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Wolfenstein 3d full wad
Wolfenstein 3d full wad






wolfenstein 3d full wad

  • The bullet puffs should not be present.
  • Everything about it was pretty spot-on, although some things worth pointing out: I especially love the work that went into creating all the menus. Okay, so I actually played the TC linked above, and I have to say, I'm quite impressed with it. I'm not really worried about prox damage on my wad though.I guess redstar is more inspired by Laz's work. We don't need another WolfenDoom.ĭon't shotguns do proximity damage?Perhaps you can figure out a way to make the enemy attack with the shotgun perimeters without them actually having to have a shotgun. In my opinion though, get it as close as possible to the original or don't try at all. This is a pretty monumental task if you're trying to get something that is extremely close to Wolfenstein. A look at the source code could give you some information to shed light upon this. The polyobjects were also tedious.Īlso, you have the problem of getting the enemy animations and behaviors/damages right. One of the problems was dealing with the enemy damages, and how bullet shots hurt closer up. Next up are sprites or textures then, they are both stored differently from pictures.I started work on a Wolfenstein TC some years ago, ran into varying problem of trying to replicate the engine, then gave up. Once the picture has been converted to PPM I am no longer responsible for it and it's up to the user what they want to do with it.

    wolfenstein 3d full wad

    All I need to do then to get a PNG is pipe three programs into each other in the Terminal: PPM is a very obscure image format, but it is the simplest one I could find that was standardised. To make proper visible images from the bitmap pics I have written a little converter tool that converts the picture into a PPM image. I'm particularly proud of how modular the code is, one could literally take a module, compile it into a library and drop it into another project. It's slower than just copy-pasting the parts I need, but the result is cleaner and more readable that way. The extractor tool is there to help me put the documentation to the test, I write it without referencing the original code. It's enough if one person has to look at this unportable mess. I want the documentation to be sufficient enough that one could write a port without ever looking at the original code. I don't consider "the source is available" to be a good substitute for a proper documentation, self-documenting code is just an ideal. I am kind of nuts when it comes to documentation if you look at the code of my extractor you'll see that everything has doxygen comments. Then there is the audio side where we need both sounds and music. As far as graphics are concerned we still need sprites and textures. So far we are in control of maps and bitmap pictures, but there is still a long way to go. I'm not sure if I had shared the links, so here they are again:

    wolfenstein 3d full wad

    OK, both repositories are up to date now.








    Wolfenstein 3d full wad