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Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 18 Jan 2012, 20:35
by Ron
I know someone has done it with sprites already...

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 19 Jan 2012, 01:29
by Tricob1974
A few mods have transparencies enabled in floor/ceiling textures, such as Unsung for SDL. The same feature is also available in the BoO demo. If you examine the VSWAP, you'll even find an over-sized glass frame for a floor/ceiling tile. There wasn't really an area in the map where using the glass frame seemed appropriate, so it remains unused in the one-level demo. IIRC, there's also some red carpet textures that also doesn't appear in the map, along with "grey and brown" tiles.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 23 Jan 2012, 10:06
by linuxwolf
Has anything been done in a mod to make treasure items worth grabbing beyond improving the player's score? Like being able to rank up your guns and purchase cool items such as Nazi outfits, Nazi intelligence or even rare Nazi loot!

And then trade your super rare items with other players on the net. *comp*

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 23 Jan 2012, 10:15
by DoomJedi
Well...I can't remember such use.

There is no coding-wise reason/limitation for this, just noone thought of it :)

Coin/purchaise system can be easily implemented. You can buy both information or health/ammo....fuel...time (for time-limited level)...then score can be your time stock, counting down.

I can think of other uses as well....fuel for driving mods...etc etc...air supply for gasmask.....battery charge......andrenaline level....armor...anything with a count.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 24 Jan 2012, 01:24
by Tricob1974
linuxwolf wrote:Has anything been done in a mod to make treasure items worth grabbing beyond improving the player's score? Like being able to rank up your guns and purchase cool items such as Nazi outfits, Nazi intelligence or even rare Nazi loot!
Sort of; Absence had items ("implants", IIRC) that you could use to upgrade your own body, to improve things like accuracy and agility. There were body-shaped "chambers" of some sort that you used to do the upgrade. As I remember, you needed 5 implants to perform each upgrade.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 25 Jan 2012, 08:20
by linuxwolf
It would be nice to have Espionage Mode in Wolfenstein 3-D that changes the style-of-play from arcade shoot'em up action to tactical role playing action. Page 53 of the official hint manual for Wolfenstein 3D contains this blurb:

Wolfenstein 3-D was originally designed to be a more complex game. The
programming for items, such as dragging bodies, silent attacks, exchanging
uniforms, etc., had already been completed. However...

The enemies in Espionage Mode would be more resilient to gun fire when alerted to BJ's presence. BJ in Espionage Mode can hide in the shadows, change uniforms, sneak quietly around guards and masquerade as Nazi officers.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 25 Jan 2012, 09:25
by DoomJedi
Silent attacks, body dragging, uniform changing...have been already implemented in Wolf3D mods quite a few times.
Hiding in shadows? Near darker versions/sides of walls? :) Can be cool....when you are NEAR such wall (nearby square) - you're unseen....

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 25 Jan 2012, 10:42
by Lozer_42
linuxwolf wrote:It would be nice to have Espionage Mode in Wolfenstein 3-D that changes the style-of-play from arcade shoot'em up action to tactical role playing action. Page 53 of the official hint manual for Wolfenstein 3D contains this blurb:

Wolfenstein 3-D was originally designed to be a more complex game. The
programming for items, such as dragging bodies, silent attacks, exchanging
uniforms, etc., had already been completed. However...

The enemies in Espionage Mode would be more resilient to gun fire when alerted to BJ's presence. BJ in Espionage Mode can hide in the shadows, change uniforms, sneak quietly around guards and masquerade as Nazi officers.


Back when I was working on Elsas-Lothringen with WLHack we had actually planned to follow a similar game play style. However, most of the data for that project was lost years ago. However some of the ideas we thought up from that have been used in many mods to this day. The fake walls with the acting transparent color originally came from some of WLHacks tests for that mod. As well as extending the sky to outside texture walls, both of those can be seen used in the ToS demo.

Sneaking around, guards reacting to dead bodies as well as other alerted guards. It was intended to be a real stealth game, although, the traditional run and gun would have been an option, it just wasn't the best... Sadly, my hard drive with all the data died and WLHack no long has the source code files so it never even got an official level created beyond the village test maps. :(

Even the large sprites code managed to get passed around as was used by Insurrectionman I believe to make a massive Cyberdemon walking around in the Wolf3d engine.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 25 Jan 2012, 15:42
by linuxwolf
StarWolf wrote:Silent attacks, body dragging, uniform changing...have been already implemented in Wolf3D mods quite a few times.
Hiding in shadows? Near darker versions/sides of walls? :) Can be cool....when you are NEAR such wall (nearby square) - you're unseen....

You can make sound an integral component to this as well. The quieter you are the less chance a guard will spot you lurking around.

Lozer_42 wrote:Sneaking around, guards reacting to dead bodies as well as other alerted guards. It was intended to be a real stealth game, although, the traditional run and gun would have been an option, it just wasn't the best... Sadly, my hard drive with all the data died and WLHack no long has the source code files so it never even got an official level created beyond the village test maps. :(

I'm new to the modding scene and don't know what it feels like to lose a mod in a hard drive crash. Are you saving your work on DropBox? I would go crazy if I lost source code and had to write it all over again. II<---O

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 25 Jan 2012, 15:48
by DoomJedi
linuxwolf wrote:I'm new to the modding scene and don't know what it feels like to lose a mod in a hard drive crash.

Crappy feeling. We lost a source once...prolonged the project by at least half a year.

Are you saving your work on DropBox?

I guess he talks about pre-DropBox times, heh :)

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 26 Jan 2012, 00:27
by Lozer_42
Are you saving your work on DropBox?

I guess he talks about pre-DropBox times, heh :)

Yeah... This was years and years ago back a couple years after I first joined the DHW forums. So yeah, didn't even know things like drop box existed then.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 22 Feb 2013, 14:54
by WLHack
Tricob1974 wrote:
WolferCooker wrote:There has never been a transparent door feature in Wolf3d.
There actually was, but it's never been demonstrated in any mods. The code tutorials are out there. But they've never been transferred to Wolf4SDL form; they're still in 16-bit code. :(

I think I will try porting DarkOnes raycaster to SDL later... If I succeed, I will post a tutorial of it.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 22 Feb 2013, 15:09
by DoomJedi
Thank you, it'll be cool! 8)

And welcome to the forum! >0< :friends:
Very happy to see you here, hope you'll stay around...it's great people here, great modding and personal atmosphere.

I'll see what additional access rights here we'll give you to hidden forum areas, will discuss this with the team.
I myself would want you to see our in-dev projects (or at least some of them), some might inspire you to help...or at least to give some good advices. But the rest of the team needs to agree for that first.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 22 Feb 2013, 16:10
by WLHack
StarWolf wrote:Thank you, it'll be cool! 8)

And welcome to the forum! >0< :friends:
Very happy to see you here, hope you'll stay around...it's great people here, great modding and personal atmosphere.

Thanks.

Re: What features have never been used for a Wolf3d mod/TC

PostPosted: 23 Feb 2013, 04:26
by Tricob1974
WLHack wrote:
Tricob1974 wrote:
WolferCooker wrote:There has never been a transparent door feature in Wolf3d.
There actually was, but it's never been demonstrated in any mods. The code tutorials are out there. But they've never been transferred to Wolf4SDL form; they're still in 16-bit code. :(

I think I will try porting DarkOnes raycaster to SDL later... If I succeed, I will post a tutorial of it.
Dude, you have no idea how fantastically awesome that would be. 8)