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End of Destiny SDL
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Thomas
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PostPosted: Fri Jan 08, 2016 10:21 am
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Sometime in late 2014 I was asked to beta test End of Destiny, with hopes for a spring 2015 release. As far as I can gather, Andy, who ported it and did a great job, based it on Kyle Albert's SDL port, and did get personal assistance from MCS if I recall correctly. Dean was also involved with testing.

It's been nearly one year since we've heard from Andy, and four months with Dean. I know Dean is a busy man, so I do not bemoan his current absence though he is of course missed, and with Andy I still haven't received any clarity.

But I'm tired of sitting on this gem with roughly no activity the past ten months. The few bugs in it can be fixed, but I've never even seen the shadow of the source. What I have here, however, works wonders and is a joy to play.

I realize I might receive some flak for releasing this prematurely, but I've seen too many good projects release-ready absconding with the coder-in-charge (Chemical Warfare, The Final Solution etc.) so I hope you understand. I also hope this will contribute to the activity on this forum.

Download it HERE!
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PostPosted: Fri Jan 08, 2016 1:08 pm
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Does anyone have any idea what happened with Andy?

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PostPosted: Fri Jan 08, 2016 1:25 pm
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Several of us have emailed him, to no avail. Hope he's okay.
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PostPosted: Fri Jan 08, 2016 4:07 pm
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I was really looking forward to this one being released in SDL. Pity it didn't get to a "fully tested status", but I understand the reasons and I guess it can always be polished further if need be.

Now we need The Orb of Dilaaria in SDL and the world will be a better place... Mr Green

As for Andy, I too hope he is okay. He is sorely missed...

Cheers,

Ariel

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gerolf
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PostPosted: Fri Jan 08, 2016 4:30 pm
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So it's as if he vanished?

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PostPosted: Fri Jan 08, 2016 4:33 pm
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It's something like that. I keep thinking that he was suddenly unable to access his accounts from no fault of his own, and that he received no advanced notice that it would happen.
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PostPosted: Fri Jan 08, 2016 6:12 pm
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On his interview with Dean's wolf blog, he did say this:


Quote:
Q. Do you have any plans for another Mac Wolfenstein mod?
A. Eventually, but there's too much going on right now to even consider starting anything. Plus I need to take a Mac-en-break!

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PostPosted: Fri Jan 08, 2016 6:15 pm
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Let's hope it's that!
Thomas
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PostPosted: Fri Jan 08, 2016 10:51 pm
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I e-mailed quite a lot with Andy in the two years up to his absence. The last I heard from him was on February 17, where we talked about MapEdit 9.0 - whatever it was, I've forgotten. I think it was a coding issue, or just a formality, in regards to tile no.'s in the map data files for the project which would become Wolf Overdrive. Back then it was simply called "Fun Maps" and the level I had made a couple of days earlier, later ending up in the LE map set, was well received by Andy. He has done the coding for my two most recent projects and I owe a lot to him because of that, I've had tremendous fun making levels for the first time in years because of what I had to play around with.

We had also talked about porting more SDL mods, me begging like an idiot for Project Weltuntergang to get out there and he more penitent and realistic in finishing off the Bucksnort/Harry Mass releases before taking on larger projects, e.g. The Final Solution (and its offspring Kristallnacht) and stuff like Ryan de Haast's mods which are all but forgotten but quite code-heavy.

The weather on the eastern seaboard which is where Andy lived was quite turbulent in February 2015, snowstorms etc. and I don't know if it's a power outage, something worse, or just a good old fashioned needed break. I mean, he has kept up with so many things for nearly two decades, and these days when I assist Tristan with keeping up with the mod listing and chronology at the Dome, I can only use Andy as a reference. I'm of course only a pale shadow of his capabilities, but I thoroughly enjoy looking at his logs and the many obscure sets he has located and bettered for release over the years. I always looked up to him as the Wolf3D historian he was, other than being a superb coder and having a great love for mods of all sorts.
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PostPosted: Fri Jan 08, 2016 11:45 pm
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Strange, February 17th was also the last day he logged in here.

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PostPosted: Sat Jan 09, 2016 2:45 am
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Well, a power outage wouldn't last that long. I certainly hope it's not something worse, though.
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PostPosted: Sat Jan 09, 2016 8:59 am
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I'm positive that Andy isn't dead or in mortal danger, but I'm certain he's in an irritating mess he can't correct by himself. He's probably far more frustrated with his current situation than any of us could possibly imagine. Sad
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PostPosted: Sat Jan 09, 2016 10:34 am
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The simple fact is that we don't know, either way.
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PostPosted: Sat Jun 22, 2019 12:28 pm
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Now that this is out... kinda....

http://www.wolf3d.net/uncategorized/sdl-port-of-spear-end-of-destiny-now-listed/

Just wondering if anyone knows if there is still an auto-map feature present like in Kyle Albert's original version, and how to use it?

He mentions it here:

https://github.com/kalbert312/eod4sdl

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PostPosted: Sat Jun 22, 2019 12:52 pm
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Hi Technopeasant,

I imagine it requires running the game with the debug parameter, then pressing Tab-M (at least with Kyle's version. Ha, CHRISRULES, never noticed that. Laughing Kyle RULES too!). Making a batch file like run.bat with "EOD4SDL --noss" in the EOD directory might work, but maybe someone else can explain the --noss part in Windows. I'll test Andy's exe later in WINE.

edit: Looks like it still works in Andy's version. Here's some pics to show the Tab-M in Linux/Wine:



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PostPosted: Sat Jun 22, 2019 2:25 pm
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Cool, thanks. I will try this if I ever (inevitably) get stuck in a level.

Reminds me of ROTT.

EDIT: Also, nice of you to have it done through Wine, since that is how I am playing it.

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PostPosted: Sun Jun 23, 2019 8:24 am
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The mouse works poorly if one-button strafe is turned off, and I don't like playing Wolf3D games with one-button strafe. Its movement (forward/backward) sensitivity is waaayyyy too high and it both strafes and turns the player at the same time. Could someone get a hotfix out pehaps to make the mouse behavior match original Wolf4SDL? Just an updated exe.

The Suicide Clones in Level 31 seem to get 'stuck' sometimes instead of racing for the treasure. Not sure this is easily fixed though and it's less serious.

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PostPosted: Sun Jun 23, 2019 9:19 am
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MrWolfForever wrote:
The mouse works poorly if one-button strafe is turned off, and I don't like playing Wolf3D games with one-button strafe. Its movement (forward/backward) sensitivity is waaayyyy too high and it both strafes and turns the player at the same time. Could someone get a hotfix out pehaps to make the mouse behavior match original Wolf4SDL? Just an updated exe.

The Suicide Clones in Level 31 seem to get 'stuck' sometimes instead of racing for the treasure. Not sure this is easily fixed though and it's less serious.


Unfortunately at this stage, impossible. As written in the original post, Andy is the last person known with the source, and he's unfortunately uncontactable.

We've found things like the seeming removal of dedicated strafe key support from Andy's version

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PostPosted: Sun Jun 23, 2019 11:22 am
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A shame Andy did not just maintain code revision on the GitHub started by Kyle...

Do not look a gift horse in the mouth though I suppose. The version we have is more than we might have hoped for.

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PostPosted: Sat Jul 06, 2019 7:16 pm
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Does level seven just keep spawning additional ultra clones if you go to the elevator key room? I defeated one of them, and then went back to get a medkit and... there was another one! So I just ran for the elevator door and won the level.

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PostPosted: Sun Jul 07, 2019 4:03 am
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That's a common bug in the SDL version of EoD. And you also won't be able to reach Challenge 2 from Map 12.
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PostPosted: Sun Jul 07, 2019 4:15 am
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I remember testing level 36 and the big clone guy just kept on appearing. I don't know. I suppose some of the "Respawn code" or whatever (I'm extremely impaired in terms of programming so I don't know what I'm talking about obviously) figured in that particular bug. In addition, I remember starting on level 9 with none of the weapons and things that I had after exiting the secret level that led there.

I explained this to Andy some time before he pulverized, and as of his last activity (Feb. 17 2015) he was still working on fixing the EoD port.
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PostPosted: Sun Jul 07, 2019 12:48 pm
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Well, quirks make life more interesting.... Laughing

I found the second secret level! Beer

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