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Falcon*93's Coding Questions
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Falcon*93
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PostPosted: Fri May 26, 2017 12:30 pm
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Speaking of where to post what;
I had some questions that I'm not sure where the appropriate place to post is.
I have questions about activating and using certain the environmental features in Wolf4SDL ie Star Sky etc.
As well as compiling SOD 4 SDL.
It seemed that the Wolf4SDL tutorial post was more geared towards set up and compiling of the base Wolfenstein source within Wolf4SDL, and troubleshooting that specifically.
So I didn't think that would the best place for it.
I used search and didn't see posts of that nature, and don't see it in the Please Read sticky post.
Is there a proper place or should I make new posts?

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PostPosted: Fri May 26, 2017 2:14 pm
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All your questions regarding 4SDL coding can be posted in the SDL Code Crackers section: http://diehardwolfers.areyep.com/viewforum.php?f=24
It may be easier to just set up a general 'Falcon*93 needs coding help'-thread if you expect to have many questions. Smile

Regarding SoD4SDL, isn't that a matter of commenting/uncommenting the right stuff in VERSION.H?
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PostPosted: Fri May 26, 2017 4:59 pm
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Yep, just change the defines in version.h so only SPEAR (and GOODTIMES to remove the copy protection quiz) are defined in the block they're in, and then any extra defines below that for stuff you want to be activated (some of them like the sky will require extra files be added to the project; these are already present in the source directory, so all you have to do is go "Project > Add files" and add them).
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PostPosted: Sat May 27, 2017 10:02 am
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hmm.
I changed verions.h to activate Spear and comment out Carmacize(latest ID Wolf).
Complied fine but the program seems to hang at start up("one moment") and then bombs out with error box that says "can't open MapTemps.sod".

My SOD files are full SOD v1.4 (with Mission Packs, I'm using the original SOD files aka M1).
Any Idea what that is about?

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PostPosted: Sat May 27, 2017 11:39 am
   Subject: Re: Falcon*93's Coding Questions
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That's right Falcon, maps saved with Carmacized are saved as Gamemaps, and ones without Carmacized are saved as Maptemp in TED5, so if the game has Gamemaps then chances are it will only open correctly without removing Carmacized. Some editors save Gamemaps without Carmack compression for speed though (like Mapedit).
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PostPosted: Sat May 27, 2017 12:29 pm
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Carmack compression is also left out for compatibility purposes. This is why many game maps will run in V1.1 of the game as well as v1.2 and 1.4.
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PostPosted: Sat May 27, 2017 3:40 pm
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Ahh I misread and misunderstood what Carmacized was for.

I reactivated Carmacized and when I put the new build in my untouched SOD directory(V1.4 bought from GOG) (with GameMaps)I get an error that says "Can't read MapHead.sod" when I put it in the messy directory of my project from years with filetypes galore(can't remember why) it say "can't read madtemp"
Most puzzling.

I reread Version.H but can't figure out what the deal is.

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PostPosted: Sat May 27, 2017 6:06 pm
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Does the sod4sdl.zip here work? I think all Barry needed to do was uncomment #ifdef SPEAR

http://diehardwolfers.areyep.com/viewtopic.php?t=7740
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PostPosted: Sat May 27, 2017 9:45 pm
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That one crashes with error message "can't read maphead.sod".
Also it only got that far after troubleshooting comparability which was not necessary for any of the other Wolf4SDL builds, not sure why or what that means.

Would this mean it is my SOD files? Could GOG have messed with the files?
I wish I could find my old Wolf3d & SOD files that I got Directly from ID via email after I purchased on non-functional CD-ROM distro. They are lost on some old hardware...
Or perhaps there is more to this than switching Version.H?, I'm looking through the wolf4sdl source.

Anyhow, should I make a new post about this in SDL Codecrackers?
I didn't intend to go so far off topic in a post that is already not properly placed.
I hope I'm not coming off as obnoxious, I'm just way behind the learning curve on all this code stuff.

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PostPosted: Sat May 27, 2017 10:10 pm
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O wait...
I remembered my old project from years back used the SOD files I got from ID(v1.4), well aside from the VGA files(I think I had to replace them).
I put that SOD4SDL distro from Barry in that directory and it works, and it plays the first map.
I would say this narrows it down to being an issue with the game files, but if that where the case than my build should work on in this directory, yet then again it is also possible I made some error that I am unaware of, as well as the fact that Barry's SOD4SDL doesn't work with the Full SOD files I bought from GOG.

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PostPosted: Sat May 27, 2017 10:21 pm
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Falcon*93 wrote:
Would this mean it is my SOD files? Could GOG have messed with the files?

Interesting. Can you send me the GOG files that don't work? I'll PM you my email. Guessing it's the GOG map files specifically? If they work in DOS, the problem might be something that actually needs to be fixed in SOD4SDL. I thought I remembered reading somewhere that a certain version of Spear still didn't work in SDL but forgot why.
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PostPosted: Sat May 27, 2017 11:04 pm
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Sure thing Smile
Also I must have made some mistake when copying the GOG M1 files because there is a maphead file which I don't recall being there before, after copying it to my test directory Barry's SOD4SDL works but my build does not.
I am tired to the point of mental compromise... Best that I stop trying to code and such tonight lol.
Going to pick up on this after work tomorrow or Monday.

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PostPosted: Sun May 28, 2017 7:28 am
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Moved to the SDL Code Crackers section.
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PostPosted: Sun May 28, 2017 10:51 am
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Your error message might mean that the filename is case-senstive. If that's the case, if the code is looking for "MAPHEAD.SOD" but can only find "maphead.SOD", it might complain. Computers are a real fussbudget sometimes. Smile
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PostPosted: Sun May 28, 2017 12:07 pm
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Thanks Falcon. My best guess, is that the GOG system has a menu for all 3 Spear episodes (like the Super CD) but it renames the maphead back after you exit, thus sabotaging anything besides it's own menu from opening it correctly. The SOD map files themselves seem to be ok.
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PostPosted: Sun May 28, 2017 12:08 pm
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I got SOD4SDL to compile. Smile
I have to get some more school registration stuff done now before I work on more Wolfenstein stuff.

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PostPosted: Sun May 28, 2017 4:27 pm
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Tricob wrote:
Your error message might mean that the filename is case-senstive. If that's the case, if the code is looking for "MAPHEAD.SOD" but can only find "maphead.SOD", it might complain. Computers are a real fussbudget sometimes. Smile


On Windows, file names are not case-sensitive. They are on Linux (and I believe OSX), though, which can cause problems occasionally.
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PostPosted: Sun May 28, 2017 7:03 pm
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AlumiuN wrote:
Tricob wrote:
Your error message might mean that the filename is case-senstive. If that's the case, if the code is looking for "MAPHEAD.SOD" but can only find "maphead.SOD", it might complain. Computers are a real fussbudget sometimes. Smile


On Windows, file names are not case-sensitive. They are on Linux (and I believe OSX), though, which can cause problems occasionally.
Ugh ... you can tell it's been a long time since I've programmed in Windows. Thanks for the correction. Smile
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PostPosted: Wed May 31, 2017 9:26 pm
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O that issue has been solved.

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PostPosted: Wed May 31, 2017 9:30 pm
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I found dos code tut's on the Dome for changing the floor and ceiling colors by editing WL_Draw.C
but in SDL WL_Draw.cpp doesn't have the code listed in the tut's
Where is that located in SDL?

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PostPosted: Wed May 31, 2017 10:31 pm
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That should be in WL_DRAW, but the code may have changed slightly. Search for the VGAClearScreen function in it and it should have the ceiling colours.
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PostPosted: Wed May 31, 2017 11:06 pm
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not like they describe in the tut and not that i can discern

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PostPosted: Wed May 31, 2017 11:16 pm
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Can you link the tutorial you're looking at?
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PostPosted: Thu Jun 01, 2017 1:20 pm
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WL_DRAW.CPP calls up a floor/ceiling routine, but that's about it. The rest is in WL_FLOORCEILING.CPP, IIRC.
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PostPosted: Thu Jun 01, 2017 5:04 pm
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Tricob wrote:
WL_DRAW.CPP calls up a floor/ceiling routine, but that's about it. The rest is in WL_FLOORCEILING.CPP, IIRC.


That's if floor and ceiling textures are being used; if it's just the colours, that's handled entirely by VGAClearScreen.
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PostPosted: Fri Jun 02, 2017 10:13 am
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http://www.wolfenstein3d.co.uk/coding-ceiling.htm
http://www.wolfenstein3d.co.uk/coding-floor.htm

How does one discern the stuff in VGA Clear Screen?

Right now Im just trying to change the floor color on my demo level, to get it ready for an updated re-release with SDL.
But I'll be setting the colors the levels of Armour of Beowulf at some point, maybe soonish. I have Castle DOSenstein sketched out in portrait and birds eye on graph paper and the levels listed and themes conceptualized.

So far I don't plan to use the floor and ceiling textures, I may use them after I make allot of other changes that are higher priority.
Side question, can I use more than one floor or ceiling texture in one level, and if so do they have to be separated by doors like floor codes?

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PostPosted: Fri Jun 02, 2017 5:19 pm
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The ceiling table has the colour for each ceiling in order of level, but the floor colour is normally hardcoded. These correspond to the colours in the game's palette, but the numbers themselves are hexadecimal. The '0x19' in VGAClearScreen itself is the normal floor colour, so if you replace that it'll change the colour of the floor.
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PostPosted: Mon Jun 05, 2017 9:58 pm
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The tutorial lists a way to make the floor color custom for specific levels, how do I do that in SDL?, as the code in SDL looks nothing like the code in the tutorial, is that because it was changed for sdl?

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PostPosted: Tue Jun 06, 2017 9:53 am
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Falcon*93 wrote:
The tutorial lists a way to make the floor color custom for specific levels, how do I do that in SDL?, as the code in SDL looks nothing like the code in the tutorial, is that because it was changed for sdl?

It should just be matter of adding a vgaFloor array and floor variable and calling floor the same way as ceiling.
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PostPosted: Tue Jun 06, 2017 6:53 pm
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Ok, Interesting, I will try to crack that.
Thank You Smile

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