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Rebuilding the Wolfenstein 3D Vault
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Barry
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PostPosted: Sun Jan 29, 2017 12:53 pm
   Subject: Rebuilding the Wolfenstein 3D Vault
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Now that the Front is completely dead and Atomprojekt is released, I have started the process of rebuilding the Wolfenstein 3D Vault. It will be based on the old Vault from 2001 if anybody remembers it, but there will be some notable changes. I can't give an ETA yet on when the site will be ready. Although it will be a work-in-progress even when it goes live, I want a solid site straight out the door with everything that might be expected.

First, I want to provide an extensive library of coding resources and tutorials. Would it be alright if I copy the tutorials from the Code Crackers and SDL Code Crackers section providing I credit the poster who originally created the tutorial?

Second, with the Dome dormant, I want to provide a full library of Wolf3D and Spear mods currently available (the old Vault was focused mostly on my personal favorites). My plan is to divide them by Wolf, Spear, EXE-SDL, EXE-DOS, and ECWolf.

If anybody has any suggestions of things they would like to see on the site, please let me know.

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PostPosted: Sun Jan 29, 2017 1:26 pm
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Feel free to post any and every code tutorial I've made public here in DHWs. As for the others, I wouldn't jump on reproducing them except as backup references ... at least, not without permission.

I'll be blunt and say we definitely need some way to preserve the code tutorials we have posted here. There's some helpful threads in countless places, and I don't want them meeting the same fate as Hasboy's tutorials. There probably won't be a system that'll please everybody, but I do think something should be put in place. Smile
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PostPosted: Sun Jan 29, 2017 2:08 pm
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I'm fine with my tutorials being copied around with attribution, with the exception of the bullet tracing one, because that's so slow and bad I'd rather no-one uses it Razz
Barry
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PostPosted: Sun Jan 29, 2017 5:43 pm
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Here is an early preview of the home site. Things will change, but this gives a good idea as to how the site will look.


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PostPosted: Mon Jan 30, 2017 3:46 pm
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OT -

AlumiuN wrote:
I'm fine with my tutorials being copied around with attribution, with the exception of the bullet tracing one, because that's so slow and bad I'd rather no-one uses it Razz
You and I are going to have to get together some time on this one. I really like the concept of your code, and I'd like to help you produce it into a form you're more happy with. Smile
AlumiuN
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PostPosted: Mon Jan 30, 2017 7:58 pm
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Tricob wrote:
OT -

AlumiuN wrote:
I'm fine with my tutorials being copied around with attribution, with the exception of the bullet tracing one, because that's so slow and bad I'd rather no-one uses it Razz
You and I are going to have to get together some time on this one. I really like the concept of your code, and I'd like to help you produce it into a form you're more happy with. Smile


The main problem with rewriting it to be faster is that it'll need more maths (i.e. using trigonometry to check possible intersection points rather than just stepping the ray and seeing what it hits).
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PostPosted: Tue Jan 31, 2017 1:24 pm
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It looks good Barry. A bit old-fashioned to match the theme, but not too much to still welcome the user to navigate and clearly find the downloads, tutorials, etc
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PostPosted: Tue Jan 31, 2017 1:52 pm
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AlumiuN wrote:
Tricob wrote:
OT -

AlumiuN wrote:
I'm fine with my tutorials being copied around with attribution, with the exception of the bullet tracing one, because that's so slow and bad I'd rather no-one uses it Razz
You and I are going to have to get together some time on this one. I really like the concept of your code, and I'd like to help you produce it into a form you're more happy with. Smile


The main problem with rewriting it to be faster is that it'll need more maths (i.e. using trigonometry to check possible intersection points rather than just stepping the ray and seeing what it hits).
Possibly. But maybe the raycaster is doing some of the work for us. It has to go through the trouble to calculate what sprites and walls are closest to the player. Perhaps there's a way to "remember" that information in a Gamestate variable.
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PostPosted: Wed Feb 01, 2017 4:15 am
   Subject: Re: Rebuilding the Wolfenstein 3D Vault
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Tricob wrote:
AlumiuN wrote:
Tricob wrote:
OT -

AlumiuN wrote:
I'm fine with my tutorials being copied around with attribution, with the exception of the bullet tracing one, because that's so slow and bad I'd rather no-one uses it Razz
You and I are going to have to get together some time on this one. I really like the concept of your code, and I'd like to help you produce it into a form you're more happy with. Smile


The main problem with rewriting it to be faster is that it'll need more maths (i.e. using trigonometry to check possible intersection points rather than just stepping the ray and seeing what it hits).
Possibly. But maybe the raycaster is doing some of the work for us. It has to go through the trouble to calculate what sprites and walls are closest to the player. Perhaps there's a way to "remember" that information in a Gamestate variable.


The raycaster doesn't interact with sprites directly, it just overlays them with knowledge of the distance to the wall at that given pixel. That will only help if the ray being cast aligns to a pixel on the screen, which is unlikely, especially if the code is expanded to enemies using the same system. Ultimately it should be as self-contained a system as possible.
Barry
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PostPosted: Thu Feb 02, 2017 11:35 pm
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An early preview of how the mods section will look. This is going to take me quite a while to organize, but special thanks to Matt Stath and Thomas Weiling for providing resources to assist in this process.


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PostPosted: Fri Feb 03, 2017 3:47 am
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Looking good! Smile

(Wow, ATAW3D is 10 years old?! Damn, time flies)
Thomas
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PostPosted: Fri Feb 03, 2017 10:54 am
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Nice layout, very bare bones. If you need any help I'll gladly assist with spell check, compatibility tests and other organizational tasks in terms of mod listings. Also it's very important to note that in the Excel spreadsheet I sent you, I distinguished between actual levels included and specified levels included in those releases where it became an issue (e.g. not being able to get 3x100% because of inaccessible levels). Also check for duplicates. They are very few but I have noted them down (e.g. SOD_11 and Festung - same shit, different zip/server/release alias).

ronwolf1705 wrote:
(Wow, ATAW3D is 10 years old?! Damn, time flies)


Level 69 is 10 years old?!?

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PostPosted: Fri Feb 03, 2017 11:44 am
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Thomas wrote:
ronwolf1705 wrote:
(Wow, ATAW3D is 10 years old?! Damn, time flies)


Level 69 is 10 years old?!?



And to celebrate, MrWolfForever shall type another poem!

stathmk
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PostPosted: Sat Feb 04, 2017 5:12 pm
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Barry, when I send you a message from Yahoo mail, it comes back as undeliverable mail. Please briefly respond here or to my wolfensteingoodies.com email about if you've gotten my messages from wolfensteingoodies.com.
Barry
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PostPosted: Sat Feb 04, 2017 5:37 pm
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stathmk wrote:
Barry, when I send you a message from Yahoo mail, it comes back as undeliverable mail. Please briefly respond here or to my wolfensteingoodies.com email about if you've gotten my messages from wolfensteingoodies.com.


I just sent you an email.

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PostPosted: Fri Feb 10, 2017 2:57 pm
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I currently have the ABC and DEF listings for TCs complete. Take a look and let me know if I need to add or remove anything.

http://www.wolfenvault.com/mods.html

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PostPosted: Fri Feb 10, 2017 8:35 pm
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TCs - GHI is up.

http://www.wolfenvault.com/tcsghi.html

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PostPosted: Sat Feb 11, 2017 4:25 am
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This kind of resource is essential for this community - great job!
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PostPosted: Sat Feb 11, 2017 9:00 am
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@Barry: Are you building those lists by hand or using a database?

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PostPosted: Sat Feb 11, 2017 9:27 am
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Adam Biser wrote:
@Barry: Are you building those lists by hand or using a database?


I am building it by hand for now. If I didn't have so much already done, I would use a database but getting it set up is a little beyond my knowledge and I want to get this up as quick as possible. I may migrate it at some point in the future.

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PostPosted: Sat Feb 11, 2017 10:49 am
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Utilities section is up.

Let me know what should be added because I am sure I've missed some useful stuff.

http://www.wolfenvault.com/utilities.html

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PostPosted: Sat Feb 11, 2017 7:57 pm
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@Barry: I can try to be of some help setting up a database table for you if you'd like.

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PostPosted: Tue Feb 14, 2017 11:08 am
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TCs - JKL is up. Let me know if anything needs added.

@Adam Biser thanks for the offer. My issue is more with integrating the database into the site itself (it's a little beyond my current web design skills), but I might try to do it eventually.

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PostPosted: Tue Feb 14, 2017 5:05 pm
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The site looks good.
If you feel like trying out a database sometime, PM or email me.

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PostPosted: Sun Feb 19, 2017 12:00 pm
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TCs - MNO are up.

http://www.wolfenvault.com/tcsmno.html

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PostPosted: Sun Feb 19, 2017 6:33 pm
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Barry, don't post any more mods by Officer-Michael John. He wastes time, & copies too many maps & resources without permission.
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PostPosted: Sun Feb 19, 2017 6:53 pm
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ronwolf1705 wrote:

This is me quicksaving and -loading while playing Atomprojekt.
Barry
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PostPosted: Mon Feb 20, 2017 8:14 pm
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TCS - PQR is up.

http://www.wolfenvault.com/tcspqr.html

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PostPosted: Tue Feb 21, 2017 1:20 am
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Looks good indeed, nice work Barry ! Smile
If you're interested, I can send you a list of HTML/CSS suggestions.
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PostPosted: Sun Feb 26, 2017 3:09 pm
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TCS - VWX is up.

http://www.wolfenvault.com/tcsvwx.html

Ginyu wrote:
Looks good indeed, nice work Barry ! Smile
If you're interested, I can send you a list of HTML/CSS suggestions.


Sure, what would you recommend?

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