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Operation Totengräber Community Set
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AlumiuN
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PostPosted: Sun Mar 06, 2016 4:17 pm
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I'm not sure that people are still interested in this, what with it having been months since we decided on it, but nevertheless, here, finally, is the construction kit for the Totengräber map set. As with the Lost Episodes set, there are a few code changes, the primary one being the map defined features as follows:

(0, 0) = Music track
(1, 0) = Ceiling colour
(2, 0) = Floor colour
(62, 0) = Par time in minutes
(63, 0) = Additional quarter minutes for par time (1 - 3)

Additionally, you can now have more than one moving pushwall at a time.

Grab the kit here

There are map definitions included for MapEdit and ChaosEdit. Many thanks to MCS for providing the source code to the SDL version of this.

There is one thing we should discuss before starting, though, and that how the levels are going to be arranged. As I see it we have two choices:

- Just have a set of levels semi-randomly arranged, as we did with the Lost Episodes set.
- Arrange the levels in a similar fashion to the original; that is, several sets of similarly themed levels, with tunnels connecting the sets, and the occasional secret level.

My opinion is that we should do the second option, if possible; however, it may be a good idea to simply go for the first option and see what we end up with. I don't think we need a full complement of 47 levels like the original had, though, as it seems like between 20 and 30 may be a more realistic target.

Anyway, grab the kit, get mapping, and we'll figure things out in the process. Smile
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PostPosted: Sun Mar 06, 2016 4:34 pm
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Nice to see this kit get a release! I'll definitely be participating, loved working on the previous community set. Smile
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PostPosted: Mon Mar 07, 2016 2:26 am
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Oh yes. Sign me up for at least one level. Now hopefully we can get enough participation to get this thing going.

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PostPosted: Mon Mar 07, 2016 2:33 am
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Aw yiss. I'll do a level too!
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PostPosted: Mon Mar 07, 2016 3:53 am
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I would like to participate in this! I downloaded the kit. I ran into some problems though.

- I couldn't run TotenSDL.exe, it said libgcc_s_dw2-1.dll couldn't be found. I didn't have a problem running other SDL mods.

- This is more minor, but doors and a few other things wouldn't display correctly in ChaosEdit, which is caused by the lack of sprinfo.txt in addition to Lists and Symbols files. But have some experience with mapping without the fancy 3d edit feature, so I guess I can live with that.
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PostPosted: Mon Mar 07, 2016 4:39 am
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Quote:
I couldn't run TotenSDL.exe, it said libgcc_s_dw2-1.dll couldn't be found. I didn't have a problem running other SDL mods.


I'm encountering the same problem.
gerolf
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PostPosted: Mon Mar 07, 2016 9:40 am
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Once the above problems are resolved, I have two maps to contribute, currently.

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AlumiuN
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PostPosted: Mon Mar 07, 2016 2:49 pm
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Ah, damn, forgot that my compiler is a bit unusual and needs to have a few libraries statically linked. I've fixed the original archive, go grab it again. Smile
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PostPosted: Mon Mar 07, 2016 3:58 pm
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Works fine on my end now. Smile
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PostPosted: Mon Mar 07, 2016 6:52 pm
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Great! I will submit my maps to your email, AlumiuN, once I've tested them and fixed up the par times and whatnot! I may submit more than 2, but for now I'm just sending two.

And in terms of level order, I think maybe it can be random, but the levels are grouped together to flow a certain way.

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AlumiuN
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PostPosted: Mon Mar 07, 2016 7:15 pm
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gerolf wrote:
Great! I will submit my maps to your email, AlumiuN, once I've tested them and fixed up the par times and whatnot! I may submit more than 2, but for now I'm just sending two.

And in terms of level order, I think maybe it can be random, but the levels are grouped together to flow a certain way.


I'm impressed you've done 2 already (I take it you were working from the time the poll finished, rather than making them both in a day Razz). And yeah, I think I'll just see what I get given and try and arrange them in a way that makes sense. Razz
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PostPosted: Tue Mar 08, 2016 7:24 am
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In what format should I submit the maps?
AlumiuN
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PostPosted: Tue Mar 08, 2016 1:15 pm
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I prefer ChaosEdit format, but Mapedit format is also fine.
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PostPosted: Tue Mar 08, 2016 8:09 pm
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Okay, so my maps are finished, but I'm having trouble getting the par times right, and also ChaosEdit for some reason refuses to show the list you provided, so I can't use certain objects, or maybe it's a glitch in the code, or something.. But when I try to use the toilet object, it spawns a Robed Hitler. I'm not sure if that was in the original.

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PostPosted: Tue Mar 08, 2016 8:37 pm
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gerolf wrote:
Okay, so my maps are finished, but I'm having trouble getting the par times right, and also ChaosEdit for some reason refuses to show the list you provided, so I can't use certain objects, or maybe it's a glitch in the code, or something.. But when I try to use the toilet object, it spawns a Robed Hitler. I'm not sure if that was in the original.


The ChaosEdit ones require you to add a line to the 'extensions.txt' file to show the list properly. The one in mine is as follows:

::: CODE :::
BJ3,Totengraber,Wolfenstein3D


The third section there might need changed for you - that's the name of the palette it uses - but the others should be fine.
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PostPosted: Wed Mar 09, 2016 7:58 am
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I submitted a map! A bunch of screenshots here:


By the way, does this exe increase object/guard/etc limits, and to what extent? ChaosEdit shows that I went slightly above the standard dynamic object limit and there's no issue, but I'm not sure whether the lightbulbs and gourneys count as static objects or bosses.

Edit 2: Alright, looks like the limit is significantly raised.
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PostPosted: Wed Mar 09, 2016 11:43 am
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Nice ceiling color you chose for the level! Smile
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PostPosted: Wed Mar 09, 2016 8:39 pm
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The limits are 2048 dynamic obs, 4096 static obs, and 2048 doors; each more than you should ever need. Smile

Also, level looks good, thanks Smile
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PostPosted: Thu Mar 10, 2016 8:43 am
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PUBLIC SERVICE ANNOUNCEMENT:
BJ + enemy + gurney between them = BJ gets shot, enemy doesn't. Also, you can't walk through one tile wide space between two gurneys. This also concerns the new table. I think the former could be easily fixed in the code because there's a single "shootable" flag, about fixing the latter I'm not sure.

And since I'm talking about the code already, I was wondering if it would be an easier method of having 4 different-looking keys without adding any extra VGAGRAPH chunks, to simply change the code to draw nothing instead of gold/silver key graphics, or something that wouldn't obscure the hud, and make the hud itself look like this:



The "no key" graphic would remain the same, covering the keys. I don't have experience with wolf3d code but it seems sensible.
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PostPosted: Thu Mar 10, 2016 1:40 pm
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I usually change the statusbar regardless, as I want to make it look better when your score goes above one million. The four keys all appear in one row. The source code is publicly available, and the graphics you see in its demo is free for use.
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PostPosted: Thu Mar 10, 2016 3:16 pm
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Military wrote:
BJ + enemy + gurney between them = BJ gets shot, enemy doesn't. Also, you can't walk through one tile wide space between two gurneys. This also concerns the new table. I think the former could be easily fixed in the code because there's a single "shootable" flag, about fixing the latter I'm not sure.


That sounds to me like the gurney and new table are probably set as dynamic objects when they shouldn't be. Were these dynamic objects in the original Totengraeber? And what are their object numbers so I can go test/fix them?

Military wrote:
And since I'm talking about the code already, I was wondering if it would be an easier method of having 4 different-looking keys without adding any extra VGAGRAPH chunks, to simply change the code to draw nothing instead of gold/silver key graphics, or something that wouldn't obscure the hud, and make the hud itself look like this:



The "no key" graphic would remain the same, covering the keys. I don't have experience with wolf3d code but it seems sensible.


I feel like it would probably be easier to just add a couple of VGAGRAPH chunks for the other keys.
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PostPosted: Thu Mar 10, 2016 8:31 pm
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I also noticed the toilet Sprite turns into a hitler ghost.

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PostPosted: Thu Mar 10, 2016 9:10 pm
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Hmm, delving a little deeper into the code, it looks like the first two Hitler Ghost sprites were used for the toilet and red table, but the Hitler Ghost still uses them; under what conditions does the toilet turn into a Hitler Ghost? The gurney and light bulb sprites also take the place of the Pacman ghosts, and spawn as ghosts (albeit with T_Ghosts being empty) - in the case of the gurneys, they spawn with FL_SHOOTABLE and 2500 HP, which would explain their collision and shot blocking properties. Those of you who've played the DOS version, was this always the way they were implemented?
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PostPosted: Thu Mar 10, 2016 9:50 pm
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Well when not alerted, it is a toilet, but then it moves around with the Hitler ghost frames, but sometimes it appears as a table and the toilet when those walking frames are displayed.

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PostPosted: Thu Mar 10, 2016 10:50 pm
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gerolf wrote:
Well when not alerted, it is a toilet, but then it moves around with the Hitler ghost frames, but sometimes it appears as a table and the toilet when those walking frames are displayed.


What item is placed in the map at that point? Because as far as I can tell the actual toilet should just be a static object, but if one was to place a Hitler Ghost in the map it would behave that way.
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PostPosted: Fri Mar 11, 2016 8:57 am
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Maybe that's the issue here. I'll have to adjust chaos edit and see if that fixes it

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PostPosted: Sat Mar 12, 2016 5:32 am
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Yeah, if you use the "select object" menu with sprite previews in ChaosEdit, the Robed Hitler will have the toilet sprite and the actual toilet will have no sprite. But the descriptions are correct, so maybe you just need to make sure the object name says "toilet". I never used the toilet in the levels so I'm not sure.
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PostPosted: Sat Mar 12, 2016 3:36 pm
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Ah, yeah, I didn't make a sprinfo.txt for the set so that'll happen. The toilet has the correct name.
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PostPosted: Tue Mar 22, 2016 8:05 pm
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Got my two maps finished, will be sending them to you when I get off work!

These are much more difficult maps than what I made for the LE mapset.

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PostPosted: Wed Jun 15, 2016 11:17 am
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so, how is everybody doing with their maps?
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