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CeeJay

Wolf3D Redux (first public beta available)

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Due to me recently getting my hands on some fresh resources, i've slowly resumed work on this again. This includes a set of remastered (actually they are re-recorded interpretations in superior quality) Wolfenstein 3D tracks. In fact, all of them from the original commercial Wolfenstein 3D. And i now have hi-res replacements for almost all sprites. Still need to code the status bar, the stripped-down HUD display is finished though. Oh, and resources for the game are now stored externaly; sprites, sounds, walls and music are no longer stored in the WAD. This makes it so much easier to work with.

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The new status bar is in place and operational, just need to add the score counter or alternatively figure what to place there instead.

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You can use the yt tags with the code that comes after the "watch?v=" part of a youtube URL to embed it in the post.

Like this:

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Ok, thanks. I'm still bit a n00b when it comes to uploading and posting YouTube videos.

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I present to you, the first public beta:

http://www.megaupload.com/?d=O6S1XM1M


Now, when playing remember that this IS a work-in-progress and as such there are few issues but i think i've rounded out all the bugs. The issues are as follows:

Sliding doors behave like their Doom counterpart, that is they move upwards and secret pushwalls behave in a similar manner. Don't know if it is possible to do 'fat' sliding doors and moving blocks in EDGE.

Secret pushwalls are visible on the automap at all times. It is on my to-do list.

All enemies open doors, even the dog which makes little sence. Don't know if there is a way to control this.

Score doesn't serve much purpose other than being there for novelty reasons. Also the whole score/treasure system it not yet finished, currently you recieve a full health boost for every 50 treasure items you pick up on any one level but that's it.

Status bar and HUD is still not 100% finished.

Music for Spear of Destiny has not yet been sorted out.

New weapons and items have not been added to the existing levels yet. To see the new weapons you will have to cheat.

The rockets explosion looks out of place, it is just a placeholder until i can find a more appropiate hi-res explosion.

And probably a ton of other small quirks but nothing that should affect gameplay and it is fully playable.


You will need EDGE 1.34 and the Doom, Ultimate Doom, Doom 2, Final Doom or Freedoom IWAD. Just unpack the contents into you EDGE folder and run the included .BAT file.

Feedback is not required but would be greatly appreciated


Enjoy !

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Oh yeah, be sure to turn smoothing off in the video settings because it makes everything look like shit.

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Ceejay, Edge is now officially a rare bird. Lots of people are going to dl your wad and try to run it in edge1.35rc which was recently featured on the news page. As you know, that could mess up the hud. I would suggest that the edge version required be packaged with the wad.

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CeeJay said:

Multiplayer not supported i'm afraid nor was it in the original game.


I know it wasn't in the original game, which is why I would be interested in playing it. I would think it's not that difficult since doom already supports it :( (You just need the player sprites)

The firing animation for the machine gun looks really underwhelming. The flash needs to be bigger imo

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EDGE supports multiplayer against bots, that is all i believe. One would need to draw the sprites for BJ, i have a set but they don't look too good and i am not a grahic artist. The primary focus is on singleplayer since it uses the original levels and the enemies lack rotations.

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I just now finished converting the Second Encounter levels as used in the SNES/3DO/Macintosh ports of Wolf3D. So, yeah, these will also be included. This also gives me a chance to fully test the new weapons and items.

EDIT: That brings the now total ammount of levels up to 111 !

EDIT #2: So i used MapToWad to convert the levels from the Macenstein conversion (SDL version) and for some reason the dogs are missing and nothing is in their place either. That is strange.

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ParadoX_tn said:

zZaRDoZz, the menu and the intro logs works, but when its about the load the level or any episodes...it crashes.


That is very strange, i have no idea why that is. Can you play EDGE with the normal Doom IWAD or does that crash to?

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Has anybody else here had problems getting it running?

I am afraid i can't help you much since i can't see your computer and you running my beta. How does it crash, does it just bump you back to Windows or do you get an error message? A little more detail and i might be able to figure out what it is but i would like to know if anybody else has had problems getting it started, in that case i will know that there is something wrong with the mod rather than your computer.

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It just bump you back to Windows with an error message, but I don't know what the error message says...

EDGE v1.34f compiled on Nov 20 2009 at 17:21:36
EDGE homepage is at http://edge.sourceforge.net/
EDGE is based on DOOM by id Software http://www.idsoftware.com/
Executable path: 'C:\Documents and Settings\Compaq_Administrator\Desktop\Edge-1.34'
Command-line Options:
edge134.exe
-file w3dmaps.wad
wre.wad
-ddf wolfdata
M_LoadDefaults from .\edge.cfg
WARNING: Couldn't open config file .\edge.cfg for reading.
WARNING: Resetting config to RECOMMENDED values...
SDL_Video_Driver: default
I_StartupGraphics: initialisation OK
I_StartupControl: 0 joysticks found.
SDL_Audio_Driver: default
I_StartupSound: trying 16000 Hz, 16 bit Stereo
I_StartupSound: Success @ 16000 Hz, 16 bit Stereo
I_StartupMusic: MUS Music Init OK
tim_player_c: Cannot find Timidity config file!
I_StartupMusic: Timidity Init FAILED
Available Resolutions:
1360x 768 @ 32 FS 1280x 768 @ 32 FS 1280x 720 @ 32 FS
1024x 768 @ 32 FS 800x 600 @ 32 FS 720x 576 @ 32 FS
720x 480 @ 32 FS 640x 480 @ 32 FS 320x 200 @ 16 win
320x 240 @ 16 win 400x 300 @ 16 win 512x 384 @ 16 win
640x 400 @ 16 win 640x 480 @ 16 win 800x 600 @ 16 win
1024x 768 @ 16 win 1280x1024 @ 16 win 1600x1200 @ 16 win
320x 200 @ 32 win 320x 240 @ 32 win 400x 300 @ 32 win
512x 384 @ 32 win 640x 400 @ 32 win 640x 480 @ 32 win
800x 600 @ 32 win 1024x 768 @ 32 win 1280x1024 @ 32 win
1600x1200 @ 32 win 640x 480 @ 16 FS 800x 600 @ 16 FS
1024x 768 @ 16 FS
I_SetScreenSize: trying 640x480 32bpp (fullscreen)
I_SetScreenSize: mode now 640x480 32bpp flags:0x80000002
OpenGL: Initialising...
OpenGL: Version: 3.2.0
OpenGL: Renderer: GeForce GT 220/PCI/SSE2/3DNOW!
OpenGL: Vendor: NVIDIA Corporation
OpenGL: GLEW version: 1.4.0
OpenGL: Lights: 8 Clips: 6 Tex: 8192 Units: 4
Adding .\doom2.wad
Building GL Nodes for: .\doom2.wad
GLBSP: Opened IWAD file : .\doom2.wad
GLBSP:
GLBSP: Building GL nodes on MAP01
GLBSP: Building GL nodes on MAP02
GLBSP: Building GL nodes on MAP03
GLBSP: Building GL nodes on MAP04
GLBSP: Building GL nodes on MAP05
GLBSP: Building GL nodes on MAP06
GLBSP: Building GL nodes on MAP07
GLBSP: Building GL nodes on MAP08
GLBSP: Building GL nodes on MAP09
GLBSP: Building GL nodes on MAP10
GLBSP: Building GL nodes on MAP11
GLBSP: Building GL nodes on MAP12
GLBSP: Building GL nodes on MAP13
GLBSP: Building GL nodes on MAP14
GLBSP: Building GL nodes on MAP15
GLBSP: Building GL nodes on MAP16
GLBSP: Building GL nodes on MAP17
GLBSP: Building GL nodes on MAP18
GLBSP: Building GL nodes on MAP19
GLBSP: Building GL nodes on MAP20
GLBSP: Building GL nodes on MAP21
GLBSP: Building GL nodes on MAP22
GLBSP: Building GL nodes on MAP23
GLBSP: Building GL nodes on MAP24
GLBSP: Building GL nodes on MAP25
GLBSP: Building GL nodes on MAP26
GLBSP: Building GL nodes on MAP27
GLBSP: Building GL nodes on MAP28
GLBSP: Building GL nodes on MAP29
GLBSP: Building GL nodes on MAP30
GLBSP: Building GL nodes on MAP31
GLBSP: Building GL nodes on MAP32
GLBSP:
GLBSP: Saving WAD as .\cache\doom2-1324C9-AD8C38.gwa
GLBSP:
GLBSP: Total serious warnings: 0
GLBSP: Total minor warnings: 30
GLBSP:
GLBSP: All levels were built successfully.
Adding .\cache\doom2-1324C9-AD8C38.gwa
Adding .\edge.wad
Adding .\w3dmaps.wad
Building GL Nodes for: .\w3dmaps.wad
GLBSP: Opened PWAD file : .\w3dmaps.wad
GLBSP:
GLBSP: Building GL nodes on E1F2
GLBSP: Building GL nodes on E1F3
GLBSP: Building GL nodes on E1F4
GLBSP: Building GL nodes on E1F5
GLBSP: Building GL nodes on E1F6
GLBSP: Building GL nodes on E1F7
GLBSP: Building GL nodes on E1F8
GLBSP: Building GL nodes on E1F9
GLBSP: Building GL nodes on E1F0
GLBSP: Building GL nodes on E2F1
GLBSP: Building GL nodes on E2F2
GLBSP: Building GL nodes on E2F3
GLBSP: Building GL nodes on E2F4
GLBSP: Building GL nodes on E2F5
GLBSP: Building GL nodes on E2F6
GLBSP: Building GL nodes on E2F7
GLBSP: Building GL nodes on E2F8
GLBSP: Building GL nodes on E2F9
GLBSP: Building GL nodes on E2F0
GLBSP: Building GL nodes on E3F1
GLBSP: Building GL nodes on E3F2
GLBSP: Building GL nodes on E3F3
GLBSP: Building GL nodes on E3F4
GLBSP: Building GL nodes on E3F5
GLBSP: Building GL nodes on E3F6
GLBSP: Building GL nodes on E3F7
GLBSP: Building GL nodes on E3F8
GLBSP: Building GL nodes on E3F9
GLBSP: Building GL nodes on E3F0
GLBSP: Building GL nodes on E4F1
GLBSP: Building GL nodes on E4F2
GLBSP: Building GL nodes on E4F3
GLBSP: Building GL nodes on E4F4
GLBSP: Building GL nodes on E4F5
GLBSP: Building GL nodes on E4F6
GLBSP: Building GL nodes on E4F7
GLBSP: Building GL nodes on E4F8
GLBSP: Building GL nodes on E4F9
GLBSP: Building GL nodes on E4F0
GLBSP: Building GL nodes on E5F1
GLBSP: Building GL nodes on E5F2
GLBSP: Building GL nodes on E5F3
GLBSP: Building GL nodes on E5F4
GLBSP: Building GL nodes on E5F5
GLBSP: Building GL nodes on E5F6
GLBSP: Building GL nodes on E5F7
GLBSP: Building GL nodes on E5F8
GLBSP: Building GL nodes on E5F9
GLBSP: Building GL nodes on E5F0
GLBSP: Building GL nodes on E6F1
GLBSP: Building GL nodes on E6F2
GLBSP: Building GL nodes on E6F3
GLBSP: Building GL nodes on E6F4
GLBSP: Building GL nodes on E6F5
GLBSP: Building GL nodes on E6F6
GLBSP: Building GL nodes on E6F7
GLBSP: Building GL nodes on E6F8
GLBSP: Building GL nodes on E6F9
GLBSP: Building GL nodes on E6F0
GLBSP: Building GL nodes on E1F1
GLBSP: Building GL nodes on SOD01
GLBSP: Building GL nodes on SOD02
GLBSP: Building GL nodes on SOD03
GLBSP: Building GL nodes on SOD04
GLBSP: Building GL nodes on SOD05
GLBSP: Building GL nodes on SOD06
GLBSP: Building GL nodes on SOD07
GLBSP: Building GL nodes on SOD08
GLBSP: Building GL nodes on SOD09
GLBSP: Building GL nodes on SOD10
GLBSP: Building GL nodes on SOD11
GLBSP: Building GL nodes on SOD13
GLBSP: Building GL nodes on SOD14
GLBSP: Building GL nodes on SOD12
GLBSP: Building GL nodes on SOD15
GLBSP: Building GL nodes on SOD16
GLBSP: Building GL nodes on SOD17
GLBSP: Building GL nodes on SOD19
GLBSP: Building GL nodes on SOD20
GLBSP: Building GL nodes on SOD18
GLBSP: Building GL nodes on SOD21
GLBSP:
GLBSP: Saving WAD as .\cache\w3dmaps-04F657-A926B7.gwa
GLBSP:
GLBSP: Total serious warnings: 0
GLBSP: Total minor warnings: 1
GLBSP:
GLBSP: All levels were built successfully.
Adding .\cache\w3dmaps-04F657-A926B7.gwa
Adding .\wre.wad
Loaded global palette.
HU_Init: Setting up heads up display.
W_InitFlats...
W_InitTextures...
EDGE.WAD version 6.01 found.
Loading external Languages
Loading external Sounds
Loading external ColourMaps
Loading external Images
Loading external Fonts
Loading external Styles
Loading external Attacks
Loading external Weapons
Loading external Things
Loading external Playlists
Loading external Lines
WARNING: Unknown lines.ddf command: SECRET
problem occurred near line 1124 of lines.ddf
problem occurred in entry: [103]
with line contents: SECRET=TRUE;
Loading external Sectors
Loading external Switches
Loading external Anims
Loading external Games
Loading external Levels
Loading external RadTrig
==============================================================================
This is EDGE: a project that is based upon the Doom Source Code released by
John Carmack of Id Software in December 1997. The work on this project is
designed, and implemented by the EDGE Team (http://edge.sourceforge.net/).
==============================================================================
W_InitSprites: Finding sprite patches
WARNING: Sprite REXPA0 has two lumps mapped to it (frame A).
WARNING: Sprite REXPB0 has two lumps mapped to it (frame B).
WARNING: Sprite REXPC0 has two lumps mapped to it (frame C).
WARNING: Sprite REXPD0 has two lumps mapped to it (frame D).
WARNING: Sprite REXPE0 has two lumps mapped to it (frame E).
WARNING: Sprite REXPF0 has two lumps mapped to it (frame F).
WARNING: Sprite REXPG0 has two lumps mapped to it (frame G).
WARNING: Sprite REXPH0 has two lumps mapped to it (frame H).
WARNING: Sprite REXPI0 has two lumps mapped to it (frame I).
WARNING: Sprite REXPJ0 has two lumps mapped to it (frame J).
WARNING: Sprite REXPK0 has two lumps mapped to it (frame K).
WARNING: Sprite REXPL0 has two lumps mapped to it (frame L).
WARNING: Sprite REXPM0 has two lumps mapped to it (frame M).
WARNING: Sprite REXPN0 has two lumps mapped to it (frame N).
WARNING: Sprite REXPO0 has two lumps mapped to it (frame O).
WARNING: Sprite REXPP0 has two lumps mapped to it (frame P).
W_InitModels: Setting up
M_Init: Init Miscellaneous Info.
R_Init: Init DOOM refresh daemon.
P_Init: Init Playloop state.
I_StartupSound: Init 32 mixing channels
Compiling COAL script: doom_ddf/coal_api.ec
Compiling COAL script: doom_ddf/coal_hud.ec
Compiling COALHUDS lump
EDGE v1.34f initialisation complete.
WARNING: Failed to read directory: .\savegame\current

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Can't spot anything wrong there except for a couple of error messages which i am already aware of and does not affect the game. Though that is a weird place to keep your game, try installing (copying) to a more simplified directory structure, such as c:\edge or c:\games\edge and see if that works.

I am an old-schooler myself and prefer to keep my directories below eight digits in length for games.

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Nope, my computer is windows XP. I can play other mods and IWADS, but for some reason I can't play your mod. I wanted to soo bad and I don't know why. I'm about to give up...

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Before you give up just try what i said, copy EDGE into a simpler directory and then try it.

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Progress is coming along, i've started doing some level work. Added ambience triggers to the maps, haven't done Spear yet though. And i will start to implement the new items and weapons eventually aswell.

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This is also giving me issues. I've been digging around trying to find out the cause of the crash but, so far no good. I'm guessing it might be an image or something similar that causes it to bomb without error, as I've had this happen before.

CJ - download your beta and unzip it into a clean dir with a clean WAD, and a clean install of EDGE - this might be able to help you find the cause. Since I didn't build this, I would be of little overall help.

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