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March 8th, 2008, 01:01 PM
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#1 |
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Join Date: Jul 2003
Posts: 1,261
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The Wolfenstein for Doomsday mod
WolfTC - A Wolfenstein3D TC for Doomsday.
WolfTC is neither a total remake or exact copy of Wolfenstein 3D, however it will (ultimately) mimic all the features of Wolfenstein3D. As WolfTC is being made specifically for Doomsday it makes use of the additional features that come with it by enhancing the Wolfenstein experience with enhanced graphics and sound (these are optional of course). Our work on WolfTC is based on Laz Rojaz’s WolfenDoom (with permission). Though in all honesty, you can’t tell that anymore. Screenshots of WolfTC (showing our current work-in-progress) can be found HERE Current Features: GAMEPLAY: WolfTC attempts to imitate Wolf3D's game play as completely as possible. Though the aim isn't to try to force Wolf's game play on the Doom engine where it doesn't work. In these cases there have been some alterations to the feel (as tiny as possible of course). The TC has also added about three optional new foes along with the Console Wolf weapons (Flame Thrower and Rocket Launcher), again optional, to all other level set's in the TC. However, regarding the new foes, We haven't done what many ZDoom map authors do and just stick half the content of the infamous "monster resource wad" in just for the hell of it. We have tried to give careful consideration that most (a couple aren't very creative and we would like to replace them if possible) of the new bad guys require unique tactic's to defeat and fit both Wolf3D and the level set that they are for. LEVELS: WolfTC features all the levels from all the official versions of Wolf:
MULTIPLAYER: WolfTC will come DM and Co-op ready thanks to Dday's existing multiplayer. Though multiplayer isn't the primary focus of the TC so currently it is not intended that much, if any, content specifically designed for it will be released with the TC itself (There has been some toying around with a DM specific weapon set). In short, this one will be left to the community (if there turns out to be any interest in WolfTC ).VISUALS: Customizable visuals: disable light levels, colored lighting, flats and much more, all as separate entities (i.e. they can all be disabled separately from each other). Completely done using Dday’s Ded definitions and XG rather than through “coding”. Some of these are almost hardcoded to the maps in the TC, however many can be used with any potential future level set’s as well. Several texture set's to make the TC look like almost any version of Wolf out there: from PC Wolf, SNES Wolf to 3DO Wolf. The TC also includes its own optional hi-res texture set. As with textures, the TC also allows the choice of PC Wolf sprites or Console Wolf sprites. AUDIO: Along with all the sounds from all the level set's in the TC (which is a given), the TC also features many of their soundtracks with the rest being worked on. The TC also includes optional new (the individual tracks have been taken with credit from other sources) soundtracks for its level set's that originally don't come with their own (i.e. they have no new music). The TC also includes a new MP3 soundtrack (optional once again) that attempts to improve the ambience of the maps in ways that the old IMF format couldn't. WHAT WE NEED HELP WITH: AN ARTIST: WolfTC is intended to feature exaggerated cartoon images to depict the various plot scenes of PC Wolf (we're not intending to over stretch to the other level set's atm, though maybe once the PC Wolf is done). An example of the lovely Dr Schabb’s can be found over at the WolfTC screenshot’s page, though 99% of the images also have backgrounds, which said picture doesn’t show. The TC does have an artist; however they have very little time at the moment and the relatively far future because of real life issues. They have completed EP1-3 of Wolf (well bar a single picture). We are looking for someone who can do EP4-6 and SOD. A second artist also means the workload can be shared, which is good for all. A SPRITE ARTIST: As mentioned in the game play section, we would like to implement a couple of new bad guys to replace some existing new ones that we feel don’t meet the required standard. I’m sure many of the TC’s sprites could stand to be smartened up as well. A PROPER CODER: The TC has never really had a proper coder to do some of the more advanced things we wish to implement in the TC. We have managed to do some of the very low level coding such as 99% of the bad guy attacks (bad guys shooting through other bad guys for instance) and such (note things like the "Visuals" are done via Doomsdays ded's rather than by coding). The primary thing's regarding coding that we need to sort out are upgrading to Dday 1.9 (which is currently in Beta, the TC is currently based of Dday 1.8.6) and a use for Treasure (i.e a score). Secondary features that aren’t essential include the addition of more key types (more to clean up the TC’s internal’s than a requirement). Things like sliding doors would be nice, but they are not considered essential and holding the TC up, so to speak. Current Team Members Alextheuser: Sound/Music and optional MP3 Soundtrack Vermil: Mapper, Coordinator Zaceron: Artist Former Team Members Doom Jedi: Sprites Juan Alva Guerra: Music Ton80: Misc work Special Thanks To Dani J: Deng Developer FreeLanZer: Creator of the TC's optional Hi-res Textures and Patches ![]() It would be great if this board supported thumbnails for linked images
Last edited by Vermil; March 26th, 2008 at 04:49 AM. |
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March 14th, 2008, 02:34 PM
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#2 |
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Commander Keen
Join Date: Dec 2007
Posts: 22
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sprites
i think i can do that mabey 1 per every year or so. lol
actually i want to know how you you make sprites. surely not pixel by pixel because that would take days just for something like 512*512 even. is there an option for doomsday not to blur the textures? |
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March 15th, 2008, 03:54 AM
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#3 |
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Commander Keen
Join Date: Mar 2008
Posts: 1
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I could probably help a little bit in the picture department. Just give me ideas of what you need and I'll give a hand at it.
a few examples lol D: http://fc02.deviantart.com/fs21/f/20...by_Naburus.jpg http://fc01.deviantart.com/fs25/i/20...by_Naburus.jpg http://tn3-1.deviantart.com/fs20/300...by_Naburus.jpg http://fc05.deviantart.com/fs23/f/20...by_Naburus.jpg |
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March 15th, 2008, 12:44 PM
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#4 |
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Join Date: Jul 2003
Posts: 1,261
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Your art is very good, I’ll admit that. However I'm afraid that the style of them and the other pictures you have posted at Deviantart (I've had a look at your gallery) aren't quite the style we are looking for. Sorry.
We're more after manga inspired (by comparison), like the pic of Dr Schabb's in my original post. Except with a background of course (as I also mentioned above). Actually, I might change the pic of Schabb's to something with a background, just to make it more clear. Last edited by Vermil; March 15th, 2008 at 12:49 PM. |
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March 26th, 2008, 04:48 AM
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#5 |
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Join Date: Jul 2003
Posts: 1,261
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WolfTC includes Hi-res textures/patches etc and MP3/Ogg music. Whether or not they are better or worse than the originals is obviously subject to individual opinion.
Though as is obvious, there is one thing missing in the above lists, the sound effects, specifically the yells and screams of the various guards. While Wolf's sound effects are of course great and classic, they are also of extremely low quality. When you’re using MP3/ogg music or even midi music, the amount of distortion, popping etc on them stands out quite a bit. Hence I would like to put out a request for a voice artist to do the obvious, record high quality voice samples for Wolf and/or the SODMP bad guys in WolfTC (as mentioned in my original post these are the primary level set's of WolfTC). As mentioned above, the original sounds are classic's, so I'm really hoping for someone who can sound a fair bit like the originals and say the same things. |
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March 31st, 2008, 03:33 PM
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#6 |
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Commander Keen
Join Date: Mar 2008
Location: Canada
Posts: 161
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I have the original Wolf 3d great game! I really want to play this TC, I have the original version on my PC the SFX works but for some reason the Music does not work?
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September 29th, 2008, 11:58 AM
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#7 |
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Join Date: Jul 2003
Posts: 1,261
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I aim this question at all former WolfTC team and Deng team members who were involved in this mod; This TC did to all intent's purposes die a slow death following on from the large "debate" shortly before the creation of this thread. There wasn't interest from anyone on the team after it to continue work on it.
What shall become of it now? Yes, I'm intentionally leaving the question open and fairly ambiguous. |
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September 29th, 2008, 01:23 PM
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#8 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Well personally I've lost a fair bit of interest in it after having spent quite a good deal of time in bringing the src up to date with the then current 1.9.0 svn, after which not much seemed to happen progress wise.
However, I've never really been involved to any great extent and after all, it is your project Vermil so its entirely up to you what you want to do with it. Clearly you are disgruntled that Doomsday 1.9.0 is taking so long but WolfTC development could have continued in the mean time and track changes to our svn. As it stands, the WolfTC source code is beginning to rot and will require yet another big update effort if the project is to continue. |
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September 30th, 2008, 03:59 PM
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#9 |
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Commander Keen
Join Date: Sep 2008
Posts: 1
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teh yay,
I can still do the drawing part, however it's sad that there is little progress. |
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November 13th, 2008, 11:01 PM
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#10 |
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Commander Keen
Join Date: Jul 2008
Posts: 18
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Oh well...
I for one was looking forward to this mod. But it's cool, it happens. I don't enough patience to mod any game outside of just texture placement, and various other "little" changes. and too you Vermil I say, "Hey Man, Nice shot"
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November 17th, 2008, 06:55 AM
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#11 |
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Join Date: Jul 2003
Posts: 1,261
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I have lost all copies of the src.
I accidently forgot to copy the versions of the WolfTC src off my main computer during a reformat late last week. Once I realized this I thought "no problem", I'll just go and get my backups from another computer. But disaster, there was no src stuff there! Though I do still have the latest physical copy of the 1.8.6 version of the TC (complete with dll). As Dani will confirm I discussed a little privately with him about what I was considering doing with the TC after he was the only one who replied to my post a little above this one. Certainly, I've barely touched the TC in ages now beyond a few little things. It died following Doom Jedi's outburst on the forums. My physical copy of the 1.8.6 version TC is, as far as I am aware, 100% stable and can be played through from beginning to end. Whether it is fun or balanced is of course something that would need beta testing, which the entire team never had interest in doing despite me making many many requests. Anyways, as mentioned, the TC is, as is, to all intent's fully playable, if lacking quite a lot of features. Except for one tiny but important thing; Bad guy hitscan attacks are unaffected by distance so you will take heavy damage from bad guys a fair distance away. So, I am debating whether I should accept that "glitch" and release the 1.8.6 version as it is. Attempt to rewrite the 1.9 src or switch the TC over to non-src based like my Corr7TC. With the former two, recent editing features added to Dday mean that more could be done without editing the src, than the aging 1.8.6. Last edited by Vermil; November 17th, 2008 at 07:15 AM. |
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November 17th, 2008, 04:22 PM
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#12 |
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Commander Keen
Join Date: Nov 2008
Location: Inside a cage locked in a room thousands of miles away from anything
Posts: 162
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Looks like a good TC I can't really help but I am looking forward to playing it though.
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December 4th, 2008, 10:22 AM
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#13 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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heres what i think release it as is and also release the src in the hope that some one might continue it cause it looked promising and evan tho it's tecknicly dead that dose not mean any one should give up.
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December 4th, 2008, 11:26 AM
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#14 |
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Commander Keen
Join Date: Aug 2003
Posts: 178
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*Edited to remove comment as I forgot I was looking in the Wolfenstein thread*
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December 7th, 2008, 02:45 AM
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#15 | ||
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Join Date: Oct 2003
Location: Israel
Posts: 1,189
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I'm sorry to hear this. I am.
Quote:
How does it relate to anything? You still have my permission to use all of the art I made for the TC - who stopped you from working on it? Quote:
I'm thumb up for releasing it the way it is. It'll help Wolf3D modding in general by the way....as art doesn't need "source"..it's the source of itself
__________________
Proud "Skulltag" and "WolfTC for Doomsday" sprite artist and active Wolf3d modder. Current in-work wolf3d mods: "SonderKommando Revolt" and "Secret of Eridu" http://doomjedi.page.tl/ Last edited by doomjedi; December 7th, 2008 at 03:21 AM. |
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December 7th, 2008, 03:29 AM
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#16 |
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Commander Keen
Join Date: Nov 2005
Location: New Zealand
Posts: 1,274
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Release it now as is and also port it to 1.9
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December 7th, 2008, 04:10 AM
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#17 |
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Join Date: Oct 2003
Location: Israel
Posts: 1,189
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Yep...that is an option too
__________________
Proud "Skulltag" and "WolfTC for Doomsday" sprite artist and active Wolf3d modder. Current in-work wolf3d mods: "SonderKommando Revolt" and "Secret of Eridu" http://doomjedi.page.tl/ |
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December 7th, 2008, 07:55 PM
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#18 |
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Commander Keen
Join Date: Feb 2008
Location: Belding, MI, USA
Posts: 6
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You know, WolfenDoom works under Doomsday, except the only problem I've found with it so far is that when fighting any final bosses, your shots will go right through the sprite.
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December 7th, 2008, 10:08 PM
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#19 | |
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Join Date: Mar 2005
Location: Holstebro // Denmark
Posts: 1,291
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Quote:
All the artists who put an immense amount of hours into this project, Doomjedi, Vermil, Batteryman, me and a lot others do not deserve to see this fade away, I can't let that happen. Each artist will of course be rightfully and correctly credited for this great work. |
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December 7th, 2008, 10:19 PM
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#20 | |
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Join Date: Oct 2003
Location: Israel
Posts: 1,189
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Quote:
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__________________
Proud "Skulltag" and "WolfTC for Doomsday" sprite artist and active Wolf3d modder. Current in-work wolf3d mods: "SonderKommando Revolt" and "Secret of Eridu" http://doomjedi.page.tl/ |
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