doesn't work. Sad
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PostPosted: Mon Nov 16, 2015 9:05 am
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It's alright, good ol' colored floors and ceiling will do just fine!
Tricob
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PostPosted: Mon Nov 16, 2015 2:22 pm
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OT -

MrWolfForever wrote:
Tricob wrote:
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
Maybe you'll get lucky, who knows, if it does then hopefully you can help!
I'm sure I'll get back to compiling sooner or later. It's just not gonna happen right now. Smile
AlumiuN
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PostPosted: Mon Nov 16, 2015 7:29 pm
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Hessler86 wrote:
Well, I have tried putting in the ceiling / floor textures but have been unsuccessful in implementing it. The code compiles okay, but when I try to use them, it doesn't work. Sad


Send me your code, I'll take a look for you. (Or the alternative is I get an SDL port working and you can build the game using that)
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PostPosted: Tue Nov 17, 2015 11:17 am
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That is very nice of you!
How can I contact you? Smile
MrWolfForever
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PostPosted: Tue Nov 17, 2015 3:39 pm
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It would be nice to have the feature regardless of Dos or SDL but if it's Dos please keep it optional (i.e. a toggle)

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AlumiuN
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PostPosted: Tue Nov 17, 2015 3:59 pm
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Hessler86 wrote:
That is very nice of you!
How can I contact you? Smile


My email address is ctalyst666@gmail.com .
Tris
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PostPosted: Sat Nov 21, 2015 12:06 am
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I sent you my code, thanks again for lending a hand to this SDL cripple. :')
AlumiuN
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PostPosted: Sat Nov 21, 2015 12:56 am
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Hmm, I haven't received it yet :/
gerolf
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PostPosted: Sat Nov 21, 2015 10:23 pm
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Maybe it was sent to the spam folder?

I really can't wait for this one! The direction you're taking, Hessler, is very unique and well put together!

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PostPosted: Sun Nov 22, 2015 4:56 am
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Thanks a lot for your praise, Gerolf. What's so unique about it, in your opinion?
To me, it's just a wolf mod with 'nother pair of them' nazis. Wink
Anyway, AlumiuN received the files ok, so it'll work out I suppose (thanks again AlumiuN!)
Now, on to mapping..
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PostPosted: Sat Dec 19, 2015 4:14 pm
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not being able to sleep sure works wonders for art and level design.
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PostPosted: Sat Dec 19, 2015 4:39 pm
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Without a doubt. Though I'm much more idle when having attempted sleep without success rather than getting there. The more tired you get, the more sloppy your ideas tend to be... Well at least in my case... Still looking forward to this immensely & to see how your level design has improved since The Final Solution.
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PostPosted: Sat Dec 19, 2015 4:59 pm
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I'm saving level design for last. TFS' failure was that I designed levels during VSWAP editing and then didn't check them again for errors, resulting in maps with wrong wall decorations and such.
Level design probably hasn't improved, but the atmospheric 'three-piece suit" kind of working as Brians Lowe and Rowan tend to have is still my way to go. No holographic walls or such BS from me, no sir.
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PostPosted: Sat Dec 19, 2015 5:26 pm
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Cool stuff as usual!
Tricob
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PostPosted: Sat Dec 19, 2015 7:23 pm
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Hessler86 wrote:
... not being able to sleep sure works wonders for art and level design.
Good screenshots. The B&W pics in particular are very impressive. Smile
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PostPosted: Sun Dec 20, 2015 4:56 am
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thanks.. wish someone would help me with my DOS code to add the damn ceiling and floor textures. Smile
AlumiuN
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PostPosted: Sun Dec 20, 2015 4:14 pm
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Well, I had a look at your DOS code and I couldn't figure out why the textures weren't working :/
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PostPosted: Sun Dec 20, 2015 5:57 pm
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I couldn't get the floor/ceiling textures to work on my end, either. The code just isn't getting the proper data from the maps for some odd reason. The code that actually draws the textures does seem to be bug-free, if that's a help.
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PostPosted: Sun Dec 20, 2015 9:24 pm
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Did you test just drawing a single, non-map defined texture to the floor/ceiling?
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PostPosted: Fri Mar 11, 2016 2:19 pm
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I've not been around here much, but Kurlandfront's still going strong.

Good news:
- graphics 99% complete (still some ceiling and floor textures to be done when they are implemented)
- finally, a SDL version is being made!
- 3 more levels completed
- all sounds complete
- VGAGRAPH complete
- SOD music added
- new storyline completed (see initial post of this thread, which I've edited).
MrWolfForever
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PostPosted: Fri Mar 11, 2016 3:08 pm
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I hope this gets a 2016 release, keep up the good work! Smile

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PostPosted: Fri Mar 11, 2016 4:07 pm
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Love the graphics on this one, Hessler86. Smile
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PostPosted: Fri Mar 18, 2016 4:12 pm
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Especially the stone wall Smile
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PostPosted: Fri Mar 18, 2016 11:45 pm
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Keep up the good work Tristan. It really looks good, and I look forward to playing it once it's released. Unfortunately, I don't have a Dos machine available, so I'm hoping for the SDL version. I do hope that those that have offered to help do step up and get it completed for you.

Greg
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PostPosted: Sat Mar 19, 2016 1:07 am
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Good to hear you're getting the floor/ceiling textures and an SDL version working - I apologise for saying I might be able to help and then ending doing nothing with it. >.<
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PostPosted: Sun Sep 03, 2017 12:11 pm
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To whom it may concern.

I am currently finalising this mod for release. (in DOS, obviously).
I will also release all unused artwork for you modders to use in your own projects.
There's still one thing in the EXE I need to fix, removing the shading so that you don't have to wait ages for the levels to load.
Any pointers as to how to achieve that?

Regards,

T
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PostPosted: Sun Sep 03, 2017 2:19 pm
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Assuming the shading is map-controlled, simply replace the wall area of (0,0) of the map to a value of Zero.
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PostPosted: Mon Sep 04, 2017 12:05 pm
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That's probably not going to work, the horrendously inefficient DOS shading code is still in the engine and probably will still be called.

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