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    The False Spear SDL

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    Post by tsalop Thu Feb 14, 2013 11:10 pm

    First topic message reminder :

    Hello everyone, WLHack here... It has been a really long time since I last posted here.
    Anyway, let's get straight to the business.

    After years of idling, I have started to work on Wolf3D mods on again and my goal
    is to finally release ToS. But before that I will remake False Spear in SDL...

    Here is what I have planned to do:

    - Add new levels and fix the old ones:
    Let's face it... The last levels of TFS were extremely bad (especially the final boss) so
    I am going to alter the existing levels a bit.

    - Add more walls, doors and items:
    The problem with the DOS version was memory limitations. Because of that, there were not much
    variation between scenery (I bet you can count all different wall types, excluding the wall decoration,
    without even using all of your fingers). Also doors only had three different textures (compare to the ToS SDL-demo).

    - Add some more guards (and maybe minibosses):
    Nice little thing that gives the game more atmosphere...

    - Replace the projectile shooting mutants with regular ones:
    The rocket mutants didn't work that well, because most of the time they killed themselves due the splash damage.
    So I decided that I am going with mutants more similar to the original ones (behavioral changes though)...

    - Update the graphics:
    TFS was a mess of "realistic" graphics and cartoony ones, so I have decided to update them a bit (and
    recycle ToS ones). Also I will be using ToS-palette as I think it has the perfect colors for this mod.

    - Explore the themes more:
    Okay. We had the mines, dungeons, abandoned research facility etc... But due the 21 level limit each
    different theme only had about 1-3 levels. This time I am going to add more than 21 levels and maybe add alternative routes.
    In case of alternative routes I will remove total-playtime from the end of the game.

    - Change the music to midi and replace the original Wolf3D sounds...

    And much more...

    -----------------------------------------------
    Download:
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    Map-patch


    Last edited by tsalop on Fri Feb 15, 2013 12:57 pm; edited 1 time in total
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    Post by WLHack Sun May 19, 2013 9:03 am

    Okay... Anymore five more maps to do and then I the game is done (of course I need to choose the music). I am quite optimistic that I can get this ready for the testing within this month or at least at the beginning of the next month.



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    Post by lilmanjs Mon May 20, 2013 2:34 pm

    Progress is moving very fast on this. Can't wait to play the full version.



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    Post by WLHack Sun May 26, 2013 10:08 am

    Two more maps done... Three maps to go.



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    Post by WolferCooker Sun May 26, 2013 10:21 am

    Which means 1-2 weeks left before testing!
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    Post by WLHack Sun Jun 02, 2013 9:03 pm

    Had not time to post the status update yesterday...
    Unfortunately last week was bit busy so I only managed
    to make one map... Hopefully this week I get more maps done.



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    Post by WLHack Sun Jun 09, 2013 11:11 am

    Status update...
    One more level to go but there is still lot of testing from my side before I am going to post this game to the possible beta-testers (also I need to select the music for the last levels).

    Next week I am bit busy (family business), but hopefully the week after that this game would be ready enough for testing.




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    Post by WLHack Sun Jun 23, 2013 12:12 pm

    Once again it is time to update the status...
    First, I have to apologize. I intended to get the game ready for testing this week, but as I have been busy with work, I couldn't make it (this game is already nearly one month overdue)...

    I am quite hopeful that next week I can finish the missing things so it should be ready then... On the other hand next week my contract period ends so it might take all my time to finish up all the work
    related business.

    ...

    Seems like I am just coming up with excuses for the delay.
    Anyway, I try my best to get this ready for testing next week.



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    Post by JDMGD0 Sun Jun 23, 2013 2:58 pm

    Looking forward to this!



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    Post by WLHack Mon Jul 01, 2013 11:42 am

    Unfortunately no updates this week... And as for work, well... They extended my contract for two more weeks.



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    Post by lilmanjs Tue Jul 02, 2013 2:11 pm

    Darn it! Life is just trying to make this remake a never finished product, now isn't it? Can't wait to see this finished, whenever that happens.



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    Post by WLHack Tue Jul 02, 2013 9:41 pm

    lilmanjs wrote:Darn it! Life is just trying to make this remake a never finished product, now isn't it? Can't wait to see this finished, whenever that happens.

     End of this month... At least I will release the mapping kit then.



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    Post by WLHack Sun Jul 07, 2013 11:57 am

    No real updates for this week either, but it is now confirmed. TFS will be ready end of this month.



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    Post by doomjedi Mon Jul 08, 2013 5:31 am

    Great to hear! Can't wait Smile
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    Post by WLHack Mon Jul 29, 2013 10:05 pm

    Time to update plans for this project:
    I intend to send the game to beta-testers next Wednesday.



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    Post by WLHack Tue Aug 06, 2013 11:42 pm

    Okay... Within the next 24 hours, beta-testers should receive their version. Hopefully you enjoy the game.



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    Post by robotnik Wed Aug 07, 2013 1:21 am

    I can not wait! Greetings from Russia!
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    Post by WLHack Sun Aug 11, 2013 9:55 am

    Final update before release:
    Currently the game is on testing and after that is done, I fix/change things (if there is need)
    and then release it.



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    Post by WolferCooker Sun Aug 11, 2013 6:29 pm

    All I can say is: it's about time. I've been waiting for this for a long time.
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    Post by WLHack Sun Sep 01, 2013 5:17 am

    After so many delays... Here it finally is: The False Spear SDL.
    Next I am going to start working on ToS.



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    Post by doomjedi Sun Sep 01, 2013 5:49 am

    WLHack wrote:After so many delays... Here it finally is: The False Spear SDL.
    Cool!
    Perfect time for me, to keep me busy while internet on my new apartment is not yet connected.

    Next I am going to start working on ToS.
    Cool Smile

    ...and then - on Desert Fox?

    http://tsalop.webs.com/desertfox.htm
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    Post by WolfForever Sun Sep 01, 2013 6:49 am

    @WLHack Sometimes I see racks with ammo on them, but pressing the use key does nothing. How do you pick the ammo up (if it's meant to be picked up)?
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    Post by WLHack Sun Sep 01, 2013 7:26 am

    doomjedi wrote:...and then - on Desert Fox?

    http://tsalop.webs.com/desertfox.htm
    Yes...

    WolfForever wrote:@WLHack Sometimes I see racks with ammo on them, but pressing the use key does nothing. How do you pick the ammo up (if it's meant to be picked up)?
    There is no ammoracks in this game... All shelves in this game are decoration.



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    Post by Thomas Sun Sep 01, 2013 7:29 am

    Playing level 1, ending up with 100/100/93 ratio... All good. But as I keep returning to the map, several areas where there should've been textured ceiling and floor, there are only black squares, you know, voids, as if the texture hasn't loaded or something. Are you aware of this? It does not affect the gameplay but it looks weird.

    Loving this mod though. Excellent choice of music, flow etc...
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    Post by WLHack Sun Sep 01, 2013 7:47 am

    Thomas wrote:Playing level 1, ending up with 100/100/93 ratio... All good. But as I keep returning to the map, several areas where there should've been textured ceiling and floor, there are only black squares, you know, voids, as if the texture hasn't loaded or something. Are you aware of this? It does not affect the gameplay but it looks weird.
    Hmm... This is the first time someone has mentioned this.
    Does this happen only when you load the game? I mean if you enter the level
    floor/ceiling is just fine but after saving/loading the level again this problem occurs?

    I doubt this is a mapping related issue as a quick glance shows that there is floor/ceiling
    textures in their right places.



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    Post by WolfForever Sun Sep 01, 2013 7:57 am

    I can't say for sure what Thomas is experiencing, but I know leaving the level (saving or any other reason) causes the music to restart...this was typical of Dos but is atypical for SDL.

    Thus it might be some type of issue in the caching (what is 'remembered' when leaving the game temporarily, or in save states).
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    Post by Thomas Sun Sep 01, 2013 8:00 am

    WLHack wrote:
    Thomas wrote:Playing level 1, ending up with 100/100/93 ratio... All good. But as I keep returning to the map, several areas where there should've been textured ceiling and floor, there are only black squares, you know, voids, as if the texture hasn't loaded or something. Are you aware of this? It does not affect the gameplay but it looks weird.
    Hmm... This is the first time someone has mentioned this.
    Does this happen only when you load the game? I mean if you enter the level
    floor/ceiling is just fine but after saving/loading the level again this problem occurs?

    I doubt this is a mapping related issue as a quick glance shows that there is floor/ceiling
    textures in their right places.
    This happens when I load/save only, yes.
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    Post by WolfForever Sun Sep 01, 2013 8:02 am

    Sounds like some type of caching problem then. Might be useful (to WLHack) to specify does it happen only on quicksave/load or on any saving/loading?
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    Post by Thomas Sun Sep 01, 2013 8:17 am

    Sorry mom. It's for both, quick- as well as regular load/save.
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    Post by WLHack Sun Sep 01, 2013 8:24 am

    Thomas wrote:This happens when I load/save only, yes.
    Okay... I think I got this. I will be making a patch right away but unfortunately your
    old save games will not work.



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    Post by WLHack Sun Sep 01, 2013 8:29 am

    WolfForever wrote:I can't say for sure what Thomas is experiencing, but I know leaving the level (saving or any other reason) causes the music to restart...this was typical of Dos but is atypical for SDL.
    Just checked the save-function... The game musics offset is written to and read from the file
    but somehow it doesn't work. Well, hopefully I get it fixed within few hours.

    EDIT: When you load the game, it does call the ContinueMusic with the correct offset, but
    somehow it doesn't work.


    Last edited by WLHack on Sun Sep 01, 2013 8:38 am; edited 1 time in total



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    Post by WolfForever Sun Sep 01, 2013 8:30 am

    Add another small issue, when I use a portable medkit it is reduced from my inventory, but the inventory mark (red box) doesn't go away. (This is with non-modern hud.)

    Hopefully a timely patch later today will fix all this, my fingers crossed Smile

    Also what do the letters to the right of the keys mean?
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    Post by WLHack Sun Sep 01, 2013 8:42 am

    WolfForever wrote:Add another small issue, when I use a portable medkit it is reduced from my inventory, but the inventory mark (red box) doesn't go away. (This is with non-modern hud.)

    Hopefully a timely patch later today will fix all this, my fingers crossed Smile

    Also what do the letters to the right of the keys mean?
    That should be easy to fix...

    D = Disguise
    B = Backpack
    Z = Binoculars
    G = Gasmask

    Z and G are unavailable in TFS...



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    Post by WolfForever Sun Sep 01, 2013 8:46 am

    I think I saw a disguise on a rack in a later level when I was fooling around. I couldn't pick it up. Maybe check that?

    Also what is with 'find a Floppy Disk' for the F2 save key? All other save keys (quicksave and leaving the game) work fine.
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    Post by WLHack Sun Sep 01, 2013 9:00 am

    WolfForever wrote:I think I saw a disguise on a rack in a later level when I was fooling around. I couldn't pick it up. Maybe check that?

    Also what is with 'find a Floppy Disk' for the F2 save key? All other save keys (quicksave and leaving the game) work fine.
    Disguises aren't in racks. Also the Floppy disks are used only in the last locked difficulty level.
    You can save twice, after that you need to find floppydisks for additional saves.



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    Post by WolfForever Sun Sep 01, 2013 9:03 am

    I was getting floppy disk requests on normal hard (the fourth difficulty level). I could save infinitely using any method other than F2.

    Also, another bug, according to one of my friends on YouTube (directly quoted):

    "I did notice a bug right at the beginning. It's easily avoidable, but whenever I changed the resolution of the game to something else in the 'Cmd line' for the shortcut, the game would crash as soon as I started playing, but the menu was still accessible."
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    Post by WLHack Sun Sep 01, 2013 9:07 am

    WolfForever wrote:I was getting floppy disk requests on normal hard (the fourth difficulty level). I could save infinitely using any method other than F2.
    Fixed...

    WolfForever wrote:
    Also, another bug, according to one of my friends on YouTube (directly quoted):

    "I did notice a bug right at the beginning. It's easily avoidable, but whenever I changed the resolution of the game to something else in the 'Cmd line' for the shortcut, the game would crash as soon as I started playing, but the menu was still accessible."
    That is interesting... I need to check that out.



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    Post by WLHack Sun Sep 01, 2013 9:49 am

    Okay here is the first patch.
    It will fix the floor/ceiling problem, portable medikit display and the floppy warning.

    I am still working on the problem with the screen resolution and music not starting
    from the correct position when the game is loaded.

    NOTE: Your old save-files won't work with this patch.



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    Post by WLHack Sun Sep 01, 2013 10:08 am

    WolfForever wrote:"I did notice a bug right at the beginning. It's easily avoidable, but whenever I changed the resolution of the game to something else in the 'Cmd line' for the shortcut, the game would crash as soon as I started playing, but the menu was still accessible."
    Okay... Would you ask your friend to give more specific information:
    did the problem occur with the parameter "res" or "resf".

    I tried to start the game from commandline using those parameters with the following resolutions:
    640x480, 800x600, 640x200 and 320x700 and the game did not crash. Also I created a shortcut
    and tried to same:
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    So could it be possible that your friend tried to run the game in a resolution that was not supported
    by his/her computer?



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    Post by WolfForever Sun Sep 01, 2013 11:01 am

    Couple more issues/things to consider (with latest exe):

    -On normal load (not quick load), the intermission text repeats for levels that have them.
    -When you die, on any level, you have just a knife. Is this intentional?
    -Should make sure other inventory items (like disguise) properly disappear from bar after use (I haven't tested it either way).
    -I had an enemy that could never see me until I shot him. It's on Level 2. From the start, go through the door, then take the first right, proceed into mine tunnels, go into the first room on the right that appears (there are two doors that both lead to it). A machine gun guy on one side of that room never sees me.
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    Post by WLHack Sun Sep 01, 2013 11:17 am

    WolfForever wrote:Couple more issues/things to consider (with latest exe):

    -On normal load (not quick load), the intermission text repeats for levels that have them.
    Well, that could be removed.
    WolfForever wrote:Couple more issues/things to consider (with latest exe):
    -When you die, on any level, you have just a knife. Is this intentional?
    This is intentional.
    WolfForever wrote:Couple more issues/things to consider (with latest exe):
    -Should make sure other inventory items (like disguise) properly disappear from bar after use (I haven't tested it either way).
    I will take a look, but if I remember right that was fixed after demo.
    WolfForever wrote:Couple more issues/things to consider (with latest exe):
    -I had an enemy that could never see me until I shot him. It's on Level 2. From the start, go through the door, then take the first right, proceed into mine tunnels, go into the first room on the right that appears (there are two doors that both lead to it). A machine gun guy on one side of that room never sees me.
    Hmm. That is interesting. I will take a look.



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    Post by WolferCooker Sun Sep 01, 2013 11:27 am

    WLHack wrote:
    WolfForever wrote:Couple more issues/things to consider (with latest exe):
    -I had an enemy that could never see me until I shot him. It's on Level 2. From the start, go through the door, then take the first right, proceed into mine tunnels, go into the first room on the right that appears (there are two doors that both lead to it). A machine gun guy on one side of that room never sees me.
    Hmm. That is interesting. I will take a look.

    Probably just a simple floor code fix.
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    Post by Guest Sun Sep 01, 2013 11:58 am

    Hi Karl!


    Last edited by Chokster37 on Sat Feb 08, 2014 12:55 pm; edited 1 time in total
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    Post by WLHack Sun Sep 01, 2013 12:24 pm

    Chokster37 wrote:
    WLHack wrote:EDIT: When you load the game, it does call the ContinueMusic with the correct offset, but somehow it doesn't work.
    IMF format and MIDI format are quite different beasts. Making a midi file load from a specific time (calculating up to 16 MTrk offsets?) would probably be more work than it's worth, I think. I wouldn't worry about it. Listening to your tracks, I like the song for Level 15. Smile
    Okay... Anyway I checked the ContinueMusic function and it just starts the music again.



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    Post by WLHack Sun Sep 01, 2013 12:27 pm

    Here is the 2nd patch. It fixes the buggy guard and removes intermission when you load a saved game.



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    Post by WolferCooker Sun Sep 01, 2013 12:48 pm

    Man I DIG that Level 3 music.
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    Post by WolfForever Sun Sep 01, 2013 1:01 pm

    I'd just like to know what was the cause of the buggy guard?

    Also still waiting for a response about that cmd line bug. I'll post if/when I get one.

    And it looks like the deaf guard floor is now some type of door? That's probably related to the enemy issue(s).
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    Post by WLHack Sun Sep 01, 2013 1:15 pm

    WolfForever wrote:I'd just like to know what was the cause of the buggy guard?
    Also still waiting for a response about that cmd line bug. I'll post if/when I get one.
    Okay...

    WolfForever wrote:
    And it looks like the deaf guard floor is now some type of door? That's probably related to the enemy issue(s).
    No... That is not the problem as I tested by adding deaf guard floor under some other guards
    and there was no bug. Most likely the table was obstructing the view as I moved the guard next
    to the table and it worked.



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    Post by WolfForever Sun Sep 01, 2013 1:18 pm

    Is that red diamond floor code now the deaf guard?

    Also, BTW, how much in the way of gameplay changes were made to original TFS maps? What levels are largely left intact from the original, which are heavily modified, and which are brand new?

    Finally - tables/static objects shouldn't obstruct guard views, as far as I know.
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    Post by doomjedi Sun Sep 01, 2013 1:29 pm

    Love this mod so far, but this is quite expected from WLHack.

    Very solid, atmospheric and consistent art (not that I lack remarks - but I really proud of you as a spriter, you do very well crafted art that inspire me, and I love to see your work, you are my role model)
    Faithful to original "False Spear", only better, love the ladder teleporters and such.
    Cool shotgun.
    Very hard even on easiest skill, and you really need to preserve ammo.
    First Boss was a bit too easy, it was so easy to avoid him, he had slow reaction time and large shooting delays...with plenty places to hide. I'd make that Boss harder.
    Very well-crafted mod so far, WLHack style - which is so unique and recognizable.
    Some guards look too deaf.
    Love the bullet puffs animation, you mixed yellow-ish and grey-ish colors nicely.

    As I said - reloading animation is still too unnoticable, some other previous art remarks of mine we're not taken as well.
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    Post by WolfForever Sun Sep 01, 2013 1:37 pm

    Easy bosses were an issue of the original. They should be made harder if not done so already.

    I don't understand what a 'too deaf' guard is, unless it is actually a bug like I ran into (where it can't even see you, but that's blind!).

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