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    [released] Batman vs. Bane

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    Post by doomjedi Sun May 06, 2012 3:23 am

    Well, guys - what do you think? Smile

    a 10-level TC "Batman vs. Bane".
    The mod is part 1 of a planned trilogy (the other parts are in work as well)
    Coding: LinuxWolf (and also RonWolf)
    Art: DoomJedi
    Main mapper: RonWolf, secondary mapper: Dean.
    Sounds and music: Lozer_42

    http://www.wolfenstein3d.co.uk/wshot003-5pics.htm


    Last edited by doomjedi on Sat Jun 16, 2012 6:19 am; edited 1 time in total
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    Post by Valts Sun May 06, 2012 4:07 am

    Seems interesting and I like screenshots. Is this TC based on some story? Meaning some comics volume or movie. Like Batman Doom TC, which is basically Knightfall.
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    Post by doomjedi Sun May 06, 2012 4:43 am

    Valts wrote:Seems interesting and I like screenshots.
    Thank you Smile
    Most of them are just from the first level Rolling Eyes Wink

    Originally this was started as a "fast mod" (both me and Ron being Batman fans) with minimum planned coding changes....but slowly it expanded a bit, especially after LinuxWolf joined the project, with his coding abilities. Still, it's a relatively small-scale project - especially "map-number"-wise Cool

    Next parts are planned to be a bit less "rushed" and with more maps. This one we wanted to release before "The Dark Knight Rises", for obvious reasons.
    The project is in VERY advanced stage of development, we just unveiled it now.

    Is this TC based on some story? Meaning some comics volume or movie. Like Batman Doom TC, which is basically Knightfall.
    RonWolf, being Batman "expert" in fully in charge of the story. I do suggest him Bosses/Villains from time to time (and give him feedbacks on his plot), but he has to fit those within the plot and is fully in charge.
    RonWolf seem to get inspiration from the upcoming TDKR, other Bane-related comics, maybe even "Arkham City" (especially for the other "non-Bane" Villains) and other Batman-related sources.
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    Post by ronwolf1705 Sun May 06, 2012 5:29 am

    Is this TC based on some story?

    It is based on various sources, most obvious ones being the Nolan movies, the comic Knightfall and a bit of the Arkham games. So it's a bit of a mix of that all. Smile



    [released] Batman vs. Bane MMCS0206
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    Post by Valts Sun May 06, 2012 11:54 am

    Thanks for the explanation. I keep an eye on this TC Smile
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    Post by doomjedi Fri May 11, 2012 3:32 am

    Mapping of part 1 is finished Smile

    Now jsut betatesting and adding more sounds
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    Post by mar Sat May 26, 2012 2:05 am

    Looking forward to play this TC. Any news? Smile
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    Post by doomjedi Sat May 26, 2012 4:12 am

    Oh, thanks for the interest and congratulations on your first post! Smile
    We are the same age, probably from the same gaming generation, cool Smile

    Are you a programmer? Are you into Wolf3D coding?

    Regarding your question: We are working to finish the mod (we still have to add ambient sounds to 2 maps and insert story/intermission screens we somehow "forgot"). Also the mod is currently under final testing and we wait for the tester to finish the mod.
    I'd say give us a few more weeks.
    In general we don't plan to delay the release of the mod and so will release it right after all sounds and story/intermission screens are in and testing is finished. I also plan to do that before movie comes out, this is a certain deadline for me - as this was the main reason this mod was a bit rushed (while still being (IMHO) impressive as it is, as any "Team RayCast" creation) and so is not 100% of what it could have been otherwise (if we'd had a coder + "no time deadline" from the start).

    But don't worry - everything that was "missed" from this mod will go into sequels that are already in work (especially artwise) and which (having no time deadline) will be more detailed, with more art, enemies, features, themes, maps...and with much more "Duke Nukem 3D" feeling.

    Sequel 1 is at least 95% finished artwise (including new enemies, Bosses, items, scenery, textures, skies....) and it's coding is just about to start.

    Sequel 2 is relatively finished artwise as well, all the enemies, Bosses, items etc...
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    Post by mar Sat May 26, 2012 5:22 am

    Thanks.
    Yes I guess we both remember how id started with Wolf. And of course, my all time favorite System Shock
    which I believe is the best game ever made. Too bad Looking Glass went bankrupt.
    As for coding, I'm not into Wolf3D coding (but may give it a try unless it would mean a complete rewrite Smile

    I am now writing a wolf-like engine from scratch. But it won't support Wolf data files,
    it's something completely different and original.
    Everything concerning gameplay will be scripted so mods won't have to recompile binaries.
    Still too early to show something though.

    Regarding Batman vs Bane: That's good news! I really can't wait, played some wolf mods recently (Unsung, Totenkopf)
    and I have to say I was impressed with fresh ideas and quality.
    In fact I got interested when I played 8-bit killer, a game by Locomalito,
    which has wonderful pixel art with only 32x32 walls and floors and some really cool ideas.
    It's good to see you guys still working on mods even 20 years after the release of Wolf3D
    as modern games are not my cup of tea (don't like interactive hollywood movies).
    Btw. I have to say the screenshots look beautiful! Good luck.

    EDIT: sorry for that "hollywood movie" remark:) By that i meant that modern games often lack invention and most feel always the same.
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    Post by doomjedi Sat May 26, 2012 7:06 am

    mar wrote:And of course, my all time favorite System Shock
    Well, never connected to that game...had a Demo on my old shareware 1995 CD...but only played 1st level a bit.

    As for coding, I'm not into Wolf3D coding (but may give it a try unless it would mean a complete rewrite Smile
    Come on, learn the SDL source - we can use another coder here in the community Smile
    For a programmer - how hard can it be?
    "Team RayCast" has many projects and only one coder.

    I am now writing a wolf-like engine from scratch. But it won't support Wolf data files,
    it's something completely different and original.
    Sounds interesting Smile Also means you're a pretty capable coder Smile
    Any interesting features you plan, something beyond Wolf3D?

    Everything concerning gameplay will be scripted so mods won't have to recompile binaries.
    Cool Smile Maybe even I will be able to code then Smile
    Though look at the ECWolf project, it has some simularities.

    Regarding Batman vs Bane: That's good news! I really can't wait, played some wolf mods recently (Unsung, Totenkopf)
    Great mods Smile You've got taste Smile

    In fact I got interested when I played 8-bit killer, a game by Locomalito,
    which has wonderful pixel art with only 32x32 walls and floors and some really cool ideas.
    Creativity has not resolution boundaries Smile

    It's good to see you guys still working on mods even 20 years after the release of Wolf3D
    Yep, very much so Smile Thanks Smile

    as modern games are not my cup of tea
    Yeah, me too...there is no charm.
    .
    Btw. I have to say the screenshots look beautiful! Good luck.
    Thanks you Smile You're so kind Smile
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    Post by mar Sat May 26, 2012 8:33 am

    doomjedi wrote:
    Come on, learn the SDL source - we can use another coder here in the community Smile
    For a programmer - how hard can it be?
    "Team RayCast" has many projects and only one coder.
    Well I can give it a try, why not? All I need is latest Wolf4SDL source (where to get it?)
    And what needs to be done (but go easy on me until I understand how things work.
    never looked at wolf source before:)

    doomjedi wrote:
    Any interesting features you plan, something beyond Wolf3D?
    OpenGL only but without bilinear filtering so that it looks nice (blocky), should run even on old GPUs.
    Oldschool dynamic lighting (mappers will place lights in editor), usable buttons to trigger other stuff
    (like a lever opening door, a switch turning lights on/off), closed door will damp sound.
    Shootable/breakable walls should be possible too. Script state will be saved automatically to savegame files
    so one won't have to worry about broken savegames etc. There will be theoretically no limits on sprite counts
    and all textures will be 32-bit RGBA.
    Camera height will be dynamic too so it could for instance follow a sine-movement while moving.
    I already have a simple gameplay demo but time to post it here has not yet come Smile
    And I can't post external links as a newcomer anyway.

    doomjedi wrote:
    Cool Smile Maybe even I will be able to code then Smile
    Though look at the ECWolf project, it has some simularities.
    If you are familiar with JS then sure Smile
    A very interesting project, however I already have my own script working.
    It's typeless and very similar to JavaScript but simpler, no function literals.
    The only problem is that it's 2 to 3 times slower than Lua. But only game logic will be scripted anyway.
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    Post by doomjedi Sat May 26, 2012 11:32 am

    mar wrote:
    Well I can give it a try, why not? All I need is latest Wolf4SDL source (where to get it?)
    And what needs to be done (but go easy on me until I understand how things work.
    never looked at wolf source before:)
    Wolf4SDL is the main and the only thing we use for "modern" Wolf3D modding, is an engine with many available tutorials for almost any feature.
    So if you want to mod Wolf3D - this is the engine you need to learn and master.

    I know this link:

    http://www.chaos-software.de.vu/

    But if someone knows a better build, he is free to suggest.

    OpenGL is non-popular for Wolf3D modding...but if you want to keep it blocky - you've got some chance...but I don't think Wolf3D community will switch the engine.

    Oldschool dynamic lighting (mappers will place lights in editor)
    This is cool Smile

    Sounds interesting.
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    Post by mar Sat May 26, 2012 12:32 pm

    doomjedi wrote:
    Wolf4SDL is the main and the only thing we use for "modern" Wolf3D modding, is an engine with many available tutorials for almost any feature.
    Ok and thanks for the link.

    doomjedi wrote:
    OpenGL is non-popular for Wolf3D modding...but if you want to keep it blocky - you've got some chance...but I don't think Wolf3D community will switch the engine.
    That wasn't even my intention Smile
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    Post by doomjedi Sat May 26, 2012 1:06 pm

    You helped me to understand why I don't see filtered textures in Skulltag, thanks Smile
    I just didn't use billinear filtering for textures Smile
    Tried to ask at Skulltag forums, but nobody answered.

    Hope we'll stay more on the topic on this one - you're free to open a new thread for your project.
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    Post by doomjedi Wed May 30, 2012 8:11 am

    Final BetaTesting (done by 2 wolfers) will probably be finished in a few days, and is quite detailed feedback-wise.

    There are alot of "fixes" and such (from small mapping errors to some art and screens), so I'll take at least a couple more weeks to fix those. So be patient Smile Noone wants to play a bugged mod.
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    Post by doomjedi Wed May 30, 2012 11:59 pm

    Betatesting is finished. Now just to fix the remarks, make some Bosses stronger, insert intermission screens etc.
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    Post by doomjedi Fri Jun 08, 2012 9:56 am

    There is much progress with the Intermission and Story screens - what's left is only for LinuxWolf to code some of them in.

    Overall LinuxWolf has still a list of small coding tasks (so it's mostly up to him at this point) + some levels still need music to be added or toned down.

    Lately published "Batman vs. Bane" children book made us to have internal discussion if to keep mod title or change it.
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    Post by doomjedi Sun Jun 10, 2012 10:20 pm

    Intermission screens are done and coded in, now just some sounds are left...Loser_42 department Smile

    Coding for the sequel started as well.
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    Post by doomjedi Sat Jun 16, 2012 3:19 am

    We are very close to the release.
    Just one small LinuxWolf's task away.

    Though it's originally started as a small and fast side-project, it became something else entirely...a symbol, M. Wolfer ...
    Smile Smile Smile
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    Post by doomjedi Sat Jun 16, 2012 6:18 am

    "Batman vs. Bane" was sent to Brian Smile
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    Post by doomjedi Tue Jun 19, 2012 10:29 pm

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    Post by Akuul Fri Jun 22, 2012 11:32 pm

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    Post by doomjedi Sat Jun 23, 2012 12:30 am

    Akuul wrote:
    Thanks for playing "Batman vs. Bane"
    Well...you meant "for making"? Smile For playing - it's me who need to thank you Smile

    Hope to get a feedback once you finish Smile
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    Post by Akuul Sat Jun 23, 2012 12:50 am

    doomjedi wrote:Hope to get a feedback once you finish Smile
    At night, started the level number 10. Not an end to prolong his pleasure. Then I start the game again raising the level of difficulty .. Along with a new passage will try to list everything that I liked in game.. Smile
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    Post by Akuul Sun Jun 24, 2012 3:08 am

    doomjedi wrote:Hope to get a feedback once you finish Smile

    I think "Batman vs. Bane" one of the best mod on the based "open-source-engine-wolf3D"
    Here is a short IMHO.
    So as I think that the mod "Batman vs. Bane" could, to make some innovations for all mods
    - two boss at the same level
    - bosses in labiritah streets
    - allusion quest\adventure
    ...
    ..the latter(adventure)is particularly interesting Cool
    I understand that it is easy to give advice (I'm not a programmer).. but why not try?
    I think that the "Batman vs. Bane" good reason to drastically change the gameplay, "Wolf 3D". The plot? You can rethink the official version. The attempt on Hitler. In life, the attempt failed. In the event the game can be corrected. And it can be done by merging genres - FPS + Quest\Adventure.
    These thoughts occurred to during the passage of "Batman vs. Bane"
    .
    It remains to add that the "Team RayCast" - just geniuses.
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    Post by doomjedi Tue Jul 03, 2012 6:58 am

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    Post by Valts Thu Jul 12, 2012 12:51 am

    I finally completed Batman vs Bane. What I can say, great work. Some levels remind bit BatmanDoom, like train station, sewer. I liked new bonus items (Mad Hatters hat and others). Overall good mod.
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    Post by doomjedi Thu Jul 12, 2012 2:14 am

    Thank you very much Smile
    Regarding BatmanDoom - pure coincidence/association.

    Hope you'll like the sequels as well Smile
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    Post by doomjedi Mon Sep 03, 2012 7:13 am

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    Post by doomjedi Thu Sep 06, 2012 4:51 am

    http://taw.duke4.net/2012/08/wolf3d/batman-vs-bane/
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    Post by Akuul Thu Sep 13, 2012 9:06 pm

    doomjedi
    wolfensteingoodies.com wrote:September 12, 2012. The updated Batman VS Bane 1.1 ..
    Was really an upgrade ?
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    Post by Akuul Fri Sep 14, 2012 10:59 pm

    doomjedi

    I downloaded version of the resource wolfensteingoodies.com...

    So it was in the first version ..
    [released] Batman vs. Bane 150610
    .
    So now..
    [released] Batman vs. Bane 080910
    .
    The first version was brighter .. Smile
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    Post by doomjedi Sat Sep 15, 2012 12:01 am

    Yes, we changed the palette, as a result of the feedback of it being too vibrant / toony for a Batman mod (feedback by Soldat555 on DHW).
    We thought he had a point there.
    New palette is by Lozer_42.

    Still, the good news are that the pallete is now external in this version, and loads from external palette file. One can easily replace it back with the original Wolf3D/SOD palette we used - or delete the external palette file which will reset the game to default palette.
    Now everyone can play it with the palette he/she prefers.

    In general - changes are minor, and probably wouldn't be released if not the wolfengoodies re-hosting "opportunity to update".

    Other changes include mapping fix of the "unreachable Joker box" on level 3 (for those who love to get 100% of everything), artfix of the "dead" prisoner sprite that was only partly recolored before, change/improvement (artwise) to Freeze projectile and for ScareCrow projectile explosion....fix of mistype of Majik Monkee credit......
    Such small stuff. Nothing major.
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by Akuul Sat Sep 15, 2012 2:39 am

    doomjedi wrote:..One can easily replace it back with the original Wolf3D/SOD palette we used - or delete the external palette file which will reset the game to default palette...
    VGAGRAPH file ??
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Sat Sep 15, 2012 3:47 am

    Akuul wrote:
    doomjedi wrote:..One can easily replace it back with the original Wolf3D/SOD palette we used - or delete the external palette file which will reset the game to default palette...
    VGAGRAPH file ??
    ??
    palette.bmp

    exe loads it, if exists in the folder. Deleting it will reset the game to it's default Wolf3D palette.

    I'm not sure what's unclear in what i've just said.
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by Akuul Sun Sep 16, 2012 12:18 am

    doomjedi wrote: ?? palette.bmp exe loads it, if exists in the folder. Deleting it will reset the game to it's default Wolf3D palette. I'm not sure what's unclear in what i've just said.
    Now everything is clear .. Smile Just in the Russian translation the words "palette file" lost sense of the word "palette.bmp".. By the same archive to the game was not available at the time .. So I could not see what files are in the "Batman VS Bane".
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Mon Sep 17, 2012 1:12 am

    The project is now on moddb Smile

    http://www.moddb.com/mods/batman-vs-bane
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Tue Sep 18, 2012 10:11 pm

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Tue Oct 02, 2012 9:20 am

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Thu Oct 11, 2012 12:24 pm

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Tue Oct 16, 2012 7:16 am

    Spoiler ahead! (Secret level and Boss)

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Mon Nov 05, 2012 10:24 pm

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by Dark_wizzie Tue Nov 06, 2012 12:14 am

    Is that your voice in the video? Very Happy



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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Tue Nov 06, 2012 2:02 am

    You mean the Bosses? (The commentary is obviously by Balames)

    All Bosses were voiced by Lozer_42 or his voice actors
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Tue Nov 13, 2012 1:14 pm

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by WolferCooker Tue Nov 13, 2012 5:29 pm

    Good ol' Balames. Someone needs to get him to join this forum.
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Tue Nov 13, 2012 11:15 pm

    WolferCooker wrote:Good ol' Balames
    Not just him Smile

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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by doomjedi Thu Nov 22, 2012 12:42 am


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    [released] Batman vs. Bane Empty Red key for red key door on level 2?

    Post by pinkusa Mon Mar 16, 2015 3:00 pm

    Hi all, great mod.  I played through it once and thoroughly enjoyed it.  The bosses were awesome!  

    One question:
    Is there the red key on level 2 to unlock the red key door?  I looked all over for it.  Is it there or was it forgotten?  Thanks.
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    [released] Batman vs. Bane Empty Re: [released] Batman vs. Bane

    Post by ronwolf1705 Mon Mar 16, 2015 3:26 pm

    In the case of level 2, the red door was only there for decoration purposes; it was never meant to be opened. Cool

    Glad to hear you enjoyed the mod Smile



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