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New levels for Wolfenstein
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Topic: New levels for Wolfenstein (Read 9319 times)
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JoeyBelgier
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Joey
New levels for Wolfenstein
«
on:
July 27, 2009, 04:00:43 pm »
I'm going to make a new levelpack for wolfenstein
Although there was a level editor included with the game,
nobody ever published any new levels, so that's why I, Joey NecroFuckk, will make one :p
Although that's not the only reason, others are:
-I do feel like contributing something, but I don't have the skills to program something decent myself
-I'm just into WW2 Shooters ^^
I will make a new storyline (some care, others don't, but it is kinda crap to make stuff randomly, I think)
The story will be included in a stand alone program you can view on calc. It will be a bit like the briefing in other games.
I'll write the Storyprgm in basic but you'll be able to view it in MirageOS.
The levelpack itself will have at least 5 levels, in various environments.
As for now, that's all folks!
«
Last Edit: July 27, 2009, 08:41:26 pm by NecroF-_-ckk
»
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: New levels for Wolfenstein
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Reply #1 on:
July 27, 2009, 04:27:43 pm »
nice, I will try them when they're out on emulator
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #2 on:
July 27, 2009, 04:33:25 pm »
^^
note: if anyone ever messed around with the code of wolf3d, let me know
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: New levels for Wolfenstein
«
Reply #3 on:
July 27, 2009, 04:39:01 pm »
Question, does Wolf level editor allows you to change the wall textures?
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #4 on:
July 27, 2009, 04:44:50 pm »
nope =[ only the levels theirselves
And I don't know how to edit the code <<
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #5 on:
October 24, 2009, 11:34:59 am »
/bump
Is there anyone with sum spare time? :p
Just wondering if anyone is able to change the textures of Wolf3D =[
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DJ Omnimaga
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Re: New levels for Wolfenstein
«
Reply #6 on:
October 24, 2009, 01:24:22 pm »
Sorrry I have no clue how to do that
But is Wolf3D source code still avaliable? If sprites are stored in binary, maybe CalcGS could be helpful to replace some of the in-game content?
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #7 on:
October 24, 2009, 01:58:04 pm »
he included files and even a text for modding it but idunno how to even open those files
he wrote in the file he'd release the engine w/o any addidtional stuff, but apeareantly he hasn't
(If he did, It'd be called Atrav-Engine or something)
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mapar007
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The Great Mata Mata
Re: New levels for Wolfenstein
«
Reply #8 on:
October 25, 2009, 02:31:06 am »
Assuming its this you mean:
http://www.ticalc.org/archives/files/fileinfo/214/21441.html
Extract the group file, mess with the images using a hex editor to transform them into "raw" binary files, then do more messing to change the image (rule: 1 bit for 1 pixel), last step: relink the image, transfer, and you're done.
You can mod this file of mine to relink the image into 8xi.
http://www.ticalc.org/archives/files/fileinfo/417/41732.html
EDIT: just noticed source isn't included. Just drop me an email or something, I'll see what I can do.
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DJ Omnimaga
Clacualters are teh gr33t
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Re: New levels for Wolfenstein
«
Reply #9 on:
October 25, 2009, 03:08:29 am »
Nope, he means the ASM wolfeinstein raycaster, not by Coelurus but some other person who released it in 2003:
http://www.ticalc.org/archives/files/fileinfo/277/27767.html
Like my old game xLIB xLIB Revolution in 2005, that Wolfeinstein clone made it to Engadget front page as well as various other blogs. I wouldn't be surprised if it did like Desolate and my games Reuben Quest and ROL3 a few months ago and made it to GamesRadar too at one point.
Technically, if the sprites are in binary, you just need to change the 0s and 1s. 0=white pixel and 1=black pixel. Then you compile if you know how.
Back in 2002 I made a pseudo 3D BASIC FPS like the one you linked above but with inverted screen instead and it ran quite fast compared to many BASIC FPSes and was quite long too (15 stages, if I remember), but I lost it
«
Last Edit: October 25, 2009, 03:12:14 am by DJ Omnimaga
»
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #10 on:
October 25, 2009, 08:04:55 am »
you ever uploaded it anywhere?
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DJ Omnimaga
Clacualters are teh gr33t
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Re: New levels for Wolfenstein
«
Reply #11 on:
October 25, 2009, 01:26:22 pm »
nah I had it on a floppy disk along with several other games as well as my old computer, but then my old computer hard drive crashed and a few years later I checked on my floppy disk and everything vanished from it.
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #12 on:
October 25, 2009, 05:46:07 pm »
crap :[
I <3 Basic FPS
I tested every single one on Ticalc
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: New levels for Wolfenstein
«
Reply #13 on:
October 25, 2009, 11:27:11 pm »
I don't mind some, but a lot ran very slow for what they could do and after you tried Gemini, it's hard to enjoy a BASIC FPS again. Some are really good, tho, like Tomb Raider and Quake IV
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JoeyBelgier
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Joey
Re: New levels for Wolfenstein
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Reply #14 on:
October 26, 2009, 04:27:37 pm »
I know this is topic-changing but, how did you store the maps?
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New levels for Wolfenstein