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Silver Wolf (release)  "Wolfenstein 3D for the Build engine"

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1

"Damn, those Nazi bastards are gonna pay"

This is a bit of a vanity project, I wanted to have a mod with the feel of the original Wolfenstein 3D, but with some improvements inspired by WolfenDoom.


Download


The map files are just a 64x64 grid, which lo-tag and hi-tag have the IDs for wall and sprite layers.

The game will read these files and create functional maps on the fly.

Posted Image Posted Image


Features:

- Reverse-engineered Wolfenstein 3D code
- New weapons and levels from the Mac version
- Improved physics
- Auto-generated floor / ceiling textures
- Auto-generated lighting

Many of the features can be enabled or disabled.


Screenshots:

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More screenshots:

Spoiler



Cheats:

Spoiler



Credits: Some floor / ceiling textures are based on textures created by Laz Rojas, AReyeP and Aurora.
17

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2

This mod includes a modified version of Eduke32, with the following changes:

Spoiler

9

User is offline   Danukem 

  • Duke Plus Developer

#3

Wow!

It sounds like your branch could form the basis for a whole new set of mods with procedurally generated maps. I'm putting this on my to-do list of things to play with and investigate. Amazing work from the sound of it.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4

I still have to do the Mission Pack episodes too
1

#5

You mean the "Return to Danger" and "Ultimate Challenge"? Those have different hud weapon sprites (for some reason), you will just use the canonic ones from WOLF3D-NM/SOD?

It would be also fun to recreate an episode from at least one successful Wolf3d/Sod mod. Although the most recognized mods aren't based on vanilla gameplay.

This post has been edited by Fantinaikos: 29 March 2023 - 07:20 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6

View PostFantinaikos, on 29 March 2023 - 07:11 PM, said:

You mean the "Return to Danger" and "Ultimate Challenge"? Those have different hud weapon sprites (for some reason), you will just use the canonic ones from WOLF3D-NM/SOD?

The mission packs would use different art, with the SoD title screen menu
1

User is offline   Ninety-Six 

#7

Well, this is gonna be interesting...
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#8

Thanks Fox, so far its great!
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User is offline   zykov eddy 

#9

Really glad that this project finally saw the light of day! It's very ambitious, with lots of cool programming tricks. I especially love how even the walking and weapon wobbling mechanics are changed. Very impressive stuff.

Interestingly, I first became aware of this project when I played one of the development versions many years ago, the one with the weapons from Atari Jaguar port. Where I got this version? It's a secret!

Posted Image

Posted Image

Posted Image

This post has been edited by zykov eddy: 30 March 2023 - 02:42 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#10

View PostFox, on 29 March 2023 - 07:45 PM, said:

The mission packs would use different art, with the SoD title screen menu

opportunity to replace the german shepherds

Posted Image
2

User is offline   NY00123 

#11

View PostFox, on 29 March 2023 - 05:59 PM, said:

This mod includes a modified version of Eduke32, with the following changes:


Here they are in a single .diff file (renamed to .diff.txt so I can attach it); Hopefully with no typo while preparing it.

Spoiler

Attached File(s)


1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#12

View Postzykov eddy, on 30 March 2023 - 02:29 PM, said:

Really glad that this project finally saw the light of day! It's very ambitious, with lots of cool programming tricks. I especially love how even the walking and weapon wobbling mechanics are changed. Very impressive stuff.

Interestingly, I first became aware of this project when I played one of the development versions many years ago, the one with the weapons from Atari Jaguar port. Where I got this version? It's a secret!

Spoiler


That's ooold

But the gist of it was already there
0

User is offline   Perro Seco 

#13

I tested this mod and I like a lot the new features. The ceiling and floor textures seem to fit pretty well, and the lighting effects make the game much more immersive. I like to replay Wolfenstein 3D every two or three years, so I'll use this mod next time. :)

The only thing I don't like is the player movement. Even with autorun off, is way too fast, difficult to control sometimes and even a bit dizzy. I took a look at the CON files, but they are far beyond my comprehension. Is there any var or something I can change to make it a bit slower?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#14

View PostPerro Seco, on 22 April 2023 - 04:11 AM, said:

The only thing I don't like is the player movement. Even with autorun off, is way too fast, difficult to control sometimes and even a bit dizzy. I took a look at the CON files, but they are far beyond my comprehension. Is there any var or something I can change to make it a bit slower?

Weird, on theory the player should have the same velocity.

But the turning speed in the original Wolfenstein 3D is much slower. Perhaps that's it?
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User is offline   Perro Seco 

#15

View PostFox, on 24 April 2023 - 07:22 AM, said:

Weird, on theory the player should have the same velocity.

But the turning speed in the original Wolfenstein 3D is much slower. Perhaps that's it?
That's true, I compared the game with the mod and both have the same player velocity. The fast turning speed gave me the impression that I was moving faster too. I lowered it in the menu and now it's much more pleasant to control. I also commented out the head bob effect because it was too heavy for me, almost like constant jumping. :D

But that's nothing really important, I think it's a 10/10 mod, so thank you for making it.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#16

I was surprised myself to discover how fast the player was, he can move from one side to other of the map in 5 seconds
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User is offline   RPD Guy 

#17

Outstanding
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