Planky Posted May 5, 2012 Plays well. The sounds take a while to load and have a delay before they are played, but gradually catches up. You might want to change that to the shareware version. The full Wolf3d has not been released as freeware you know. 0 Share this post Link to post
lazarv Posted May 5, 2012 All maps, graphics, music and sound effects are available in this repository. https://github.com/id-Software/Wolf3D-iOS 0 Share this post Link to post
lazarv Posted May 6, 2012 Alternative URL if the original link is broken due to bandwith limit. http://wolf3d.atw.hu/ 0 Share this post Link to post
Mr. T Posted May 6, 2012 lazarv said:Play it online! http://wolf3d.freebase.hu/ Amazing! Well done! :-) 0 Share this post Link to post
Kinsie Posted May 9, 2012 Id and Bethesda just released their own port, coincidentally enough. 0 Share this post Link to post
lazarv Posted May 9, 2012 Trasher][ said: Id and Bethesda just released their own port, coincidentally enough. And which version is better? :) 0 Share this post Link to post
Maes Posted May 9, 2012 lazarv said:And which version is better? :) The interesting thing about Bethesda's port is that the javascript source code is in plaintext, and it looks like a 1:1 adaptation of the original Wolf3D's C source code (kind of like what I did with Mocha Doom for Java), at least the way I remember it. I'm surprised they chose this method, but in the end it might be more efficient than a cross compiling tools and more faithful than a recreation. The price to pay is that some poor devil must put his ass down and translate the whole thing (ask me about it!) 0 Share this post Link to post
Kira Posted May 9, 2012 lazarv's version is way better in my opinion. It has (poor) mouse support though. 0 Share this post Link to post
Maes Posted May 9, 2012 Some notes: Movement seems performed in fixed steps aka you can't move or turn just a bit if you want to. Pressing forward once moves you a fixed relatively large amount, or until you encounter a wall. Compare it with the movment of the Bethesda version to see what I mean. The quit options in the menu don't work (ok, there's no DOS to quit to...but pressing N doesn't get you back to the game, either). 0 Share this post Link to post
lazarv Posted May 9, 2012 Maes said:Some notes: Movement seems performed in fixed steps aka you can't move or turn just a bit if you want to. Pressing forward once moves you a fixed relatively large amount, or until you encounter a wall. Compare it with the movment of the Bethesda version to see what I mean. The quit options in the menu don't work (ok, there's no DOS to quit to...but pressing N doesn't get you back to the game, either). The movement is not performed in fixed steps, but I liked this style of controller configuration. It's only a controller setup which is currently not available to the player. The quit only works only in a new window that has been opened by JavaScript. Thank you for the bug report, N works now fine (clear the browser cache, if not). :) 0 Share this post Link to post
Aliotroph? Posted May 10, 2012 The Bethesda version has shitty controls. You can't remap movement away from the cursor keys and the mouse support is done horribly wrong. I found it almost as hard to play as the iPhone version. 0 Share this post Link to post
Maes Posted May 10, 2012 Aliotroph? said:The Bethesda version has shitty controls. You can't remap movement away from the cursor keys and the mouse support is done horribly wrong. I found it almost as hard to play as the iPhone version. As someone who finished all 6 episodes of Wolf 3D on DOS with the default keyboard controls (and after having played Doom), I find it hard to feel your pain :-p However, this means that using my Java Doom port as a base, it's possible to do a non-cross-compiled browser-playable version of Doom. Some of the remapping will be painful though, especially disk-based I/O. Versions of Mocha Doom up to v1.5 used a modified RandomAccessFile object with accessory methods for reading e.g. size-limited or null-terminated strings, which was passed to each object's deserializer -this even worked well with arrays of similar objects, replacing C's read() function, while current ones use input streams and can read even from network streams and zip files. I don't know which approach would map better for JavaScript HTML5. 0 Share this post Link to post
lazarv Posted May 11, 2012 Maes said:As someone who finished all 6 episodes of Wolf 3D on DOS with the default keyboard controls (and after having played Doom), I find it hard to feel your pain :-p However, this means that using my Java Doom port as a base, it's possible to do a non-cross-compiled browser-playable version of Doom. Some of the remapping will be painful though, especially disk-based I/O. Versions of Mocha Doom up to v1.5 used a modified RandomAccessFile object with accessory methods for reading e.g. size-limited or null-terminated strings, which was passed to each object's deserializer -this even worked well with arrays of similar objects, replacing C's read() function, while current ones use input streams and can read even from network streams and zip files. I don't know which approach would map better for JavaScript HTML5. Porting your version is absolutely possible, but HTML5 needs a whole different approach if you want to achieve a good result in performance. Implementing file system and such is too much overhead. Converting the resources to HTML5 friendly formats and using native browser solutions is the best way. But this will be a full rewrite. 0 Share this post Link to post
Mr. T Posted May 11, 2012 Maes said:As someone who finished all 6 episodes of Wolf 3D on DOS with the default keyboard controls (and after having played Doom), I find it hard to feel your pain :-p FISTBUMP Wolf3Ds controls felt too "slippery" compared to even Doom. But yeah, it was the coolest thing ever when it came out. SO I think Mr. Complainer should just man up and learn the art of the keyboard. ;-) 0 Share this post Link to post
Remilia Scarlet Posted May 11, 2012 This is very cool! I definitely like lazarv's version better, especially the smoothness of everything. But what's interesting is that I get the same weird graphical glitches as Bethesda's version, just less often. 0 Share this post Link to post
Mr. T Posted May 11, 2012 Try it in Chrome. I like both; id's version has a certain "roughness" to it that really took me back. If whoever owns Microprose now would do an HTML5 version of Civ1 (complete with color and sound selection screen!) I would probably go catatonic ;D 0 Share this post Link to post
Maes Posted May 11, 2012 lazarv said:Converting the resources to HTML5 friendly formats and using native browser solutions is the best way. But this will be a full rewrite. The ONE approach I'd wish to avoid would be using "cooked" (aka custom pre-converted) resources and tailor the code to specific data sets, as this would hurt one of Mocha Doom's stronges points: the ability to load PWADs and different IWADs just like native ports. I'm not sure what the Bethesda/id version does at this point. 0 Share this post Link to post
lazarv Posted May 11, 2012 Maes said:The ONE approach I'd wish to avoid would be using "cooked" (aka custom pre-converted) resources and tailor the code to specific data sets, as this would hurt one of Mocha Doom's stronges points: the ability to load PWADs and different IWADs just like native ports. I'm not sure what the Bethesda/id version does at this point. The id version uses pre-generated images for everything. Even the menu texts is an image sprite. It would be possible to write a converter in JavaScript and store the result in the local database. I plan to write a JavaScript converter for Wolf3D where you just have to drop the data files into the browser and everything is automatically converted and generated, but it's a whole lot of work. Using custom JavaScript code even new features or modifications of mods can work. 0 Share this post Link to post
fraggle Posted May 12, 2012 I notice that the Medikits are now Geneva-compliant. EDIT: It seems to be missing the Deathcam. Boo. 0 Share this post Link to post
lazarv Posted May 14, 2012 fraggle said: I notice that the Medikits are now Geneva-compliant. EDIT: It seems to be missing the Deathcam. Boo. You can watch the Deathcam replays in my version. :) 0 Share this post Link to post
lazarv Posted May 16, 2012 Now my version of the game is updated and includes the Spear of Destiny missions as episode 7. Have fun playing! :) 0 Share this post Link to post