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CeeJay

Wolfenstein 3DGE (2018 update)

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A faithful reinterpretation of the classic Wolfenstein 3D, designed for and requiring latest version of 3DGE and a DOOM/Freedoom IWAD.  Features all six episodes of Wolf3D (Original & Nocturnal) plus Spear of Destiny and the First/Second Encounter (console port levels), bringing the total number of playable levels to 111! Features hi-res walls and sprites and awesome remastered soundtrack along with many enhancements, improvements and increased interactivity. Get psyched!

I won't be doing "The Lost Missions" for Spear of Destiny, mostly 'cos I think these suck and I lack hi-res counterparts for many of the custom walls and sprites.

Requires latest build of 3DGE


Screenshots (only slightly outdated):

Spoiler

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DOWNLOAD: http://www.moddb.com/mods/wolfenstein-3dge

Credits:

id Software (Wolfenstein 3D including its Atari Jaguar port, Spear of Destiny & DOOM 1/2)
Macplay/Interplay (Macintosh port of Wolfenstein 3D)
Logicware (Apple IIGS port of Wolfenstein 3D)
Ninjaforce Entertainment (Apple IIGS port, sound effects)
Gray Matter Interactive (Return to Castle Wolfenstein)
Simbey (MapToWad, help and support)
Laz Rojas (WolfenDOOM, walls and sprites)
DoomJedi (Sprites)
Captain J. (Sprites)
osjclatchford (Walls and sprites)
Flynn Taggart (Walls and possibly sprites)
Fox666 (Walls)
S.D.A. Team (Re-Wolfenstein 3D, a few sound effects)
Michael Liebscher (Wolfenstein Redux, its ability to extract the resources from the Atari Jaguar ROM)
Chain Studios (WolfRAM, one or two sound effects)
Ringman (128x128 enemy rotations, Fake Hitler, Angel of Death, various decorations)
Pallin (128x128 enemy rotations, contributor)
LkMax (128x128 enemy rotations, contributor)
DenisBelmondo (128x128 enemy rotations, contributor)
Wiw (Pac-Man Ghosts)
HazeBandicoot (Pac-Man Ghosts)
Wolf Skevos-Jones (Castle Totenkopf)
GreyGhost (Level fixes)
Alex238 (Hitler alt. SNES-style death)
LkMax (Machinegun & Chaingun pickup)

 

Edited by CeeJay

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Holy shit dude. I love 3DGE, and this is just another excuse to keep using it. Downloading right now. Thanks.

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Xaser said:

This project really ought to be titled "Wolfenstein 3DGE".


Good idea, thanks

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Wolfen3DGE would've been great too ;3

Amazing as always, CeeJay! This will now be my preferred method of playing Wolfenstein ;)

note: users should play this mod with 1.36F. Playing it with 1.4A makes the player too tall, among other slight abnormalities. Though, dat interpolation looks sweet for this mod too.

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Updated. New status bar mug, minor fixes here and there and Second Encounter mapset! You'll have to warp to MAC01 to play Second Encounter though (code: MCCALL). While fully playable from start to finish it is incomplete, missing the dogs and a few other oddities throughout.

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Now with an improved status bar face (increased color depth) and a slight edit to the machine gun.

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Updated!

No more flickering when switching between weapons
Stereo sound effects (all the original Mac/3DO port sound effects in their unaltered glory)
Polished up some graphics and textures
Some new death screams for the enemies

See first post for download

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A minor update (see initial post for link)

Requires 3DGE 2.0.0 (or later)
Sound trigger for those secret areas
Mlook re-enabled
Crouching re-enabled
Weapon kick disabled
Some minor sound changes and tweaks
Possibly other lesser stuff

Enjoy!

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Done! After about a week of extensive work I proudly present the new and improved version!

Most notable changes:

Lots and lots of sound effects added/replaced
Bullet puffs and blood splats
Ambience noises (though they are mostly generic)
Pistol and flamethrower sprite replacements
Alternative health sources (blood, gibs, well and sink)
Tons of polished walls and sprites
Weapon swaying/bobbing
Many inaccuracies fixed, mostly enemy and boss attacks
Logo screen for LogicWare
Maximum ammmo changed to 199
Treasure: Every 50 items picked up will be added to your health for a maximum of 200%
Variable ceiling colours, though they are fixed for the entire level here
Ammo is handled diffrently in the Second Encounter mapset
BrainStewX's remastered soundtrack implemented (hence the massive increase in filesize)
The Death Knight's HP was way off! "What the hell(???)"
The Second Encounter mapset now has the Dogs making it an official part of the game
Keys dropped by bosses will no longer disappear when "crushed" by doors

DOWNLOAD: http://www.mediafire.com/download/s5xdg7ypzoo3bkd/Wolf3dge.zip

Requires 3DGE 1.36 Final (included with the package) as it won't work properly with version 2.0.0

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Re-uploaded.

Some small fixes here and there and a butt-load of new and improved textures. Enjoy!

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Wolf3DGE is now fully playable and compatible with 3DGE v2.0.1. My apologies for hampering support with 1.4/2.0, but everything is verified working with v2.0.1.

CeeJay: could you update your package to include v2.0.1 instead of 1.36F?

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New version looks great so far...

I got really excited when I read "Vastly improved Styles.DDF Support (allows MENU/OPTIONS/etc. customizations)" only to be disappointed by the fact that it still looks pretty much the same with only the bare-bone things that appear changeable. I was hopping to be able to change the letter hotkeys, and the texts that appear around the menus including that which is displayed in the save/load screen (shouldn't these be moved to languages as opposed to hard coded?).

Took a glance through coal_hud. Needs to be cleaned up. Since someone just copied the code from DOOM Forever it calls for resources that aren't there (unless you happen to be playing said mod) and places things where they aren't designed to be. I find it odd that 3DGE treats the invulnerability powerup and degreenesless cheat as the same thing.

Thank you, for finally fixing the 'black background' issue, this used to happen in other places too. Like when using the level warp cheat.

Keep up the good work.

EDIT: Further playtesting...

Tried it with WOLF3DGE. Pretty nice, looks different in a positive way the colors seem more vibrant and less flat (though this could just be me). However, when looking at textures from a distance they appear extremely pixelated at least on my machine. This comes off as odd, seeing as the mod uses HD textures.

The sound is different too, has anything been done in that department?

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I will move all of that into LDF tonight, that's a good idea. Never knew why it was all hardcoded, either. Which text are you specifically referring to?

Those HUD resources have been moved to edge2.wad before v2.0.1 was uploaded (so they are all properly recognized). I did touch up on the previous HUD from you that was cleared for use in 1.36F+, and fixed the classic status bar properly (no more vertical sprite squishing). I also used parts of it to design the Heretic HUD (not the classic status bar HUD, which is still a work in progress).

About the black background thing, yeah it was annoying. ^_^

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Well, I would like to be able to at the very least change the names of skill levels and episodes as they appear in the save/load screen.

And END.TEXT_WAIT is broken. At least last time I checked. I've brought this up in the past, might have been fixed but last time I dabbled with it, it didn't do nothing it just reverted to the default.

Oh, and END.MUSIC doesn't apply to END.GRAPHIC (it makes the assumption that there was a text screen before it).

These are the two reasons why the endings in Wolf3DGE are kind of weird when you look at the code (first picture goes by too quickly and they call for a blank text in languages just to get the music playing).

Oh, and one bug that's been with EDGE for as long as I can remember is that when all end texts and/or screens are done and over with EDGE goes to a black screen of emptiness instead of properly going to end game (bumping you to the start of the game). The exception is the end cast which, as we know, loops.

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It looks like the END._* stuff broke between 1.29Beta1 and 1.29Beta2, and after that it was never fixed proper. I'll take a look and see what I can do.

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That explains it. Even if the time was set to MAXT it would still continue to a black screen once a button is pushed. It should either stay on this screen indefinitely if it's set to MAXT or continue to end game if otherwise.

Anyways, here is an screenshot showing the problem with the distant pixelation

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Updated!

More texture updates, lots of new and improved stuff
A nasty level breaking bug has been fixed (bosses wouldn't trigger endlevel when crushed)
Chain gun was way too powerful
1-ups count as treasure (vanilla Wolf3D behavior)
More unique textures specifically for the Second Encounter mapset
Some changes to the status bar
Other less noticeable stuff

Requires 3DGE 2.0.1 (or later)

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This is getting an update. Here is a preview of the new menu.

Comparison

Spoiler

OLD:

NEW:

Not sure what I was thinking with that old menu. Those fonts look freaking dull and ugly (but somehow work for the intermission, which is kind of weird).

And new HUD
Spoiler

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will this ever be ported to GZDoom and such? sorry, i just can't stand 3dge :/

i'll give it a try, tho; it looks pretty coolio!

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MrSkeltal said:

All his mods have always been exclusive to 3DGE.


darn
well, i guess you gotta make with what you have.

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roadworx said:

will this ever be ported to GZDoom and such? sorry, i just can't stand 3dge :/


What is with 3DGE that you don't like?

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CeeJay said:

What is with 3DGE that you don't like?


Well for starters, You cannot select what Doom wad you are wanting to play from like you can with both Zandronum and GZ/Zdoom. Example, if you have Doom 2 and Doom 1 in the 3DGE folder you would have to drag and drop out one of the two wads. Because I believe it loads Doom 2 by default.

Theres not a lot of levels / other mods that compatible with it.

The music player "Timydidy" sounds absolutly terrible. (personal opinion)


I mean, can you tell us what it is that you CAN do with 3DGE that you could not do with either GZ or Zandronum? Is it easier for coding? Does it offer features that the other two sourceports do not? Call me curious, but I would like to know what the appeal is.

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Jimp Argon said:

Well for starters, You cannot select what Doom wad you are wanting to play from like you can with both Zandronum and GZ/Zdoom. Example, if you have Doom 2 and Doom 1 in the 3DGE folder you would have to drag and drop out one of the two wads. Because I believe it loads Doom 2 by default.


You mean a start-up select screen? Most ports, I have played, don't feature this. This is a ZDoom thing. I don't really see this as such a big issue that its worth holding it against the port.

Jimp Argon said:

Theres not a lot of levels / other mods that compatible with it.

Agreed. I too wish there were more mods. I fail to see how this is an issue with the actual engine itself, though.

But I can link you to a few, off the top of my head:

http://www.tdgmods.net/smf/viewtopic.php?f=26&t=206
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=2615
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=173
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=188
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=2589
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=2587
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=212
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=203
http://www.tdgmods.net/smf/viewtopic.php?f=26&t=156
http://www.doomworld.com/immoralconduct/
http://www.doomworld.com/immoralconduct/dc3.htm
http://forum.zdoom.org/viewtopic.php?f=19&t=50235&sid=c0af22ec203ccdf29610a3fa7f58311f
http://forum.zdoom.org/viewtopic.php?f=19&t=52412&hilit=Marathon+mod

Jimp Argon said:

The music player "Timydidy" sounds absolutly terrible. (personal opinion)

I'm pretty sure you can select something other than Timidty.

Jimp Argon said:

I mean, can you tell us what it is that you CAN do with 3DGE that you could not do with either GZ or Zandronum? Is it easier for coding? Does it offer features that the other two sourceports do not? Call me curious, but I would like to know what the appeal is.

3DGE is incredible easy to learn and code for, there is no need to have an understanding of programming code as it mostly just consists of simple and self-explanatory text (the rest is pretty much logical deduction). 3DGE is regularly being updated, features are added, bugs are eliminated and so on. It is pretty powerful too, more so than one might think, especially in the level department though this is out of my field of expertise. Oh, did I mention that 3DGE supports multiple model formats. All this while it runs surprisingly well on low-end machines, unlike many of the other ports. I have an old machine myself and 3DGE and ZDoom are the two ports that work the best. GZDoom doesn't even start. Any ideas, feature suggestions or improvements or bug fixes can be directed to the 3DGE team (3DGE forums: http://www.tdgmods.net/smf/viewforum.php?f=3).

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I have a question you might be able to answer. Is there a difference between 3DGE and Hyper 3DGE?

I currently have/use Hyper (1.36 & 2.0). Are they made by the same developer?

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