I've considered the option. Let me sit and think on it for a moment.
I've considered the option. Let me sit and think on it for a moment.
I appreciate your patience. I've been working hard on it in the small amount of time.
Thanks for being so patient. I haven't played/looked at any LZWolf mods that have come out, so I would not know what most of them are like, including Wasserstein (which I've only just glanced at).
I am working slowly at it, with the limited time I have. I can certainly let you know when it's ready. I will have a post in the next few weeks with some updates. (Looks like I missed one since August here on this site).
This is SDL. All files will be provided in the release.
Yes. It definitely has reloading animations. Many I made myself.
I have picked this up, and my plan is to complete it. I've started fresh, with a little bit more preparation than 10-15yrs ago.
I haven't looked at this source code in years. I still have some old files. I do think I'll look into LZWolf porting as a small project. I'm just in the brainstorming phases now, but I don't think it would take too long to do.
I build it with code blocks, and visual studio, so the included files may not be the same. Makefile, and devcpp would still be stock wolf4sdl.
Sorry for the late response (years late), but you are right. I am disappointed in myself, now that I see this. I don't know if it was laziness, or I kept seeing "remastered" maps that really added a new element to E1M1, like in End of Destiny. I wanted my own, so I just took a map and did that. I'll be coming up to that map in a few weeks on my youtube channel. I'll have to make a comment about that, now that I am aware of it.
Apologies for a long awaited response. I found a various set of MIDIs online a long time ago. I can't recall where or what they are, but I wanted something different, yet has a DOOM-like sound.
I'm known as TreeSapThief in the Youtube realm, and I'm playing a couple different mod/original playthroughs of Wolf3D. Check it out: Youtube.com
Yeah it was pretty close to that, because when I originally made the game, that was the most amazing thing I had ever seen. I wanted to replicate it.
Thanks, I'm glad you enjoyed it.
Hmmm, I think I know of the bug with the spider boss (I fixed that bug numerous times, but I think it might've snuck back in there)
E3M6, yes I made that same secret area section as E1M8.
Thanks for the feedback!
Yeah, hmmm sorry. It got stuck. I think I will add an enemy block on situations like that to prevent this from happening.
I apologize for that problem.
Ah yes, if you make it back to the circular room (switch in the center, green walls), if you go directly right from the pushwall area you came from. The wall should be pushed there too. Each side has a pushwall, if it hasn't moved, try the switch again, if it moved one... there is a guy behind it (in difficulty 4), he might have gotten in the way.
I imagine that you would be in a central area, switch in the middle, opened one wall? If so, there are 3 of those pushwalls in this area. Each zone opens the next. If the pushwall hasn't moved, then you can try to push the switch again (even though it is up, it still can move the pushwall). If the wall moved one space, an enemy might've gotten in your way. I tried my best to avoid that, but it can happen.
Does this describe your situation?
I'll be honest, the pars were on easy. But yes, I agree. I just take this experience as "learn mapping better". I hope to do that in upcoming mods. These maps I made several years ago.
Appreciate the video too!
Well when I made the game, I knew absolutely nothing with programming so it was full of issues. I actually am testing the levels one-by-one numerous times to make sure that they are beatable. Some are really bare, empty, because I just did them and shoved it out. I'm not tweaking the levels too much, just adding little things here and there to make them not impossible, such as "no ammo, no health, no objects to really spice up a room". College work is really slowing down the free time I have, but I'm doing what I can to finish testing and cleaning it up for the end of the year.
Now if you are talking about DOOMLR, each area has a switch, each switch opens a door (by the central hub area), and when all 4 open, from the start the exit is straight ahead.
Hope this helps.
If I got the right level, E1M6 (only one with Nuclear in the name). There's two yellow key doors, one you should have come from, the other is the exit switch. Now if you are talking about Doom Legions Revisited, this is the wrong mod (this is it's predecessor), this is the page you want: Moddb.com
I know you followed my Doom: Legions of Hell mod for Wolf3D. Good news, I am fixing it up (Finally, I know). College has been taking up my time. This summer I hope to get it done. I hope you still would like to try it again once I release it.
Thanks,
insurrectionman
Thanks, I wish I could've released the last 2 episodes, but college seems to take up 150% of my time. I have everything still on my machine. Maybe once I have time I'll get the rest of it finished up, because there are some really good levels in here.
Yeah, its an on/off project, I hope to crack at it during the summer for sure. I just don't have any time during the semester. I've already dished out a bunch of self-made images. I hope to add a few team members, and we'll see how well it goes.
I do know of those. I thought I had adjusted it enough, but I will keep that in mind. If you want, use the mouse, it does move much faster.
no need for DOSBox, it runs on Windows
Yeah I don't want it to die a fluke. Its so close to complete. I just need to add a feature or two, and fix a bunch of bugs. They're simple to fix, I just wrote up a list to do last night. We'll see how long it takes.
None taken, what we try to do with developing Wolf3D it to push its engine to what it can do.
I've heard comments from everyone telling me to use a recent engine like UDK, or something, but I enjoy messing with Wolf3D because it is easy. I may go to DOOM or another advanced engine, but its basically all about preference.
Yea, my friend just pointed that out to me lol, the part that makes it look "not wrong" is hidden on the bottom
treesapthief
joined
I began coding the Wolf3D engine back in 2005, and I have learned much since then, along with the new rebuilt engines (wolf4gw and wolf4sdl)i have been able to implement many more things that require a lot of memory to run (more that a small 640k engine). I hope to be a software engineer later in life (as a career). Now I've been working as an ASP.NET web developer for my college, learning all sorts of Internet-based languages.