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MetroidJunkie
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New Update: Revamped the engine to get it closer to the feel and added swinging doors ontop of it. The latest version can be downloaded here. Now comes with destructible walls and unique sounds for items among other things.

http://www.mediafire.com/?7ab0gf0quqeur2y

Here's some gameplay footage;

http://www.youtube.com/watch?v=zAkRi0kaTUA

Special thanks to Sodaholic for assistance in initial ACS scripting.

Last edited by MetroidJunkie on Mar 2 2013 at 05:20

Old Post Apr 22 2012 06:16 #
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Philnemba
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Awesome to see that your still working on this even through its not much since you last updated about it a long time ago.

Old Post Apr 22 2012 08:11 #
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MetroidJunkie
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Philnemba said:
Awesome to see that your still working on this even through its not much since you last updated about it a long time ago.

That's because my previous efforts were wasted due to repeated hard-drive corruptions. I simply decided, recently, that I would redo the project. Atleast I have some knowledge of GZDoom functions this time around.

Old Post Apr 22 2012 14:34 #
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_bruce_
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Great!

Funny how, when in the elevator, the hud face dude seems anxious if all works properly.

Old Post Apr 22 2012 18:19 #
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MSPaintR0cks
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YES! More wolfenstein inspired games on Zdoom! I love the look of that old, blocky Wolf3D engine. :D

But I`m not sure if those different height levels and the elevator fit to the rest of the graphics and the look of the original game. Maybe make everything a little smaller (the walls are huge!) and make the ceiling + floors untextured. :D
Just a suggestion.

Old Post Apr 22 2012 20:51 #
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Sodaholic
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EDIT: Delete this post, we managed to successfully rip the sound effects after all.

Last edited by Sodaholic on Apr 22 2012 at 22:35

Old Post Apr 22 2012 21:15 #
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MetroidJunkie
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MSPaintR0cks said:
YES! More wolfenstein inspired games on Zdoom! I love the look of that old, blocky Wolf3D engine. :D

But I`m not sure if those different height levels and the elevator fit to the rest of the graphics and the look of the original game. Maybe make everything a little smaller (the walls are huge!) and make the ceiling + floors untextured. :D
Just a suggestion.

Well, it's more meant to be an enhancement.

Last edited by MetroidJunkie on Apr 29 2012 at 10:49

Old Post Apr 22 2012 22:51 #
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D00mfan
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Are you still working on this mod? Nitemare 3d is one of my favourite DOS games.

Old Post Jan 19 2013 19:01 #
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MetroidJunkie
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Well, now that you've shown interest, I'll get right on it. :P

I made some minor updates, including changing the sky, adding some sounds and graphics, and making most of the doors (Not sure what to do with the wooden doors since swinging would be difficult with the sector structure so they just go up for now) sliding.

http://i49.tinypic.com/14msa5g.png

http://www.mediafire.com/?79rqtw46t6d3he5

Old Post Jan 21 2013 20:09 #
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Vermil
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MetroidJunkie said:
Nitemare 3D doesn't have 8-directional sprites so I may or may not edit in backs.
There are two versions of N3D, with different graphics; Dos and Windows.

The Windows one does have 8 directions for many of bad guys.

Once upon a time, there was a Doomsday mod of N3D being made; it used models to imitate the doors, curtains etc. Of course, these days Polymobjs would be better.

Last edited by Vermil on Jan 21 2013 at 21:30

Old Post Jan 21 2013 21:22 #
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MetroidJunkie
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Vermil said:
There are two versions of N3D, with different graphics; Dos and Windows.

The Windows one does have 8 directions for many of bad guys.

Once upon a time, there was a Doomsday mod of N3D being made; it used models to imitate the doors, curtains etc. Of course, these days Polymobjs would be better.

The human enemies seem to be the only ones that have 8 directional sprites, the others are front facing only, except for the skeleton which seems to also have a side direction.

Last edited by MetroidJunkie on Jan 22 2013 at 01:15

Old Post Jan 21 2013 21:59 #
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D00mfan
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Are you going to put in the exploding walls?

Old Post Jan 21 2013 22:57 #
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MetroidJunkie
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D00mfan said:
Are you going to put in the exploding walls?

I'm not that good with ACS, but I imagine it would work with a projectile hitting it by changing textures with a delayed effect so the explosion loops once then changing the texture to nothing and changing the line to nonblocking.

Old Post Jan 22 2013 03:33 #
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D00mfan
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In the first episode there's a puzzle where you have to activate a lift, to activate it you have to shoot Dracula, Dracula then turns into a bat, after that the bat goes down the hallway and activates the lift.

How would you do that in the mod?

Old Post Jan 22 2013 12:10 #
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Agentbromsnor
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I always thought Nitemare 3D was kinda crappy, but in a fun way. :)

Its funny to see it run on the Doom engine.

Old Post Jan 22 2013 12:25 #
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MetroidJunkie
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D00mfan said:
In the first episode there's a puzzle where you have to activate a lift, to activate it you have to shoot Dracula, Dracula then turns into a bat, after that the bat goes down the hallway and activates the lift.

How would you do that in the mod?

Well, the way it works is Dracula blocks one of the lifts so you can then go through the other one and he's keeping you from being forced out on the one he's blocking. I'm not sure if ACS even has anything like this. I mean, I guess with a monster activated line but it would still involve some DECORATE tampering, something I'm not particularly experienced in.

Last edited by MetroidJunkie on Jan 28 2013 at 23:08

Old Post Jan 22 2013 15:20 #
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MetroidJunkie
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The mod has undergone some extensive changes since I last updated about it, including a completely custom HUD as well as weapon behavior, exploding walls, pushable blocks, HUD faces (The GOD, EVL, KILL, and OUCH faces aren't yet completed), and enhanced decore. You can see the gameplay footage and download link in the first post above.

http://i46.tinypic.com/1hzhjm.png

Old Post Jan 28 2013 23:10 #
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D00mfan
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I get this error when trying to run the mod:

Script error, "Nitemare3D (1).wad:SBARINFO" line 62:
Expected '{' but got identifier 'drawimage' instead.

Old Post Jan 29 2013 01:01 #
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MetroidJunkie
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D00mfan said:
I get this error when trying to run the mod:

Script error, "Nitemare3D (1).wad:SBARINFO" line 62:
Expected '{' but got identifier 'drawimage' instead.

Try this; http://www.mediafire.com/?cot6qt1cj5vwkbp

It doesn't affect the performance for me, but it might help you.

Last edited by MetroidJunkie on Jan 29 2013 at 02:40

Old Post Jan 29 2013 02:18 #
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D00mfan
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I'm getting this error now:

Script error, "Nitemare3D.wad:SBARINFO" line 74:
'Score' is not a type of inventory item.

Old Post Jan 29 2013 04:24 #
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MetroidJunkie
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D00mfan said:
I'm getting this error now:

Script error, "Nitemare3D.wad:SBARINFO" line 74:
'Score' is not a type of inventory item.

All I can suggest is get this;

http://svn.drdteam.org/gzdoom/

Old Post Jan 29 2013 04:41 #
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D00mfan
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Great work , I felt so nostalgic when playing this, I like how you can walk down the stairs. One thing though, aren't the Minotaur statues suppose to attack with you with whips like in the Original Nitemare 3D?

Old Post Jan 31 2013 15:57 #
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MetroidJunkie
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D00mfan said:
Great work , I felt so nostalgic when playing this, I like how you can walk down the stairs. One thing though, aren't the Minotaur statues suppose to attack with you with whips like in the Original Nitemare 3D?

They do, look at the animation they make. It just happens to use the original demon bite sound.

Last edited by MetroidJunkie on Feb 9 2013 at 07:36

Old Post Jan 31 2013 20:50 #
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MetroidJunkie
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Among the latest additions are more enemies from the original and the turret gun obstacle.





Old Post Feb 9 2013 08:00 #
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_bruce_
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Well done.

Old Post Feb 13 2013 12:24 #
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Katamori
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Very nice!

Old Post Feb 13 2013 17:44 #
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D00mfan
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Great work, are you going include monsters from the 2nd and 3rd episode? Or are you just doing a remake of episode 1?

Old Post Feb 14 2013 22:55 #
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MetroidJunkie
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D00mfan said:
Great work, are you going include monsters from the 2nd and 3rd episode? Or are you just doing a remake of episode 1?

The extractor gave me some things like the sci-fi doors in the second episode and the fire obstacle from the third but most things are missing, including all Episode 2 and 3 monsters. If you're able to extract Episode 2 and 3 resources, they would be appreciated.

Old Post Feb 15 2013 02:59 #
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D00mfan
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MetroidJunkie said:
The extractor gave me some things like the sci-fi doors in the second episode and the fire obstacle from the third but most things are missing, including all Episode 2 and 3 monsters. If you're able to extract Episode 2 and 3 resources, they would be appreciated.

Did you use the Nitemare 3d extractor from this site ? : http://winwolf3d.dugtrio17.com/downloads.php

I extracted pretty much everything from episode 3 with it.

Old Post Feb 22 2013 23:12 #
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MetroidJunkie
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D00mfan said:
Did you use the Nitemare 3d extractor from this site ? : http://winwolf3d.dugtrio17.com/downloads.php

I extracted pretty much everything from episode 3 with it.

Yeah, that's the one. It may be because I don't really have the full version and can't seem to find it anywhere. Kind of strange how it managed to extract a few things from the other episodes, guess those were slapped in the demo for some reason.

Old Post Feb 23 2013 03:23 #
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