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Wolfenstein 3d maps e1m1
Wolfenstein 3d maps e1m1








wolfenstein 3d maps e1m1

The Map for E1M1 is very straight forward. Check the map key if you're having trouble deciphering.

#Wolfenstein 3d maps e1m1 code#

If anyone can help with C code that will generate. Plan is to allow end-user to pick game to convert from the Wolf3D games that they own

  • Working on modified version of Michael Liebscher (of Wolfenstein 3D-Redux fame)'s Wolfextractor.exe.
  • Removed hard-coded endgame sequences from enemy actor's decorate
  • Updated MAPINFO to use specialaction parameters for leves that end on boss deaths.
  • (weighted so lower-end Nazis are more common) (weighted so lower-value are more common) Treasure Spawner (Replaces Armor Bonus) Each pickup increases your bullet-carrying capacity by 25 (up to 199 max) Body armor that protects you from small arms fire Ballistic Vest (Replaces Double-Barrel Shotgun) Increases the rate of fire of your pistol and your knife's stabbing speed and strength Adrenaline Booster (Replaces Berserk Pack) Put on this SS uniform, and you won't be targeted by any enemies (unless you open fire!)
  • Added some new items that make playing PWADs (or original Doom/Doom2 levels) with the TC more fun.
  • Added mask image so that the sides of the screen are black during intermissions/loading in widescreen.
  • Added support for multi-push secret walls in GZDoom.
  • Fixed conversion errors with secret walls that were placed directly next to doors.
  • Added graphic files for end pic borders.
  • Renumbered SoD-unique items so that they don't overlap with Wolf items.
  • Added new WOLFFNTS.lmp with correct offsets (2px on top).
  • Updated ceiling color translations to RGB instead of palette indexes.
  • Added End title colors to Textcolors.txt.
  • Updated all map conversions to no longer include the recess for the sliding doors (not needed anymore with new polyobject code), and allows secret doors to slide through where the door recess would have been.
  • updated MenuDef.txt files to no longer have all of the definitions, just the ones that are changed.
  • Updated titlemap for new SoD game check.
  • Updated key names in Language.txt from yellow/blue to gold/silver.
  • Removed playerclass definition from Ke圜onf.txt.
  • Added 'pg x of y' section to end pic screens.
  • Added 'built' ENDPICs that use Language.txt strings and graphical bits to create the end pages.
  • wolfenstein 3d maps e1m1

    Added new CONFONT.lmp with a new more characters defined.Updated flamethrower animation frames to be more accurate.

    wolfenstein 3d maps e1m1

    bat files to accomodate new gamefile structure Updated FadetoBlack function to accept range (all players or just current) - needed for synchronizing end sequences when the scripts are not run by the player.Redid SoD end sequence with GetPlayerInput-based advancing of screens.cfg settings don't get run, but it works. Set up each game with proper gameinfo lump so that games can be run by dropping the main file on ZDoom (SoD.pk7, Wolf3D.pk7, SoD_Lost.pk7, or SoD_Lost2.pk7).Reworked how SoD is marked as the current game (uses inventory marker given to new SoD player class).Removed Doom Keys, added items to give Wolf Keys on pickup.Renamed SoD graphics that were the same name as the wolf counterparts, added custom menudef for Spear Episodes.Updated GameInfo.txt files to accommodate new file structure.Back-ported Gez's SNDINFO and re-ripped sounds.Added Decorate code for all Lost Episodes Enemies/Items.Updated Textures.txt for all Lost Episodes Textures/Sprites.Also re-ripped/renamed all assets and consolidated Wolf, SoD, and Lost assets into the Resources file files basically act as launchers and contain the maps Separated all assets from the original game into Wolf3D_Resources.pk7 and all TC game content in the Wolf3D_Common.pk7 file Re-converted all maps with new version of maptowad tool.Updated MapToWad.exe to account for SoD and Lost Episodes textures and items.pk7s now only define the appropriate player class and episode(s) for that mapset) Consolidated all MAPINFO.txt files (the ones in the game.No more animated God face in original Wolf, but it's there in other mapsets Consolidated all SoD/Lost language strings into the main Wolf3D Language.txt.Re-did large and small font lumps to correct line spacing.










    Wolfenstein 3d maps e1m1