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    SonderKommando Revolt

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    doomjedi
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    SonderKommando Revolt

    Post by doomjedi on Sat Apr 28, 2007 8:31 am

    First topic message reminder :

    latest screenshots from my "in work" mod:





    Last edited by doomjedi on Sun Feb 01, 2009 9:06 am; edited 2 times in total

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    Re: SonderKommando Revolt

    Post by PicNic on Sat May 26, 2007 11:47 pm

    yeh, so?

    2 times? only said it 1 time -.-

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Sun May 27, 2007 6:25 am

    well, giving credit twice is cool. its like gettign 2 100% for 1 a test. thats double cool Cool



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    Re: SonderKommando Revolt

    Post by PicNic on Mon May 28, 2007 8:25 am

    Cool Cool

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Mon May 28, 2007 6:09 pm

    yeah, exaclty!!!
    exactly wolf3d fan. perfect. thats excatly what i meant. Cool Cool



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    Re: SonderKommando Revolt

    Post by doomjedi on Mon May 28, 2007 11:01 pm

    Note those days I'm also busy with my other "mod in progress" - "Russian Front". maybe I should start a separate topic about it though.
    And it still needs team members, especially mappers. Some more active than current ones.

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    Re: SonderKommando Revolt

    Post by PicNic on Tue May 29, 2007 2:10 am

    Admin wrote:yeah, exaclty!!!
    exactly wolf3d fan. perfect. thats excatly what i meant. Cool Cool

    hehe Cool Cool

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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Jun 10, 2007 11:48 am

    New screenshots:





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    Re: SonderKommando Revolt

    Post by PicNic on Mon Jun 11, 2007 7:50 am

    Nice.. lol the third picture is from my level ?

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    Re: SonderKommando Revolt

    Post by doomjedi on Tue Jun 12, 2007 12:32 am

    No, those pictures are not from your level. Currently your level is in question to make it in, ask Ronwolf for details, as he was the one who checked it and made me understand it was not suitable.

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    Re: SonderKommando Revolt

    Post by ronwolf1705 on Tue Jun 12, 2007 3:46 am

    The level wasn't finished, so I decided not to use it.

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    Re: SonderKommando Revolt

    Post by PicNic on Tue Jun 12, 2007 4:30 am

    why not? and now I dont get a credit ouf course -.-

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    Re: SonderKommando Revolt

    Post by doomjedi on Tue Jun 12, 2007 11:32 pm

    Sometimes I feel all you really want (and enjoy) is credit. I personally enjoy the creative work myself, like every true modder should. But that's just my opinion.

    And yes, if you level won't make it in, you won't get credit. Ask Ronwolf what you can improve there to make it usable.


    Last edited by on Thu Jun 14, 2007 1:08 pm; edited 1 time in total

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    Re: SonderKommando Revolt

    Post by PicNic on Wed Jun 13, 2007 11:53 am

    @doomjedi wrote:Sometimes I feel all you really want (and enjoy) is credit.

    No im not, go complain to yourself jeez...

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    Re: SonderKommando Revolt

    Post by doomjedi on Sat Jul 14, 2007 7:32 am

    Here is some teaser screenshot.....I hope you'll notice what I want you to notice in it Wink

    ..a clue - "real" entrance to Auschwitz:

    Another teaser:


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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Sat Jul 14, 2007 4:25 pm

    Looks good. Shocked
    also, try to see if you can put in the tower thingy in the middle. It looks very good Razz



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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Jul 15, 2007 10:10 am

    The tower won't fit as scenety, as 64 height won't allow it to be realistic. If I could use it as scenery, I sure wouldn't put it on the background.

    btw a new pic:


    (The administration buildings area)

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    Re: SonderKommando Revolt

    Post by lilmanjs on Sun Jul 15, 2007 12:25 pm

    isn't there a way to get the wolf3d engine to be hi-res.(128x128)





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    Re: SonderKommando Revolt

    Post by WLHack on Sun Jul 15, 2007 12:31 pm

    Yes there is... Can be found from Rippers site.

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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Jul 15, 2007 12:51 pm

    @lilmanjs wrote:isn't there a way to get the wolf3d engine to be hi-res.(128x128)

    It doesn't matter in this case - the sprites still stay the same size, nomatter if they are 64x64 or 128x128...All I meant to say is that a tower that is "wolf3d-ceiling" height is too small to look realistic.

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Sun Jul 15, 2007 9:33 pm

    you mean the walls stay at same size? i thought this is a wall?
    i heard someone totally messed up their wolf3d by messing up with wall heights.



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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Jul 15, 2007 11:07 pm

    No, it's not a wall...it's integrated into parallaxed background

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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Jul 27, 2007 4:37 am

    Some new teasers....








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    Re: SonderKommando Revolt

    Post by lilmanjs on Fri Jul 27, 2007 8:53 am

    will there be a brand new status bar when the game is completed?





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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Jul 27, 2007 9:58 am

    donnow...I've never made a status bar before...maybe I should try to make one. Anyway, donations are welcomed Wink


    Last edited by on Fri Jul 27, 2007 10:12 am; edited 1 time in total

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    Re: SonderKommando Revolt

    Post by lilmanjs on Fri Jul 27, 2007 10:01 am

    well if you want to you can modify one of the final fight status bar varations to suit your mod.
    http://wolf3d.darkbb.com/Wolf3d-Stuff-c2/Polls-f7/final-fight-status-bars-t410.htm





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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Jul 27, 2007 10:37 am

    Those are nice status bar... I can definetely find some helpful...do you want me to heavy modify/recolor those, or will minor touchups be enouph?

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    Re: SonderKommando Revolt

    Post by lilmanjs on Fri Jul 27, 2007 10:46 am

    ask toni? he probably will let you use them.





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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Aug 10, 2007 7:04 am

    New teasers:

    Auschwitz crematorium:




    real place:

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    Re: SonderKommando Revolt

    Post by Raziel on Fri Aug 10, 2007 7:22 am

    Nice and evil at the same time, good work on those crematoriums Smile
    Can't wait for the game itself.. Wink




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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Fri Aug 10, 2007 12:19 pm

    interesting. i wnder if anybody tried to recreat return to castle wolfnstein...



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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Aug 10, 2007 11:41 pm

    I personally like recreational mods, though it's the first one for me.
    Beside normal wolf3d engine limitation, here you have to recreate an existing place, which is more of a challenge as there aren't many "ready/wolf3d mods" wall textures you can use. Basically all of the mods textures are either ripped from real photos (as in this case) or manually recreated (or combination of both). So it's as real as it can get.

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Sat Aug 11, 2007 9:42 am

    well how about changing the engine?
    then we can add in the stuff and make it look good Smile



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    Re: SonderKommando Revolt

    Post by doomjedi on Sat Aug 11, 2007 11:06 am

    What do you mean changing the engine? I love wolf3d modding, and don't plan to change the engine. We do add many coding changes to it...still, the engine has its limitations. But those limitation are part of the fascination and a creative challenge of wolf3d modding, that we so love.

    Some spiritual dudes say that God itself got so fascinated with limitation (incarnating in a limited physical body) that got lost in it till he forgot who he really was Smile so God is wolf3d modder himself in a way Wink

    By the way I've replaced the "non-owen" crematorium walls to grey brick, so it now looks like this:

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    Re: SonderKommando Revolt

    Post by lilmanjs on Sat Aug 11, 2007 12:54 pm

    looking good. can't wait to play the mod.





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    Re: SonderKommando Revolt

    Post by Raziel on Sat Aug 11, 2007 1:26 pm

    Awesome work on that HUD bro!




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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Aug 12, 2007 12:08 am

    Thanks...the HUD is indeed a good work...still I have doubts wether it fits the theme of this particular mod. Though theoretically it's blood over burned bones. It's just that it looks maybe too gory for the theme.

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    Re: SonderKommando Revolt

    Post by lilmanjs on Sun Aug 12, 2007 12:32 pm

    I can't wait to play this mod. it looks to be one of the most advanced out there if not the most advanced.





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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Aug 12, 2007 11:39 pm

    Thanks Smile
    ...but mapping takes time, my friend...we have quite a number of maps made by Ronwolf (though some still need retouch), but as I see it we are less than half way as mapping is concerned. My goal for both of my in-work mods to have at least 20 levels, otherwise it's not worth it and too short to play, especially as the mod have VEEERY extended graphics set that can be used to make virtually endless interesting themes (crematorium, gas chambers, worker barracks, block 11 and nazi offices, execution areas, labs, interrogation/torture areas, food areas, storage areas, forest levels....and others) and maps.

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    Re: SonderKommando Revolt

    Post by doomjedi on Sat Aug 18, 2007 10:59 am

    More teasies:




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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Sat Aug 18, 2007 3:09 pm

    lol. nice shots, doomjedi. nice features Smile



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    Re: SonderKommando Revolt

    Post by doomjedi on Tue Sep 18, 2007 9:10 am

    Gas Chambers coding is finished, mapping is going well....
    Some new screenshots:



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    Re: SonderKommando Revolt

    Post by Valts on Tue Sep 18, 2007 1:04 pm

    screenshots is amazing! its really god job ( I mean coding and mapping)

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Tue Sep 18, 2007 4:12 pm

    yes. I find the second picture quite interesting. Smile



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    Re: SonderKommando Revolt

    Post by doomjedi on Tue Sep 18, 2007 11:03 pm

    Thank you ,guys Very Happy

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    Re: SonderKommando Revolt

    Post by rgamesinc on Wed Sep 19, 2007 3:09 pm

    I love the atmosphere, especially with the background in the first picture with the towers in the background. I love the look you have set up here, can't wait to see the mod.

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    Re: SonderKommando Revolt

    Post by doomjedi on Thu Oct 18, 2007 2:40 pm

    The work on Sonder is still going strong. At least graphically.
    Though Sonder is a bit stalled coding-wise- being transferred with Tricob's help to wolf4GW engine (because of all the memory problems all the fancy features I want in it caused), graphically it's going amazing.
    Only today I've spent at least a few hours making on of my most impressive and goriest texture work so far in wolf3d modding, a texture I tried to achieve from the beginning of this project.

    I thought to "wrap up" Sonder graphically a long time ago, but the ideas just keep coming, endlessly.
    This is already one of the largest graphics VSWAPS probably ever, and one that is impressive.
    Including tons of animated scenery sprites and other cool features, some have original ideas never seen before in wolf3d.

    So I scrap things from VSWAP like a madman, trying to desize it, especially so new sprites won't add to it but only exist existing ones.
    Sometimes I have the wish to release a "scrapped art" pack even now, far from the release, just to give a hint about mods quality - "if THOSE graphics were scrapped from the project - imagine the quality of the sprites left in it ". But don't worry - all graphics even scrapped ones will be released after the mod will be released - I don't delete stuff...yet Wink

    Title screen was changed to a much nicer one.

    ...still, I could only wish I'd get some mapping help from the community...Tricob is busy coding, WLHack is almost out of the project being busy with other stuff...Ronwolf is frequently ansent....

    Here some old screenshots for you (without all the newer art Smile )














    lilmanjs
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    Re: SonderKommando Revolt

    Post by lilmanjs on Thu Oct 18, 2007 2:44 pm

    those screenshots are amzing!!! can you really use the sights of that weapon?





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    Re: SonderKommando Revolt

    Post by doomjedi on Thu Oct 18, 2007 2:48 pm

    @lilmanjs wrote:those screenshots are amzing!!! can you really use the sights of that weapon?

    No Sad - But trust me, Sniper Rifle is accurate, powerful and fun to play with.
    I've accidently by mistake released those sprites in "Russian Front" scrapped art pack on the "other" wolf3d forum. I should have been more careful.
    The sprites were made from scratch in MS-Paint.

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    Re: SonderKommando Revolt

    Post by lilmanjs on Thu Oct 18, 2007 2:51 pm

    I can't wait to play this mod. has there ever been a demo released? and if not could there be one released?





    Mods being worked on:
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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Oct 19, 2007 4:24 am

    @lilmanjs wrote:I can't wait to play this mod. has there ever been a demo released? and if not could there be one released?

    No, no Demo has been released yet, because of additional coding features still being added, but mainly because of the relatively slow mapping progress. I'd say that currently if I'd count the mapping rate it'd be an average of 1 map a month if not less since the beginning of the project April this year.
    You have to understand it's hard to map for a mod that is realistic, especially THAT realistic, you can't just throw things around, 2 vases near every door and such....Also it's hard to map with such a large amount of graphics, the VSWAP is one of the largest ever in wolf3d modding - all the screenshots till now show in total only about 10-20% of overall scenery sprites (including many directional sprites, animations...), 0% of Bosses, only 66% of parallaxed skies (2 of 3), about 40% of textures if not less (there are many more themes in the mod...snow theme is just one example.....) Also I keep replacing older sprites with new sprites so it's confusing.
    Graphically speaking (only) the VSWAP is what you'd call in Doom terms "a MegaWad". Generally it's a heavy project, one of the heaviest and without additional help (not graphic, but mainly mapping) it'll take a long time ot make.

    In the future I can consider a demo, though it'll have not more than a few levels in that case. Though generally I don't like such ideas, as they ruin the surprise of the whole mod, especially graphically.

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    Re: SonderKommando Revolt

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