afadoomer / wolf3d-tc-3.0 Goto Github PK
View Code? Open in Web Editor NEWUpdated version of the Wolf3D TC using new GZDoom engine features
Updated version of the Wolf3D TC using new GZDoom engine features
Hi, I'm getting the following errors:
Script warning, "Wolf3D-TC-3.0-master.pk3:scripts/menus/genericoptionmenu.zs" line 1063:
Accessing deprecated function MSTime - deprecated since 4.8.0, Use MSTimeF instead
Script warning, "Wolf3D-TC-3.0-master.pk3:scripts/menus/extendedoptionmenu.zs" line 1242:
Accessing deprecated function MSTime - deprecated since 4.8.0, Use MSTimeF instead
Script error, "Wolf3D-TC-3.0-master.pk3:scripts/eventhandlers/gamehandler.zs" line 166:
Unknown function GetEpisodeNameExecution could not continue.
1 errors while parsing DECORATE scripts
Last time something like this happened, updating to a recent dev release seemed to fix the issue but when I update now, the menu is blurry, hand gripping gun is huge - takes up the whole page, can't select any level except level 1 and other small weird bugs keep happening.
The last Wolf3D-TC-3.0 version I had working was from 10-26 so it's been about 2 months and I'm sure a lot of great updates so I'd really like to get this working if possible but for now, I have restored my backups and using that with GZdoom version 4.8.9999.
Could someone please recommend which version of GZdoom to use with the most recent Wolf3D-TC-3.0 update? or maybe upload their version so I can try? I've tried all of the ones from here: https://devbuilds.drdteam.org/gzdoom/ but they have weird bugs going on as mentioned above.
The boss is missing from Floor 18, so cannot get the gold key.
> Yes, the Load/Save black bar in background gets overlapped by the standard listview frame of GZDoom... ![Floor 1 - Wolfenstein 3D TC 12_11_2022 22_36_02](https://user-images.githubusercontent.com/8591462/201497247-0895e8a8-7cbc-4198-a184-8e81e51ff85d.png) (1920x1080)
Is this impossible to fix (GZDoom default Load/Save UI, can't be changed)?
Originally posted by @Hexaae in #11 (comment)
Why are they removed?
I know lives are useless in Wolf3D (because you can quick-save...), but I noticed lives get reset to 3 when you die instead of keeping the correct number ๐
Is it possible to change this for purists?
Control > Game Engine Options and Customize controls sub-menus are messed up...
I suppose many sub-menus could be simply hidden since many options are "hard-coded" for this total conversion and changing them can cause strange side-effects. It would probably wise to simplify menu subsystem for this Wolf3D TC...
Some requests:
Hash doesn't match with GZDoom 4.11.0 after updating from GZDoom 4.10.0 @AFADoomer
The flamethrower ghosts in E3L9 are replaced with an error exclamation mark.
Clicking on the sliders in the option menus to set them doesn't seem to work. Only keyboard controls (left and right arrow keys) work.
Self explanatory; Use the original music files by Bobby Prince, which he shared from his website.
Here's where you can get the MIDI files. (Shoutout to Doomkid for the Archive)
https://www.youtube.com/watch?v=VL5NRTH4KiI
After you die the screen becomes totally red. At this point if you press ESC you can hear sound but can't see menu...
Would be also useful a notification to press USE/OPEN key to continue.
If I aim directly at someone from a distance, it consistently misses until I move in closer. This pretty much prevents me from playing the game.
Hi, here is the error I am getting:
Script error, "Wolf3D-TC-3.0-master.pk3:animdefs.txt" line 15:
Bad syntax.
The last build that works for me is from 9/7 titled 'Added SoD Finale Sequence' but all 3 newer ones keep giving me the Syntax error.
Try Spear of Destiny (first map at difficulty Death Incarnate); after you get killed in the very first room the game as usual will run the red death sequence and reload, and if you pay attention the shouting Nazis (when they spot the player!) will start even before the Get Psyched screen... definitely too early!
Recently discussed this in the ZDoom forums, the controller menu is not visible where you adjust the different axis commands. I heard you don't have a controller to use to test this, is there a way I can help you get one? I have plenty to spare or perhaps there's another way...
Hi, @AFADoomer! Downloaded Wolf3D-TC as a .zip today and threw it in ZDL. When I tried to launch, this error message appeared:
I removed line 15 from that file just to see what would happen, and it didn't help.
Specs:
OS: Linux Mint 21
GZDoom version 4.8.2
ZDL version 3.1.1
Full system specs: https://termbin.com/zw8n
Hey AFADoomer, love the mod and the new menus --- some of the bugs I encounted could be due to git build (gzdoom-x86-g3.8pre-562-g4cf90d70a) I am only able to get it to run on git builds which I guess is because of the new interface stuff
couple of issues I noticed from E1 playthrough -- managed to bug out a dog by killing it just as it started its bite animation, it played it's death animation and sound but was actually still alive and invincible after that --- the initial kill was counted in the total enemy kill count at the end of the round but the dog was still alive running around after me (and was able to hurt me but not take damage)
2nd, gattlinggun is missing the 2nd shoot frame? so only has one frame when holding down fire
3rd, also noticed when picking up the gattlinggun the death-incarnate face/smile isnt shown in the HUD
all minor things though, love the mod and it's recreation of the original feel :)
thanks
Scubbo
I have the files for the original DOS games, but I'm not sure what to do with them as they're not *.wad files
I've just learned from manual of original game (see Lives paragraph) after you die you should restart current level with pistol only and 8 shots, and "you'll also lose the points you obtained on that level"... Doesn't seem to be the case at E1L0 (secret purple level).
To sum up in general E1L0 has some issues when you die: lives get reset to 3 and you won't lose weapons...
It's just my impression or the game seems easier than the DOS original: less fire damage, and nazis firing less than expected at the most difficult level ("I am death incarnate")? Is difficulty correctly scaled in the TC?
I'm using Wolf3D-TC-3.0 + GAMEMAPS.WL6 + GAMEMAPS.SOD + GAMEMAPS.SD2 + GAMEMAPS.SD3.
The sound when picking up weapons has a very low volume (for example first machine gun on E1L1)
When playing this, I occasionally encounter enemies that are frozen in place, responding to neither sight nor sound, until they are attacked. I have two save files (for GZDoom 4.12.2) showing this on E3L1 and E6L1:
e3l1.zip
e6l1.zip
I've encountered these frozen enemies at various points in my playthrough, but the attached E3L1 save is the only time I thought to save after encountering it. I've tried reloading an earlier save when this happens, and the problem doesn't occur again when I reach the same place.
E6L1 is the only place I've been able to reliably reproduce this phenomenon (the attached save is from one of those times):
FWIW, I tried this level in DOSBox and found that both SS wake up immediately if I fire from the corridor.
My impression or original Wolf3D's Nazis once they hear/see you will chase player more than TC?
Sometimes I've seen guards walking away after they detected the player or if you shoot behind a door, won't chase you immediately opening the door and shooting etc. in a more aggressive way like original game... I'm playing at Death Incarnate level.
The first level is softlocked by a corpse
9c87531
Operation Eisenfaust game shows placeholders (error: Unknown type 21005):
Not exactly an "issue" but just wanted to let you know that...
since I didn't like too small and low-res player weapons I've just created a mod for you excellent Wolf3D-TC-3.0. Details and link to the file:
https://www.reddit.com/r/Wolfenstein/comments/i2whfk/does_wolfenstein_3d_total_conversion_work_with/hybqmh7/?utm_source=reddit&utm_medium=web2x&context=3
๐ฆLatest version: #7 (comment)
Sometimes when I try to save the level after playing for some time, I get this error in the console and the save fails --
Save failed
Attempt to save pointer to unhandled type Type Native
After googling, I came across this - https://forum.zdoom.org/viewtopic.php?t=62523
Seems this is a coding bug according to the GZdoom devs. Please fix asap.
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