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wolf3d-tc-3.0's Issues

Game not launching with new updates

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 GetEpisodeName

Execution 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.

Load/Save black bar overlapped by frames

    > 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)

Don't reset lives when you die?

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 ๐Ÿ™ƒ
Is it possible to change this for purists?

Control submenus messed up

Control > Game Engine Options and Customize controls sub-menus are messed up...
20221110_121605

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...

Requests: keyboard layout, ESC...

Some requests:

  • support for localized keyboard layouts for special keys (e.g. - and + US keys after the 0) https://www.farah.cl/Keyboardery/A-Visual-Comparison-of-Different-National-Layouts/#it ?
  • ESC during game will bring up Options Menu. Pressing ESC again at this point should go back to game instead of acting as exit. Only when player is already in-game at least (original game behavior).
  • "End Game" menu option (to go back and select another chapter if you have installed expansions like Spear of Destiny etc.) is available only in Options Menu while playing. This means if you selected the wrong chapter, you must: start a new game first, ESC, End Game...
  • No "Read This!" menu item, in-game manual with the story? :)
    ECWolf 1 3 3 (r161001-0413) 02_12_2022 10_29_11

Aiming doesn't work from a distance

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.

Bad syntax error with last 3 updates

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.

After you die you may get detected before the game actually started

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!

Invisible Controller Menu

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...

E1 run through

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

Death penalties bug

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...

Difficulty bug?

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.

Frozen enemies

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):

  1. Launch E6L1 on "Bring 'em on!" difficulty.
  2. Go through the first door on the right, then in that hallway open the first door on the right (which leads to a small room with two SS, the one where the attached save file is set).
  3. Kill one of the SS while standing in the corridor, outside their vision (if you stand at the edge of the corridor after opening the door, you should be able to just barely see the SS on the opposite side, without them seeing you).
  4. After one SS is dead, you can enter the room and the other SS won't respond.

FWIW, I tried this level in DOSBox and found that both SS wake up immediately if I fire from the corridor.

Still about difficulty: chasing guards

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.

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