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    Trail of Schabbs - SDL

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    WLHack
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    Trail of Schabbs - SDL

    Post by WLHack on Mon Sep 16, 2013 11:02 am

    First topic message reminder :

    It is time to start a proper thread for the new Trail of Schabbs as the old one is too out of date (you could say that nearly everything has changed after that).

    So what is different? Well, compared to the False Spear SDL, there will be a bit more of everything, but to mention few key features:
    - Two new types of syringes. The other one of them (purple) will give player a perfect accuracy with weapons for a limited amount of time.
    - Armor. Player can now protect him-/herself from the enemy bullets, but in exchange enemies have become deadlier.
    - Slightly edited palette (the left one is from TFS and old TOS - the right one is the new TOS palette):
    (B.J's face in old and new palette)...
    - More enemy types, e.g. doctors. Also there will be more different death animations.
    - 25 regular levels and 5 secret ones. Also some of the leves are timed like the level 2 in Wintersturm.

    Also I have been thinking of making TOS more episodic... Even though the game has seamless progression like TFS, it can be divided to a five level (+ one secret) long chapters that each one of them has their own main boss. After you have won the game, you can start the game from any chapter you like. Another idea is to bring back the Death Cam, but instead of ending the game, it will just end the level.




    I will be updating this post, and my blog, with the current status in every two weeks:
    Maps:0%
    Walls:59,43%
    Objects:0%
    Enemies:34,70%
    Weapons:71,43%
    Music:0%


    Last edited by WLHack on Mon Nov 18, 2013 4:39 am; edited 4 times in total



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Jan 12, 2014 10:14 pm

    Sorry for the late update... Anyway, first chapter is nearly finished.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Tue Jan 28, 2014 11:59 pm

    Time for an update...
    There has been no progress to ToS as I have been working on the advanced shading demo... And now I think it is time to reveal what that demo is all about.

    Well, basically I am making a survival horror mod: Basement (really original setting).

    Idea of the mod is quite simple... We have four different floors that you need to navigate back and forth to find the necessary keys to unlock the exit and then escape.

    You have no weapons but a flashlight... But like in the real life you need to find batteries to make it work. Also the amount of batteries in the levels is restricted so you need to think carefully when to use the flashlight.

    Unlike your typical Wolfenstein-mod, there will be only one difficulty setting and few other things you that aren't so typical to the other mods.



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    Re: Trail of Schabbs - SDL

    Post by JDMGD0 on Wed Jan 29, 2014 2:33 pm

    @WLHack wrote:
    You have no weapons but a flashlight... But like in the real life you need to find batteries to make it work. Also the amount of batteries in the levels is restricted so you need to think carefully when to use the flashlight.

    This part here blew my mind...scared



    Let's think of a siggy... Well, I'd rather nap... :O

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sat Feb 22, 2014 10:52 am

    Couple of weeks has passed again, and I have to apologize. As I have been running from job interview to another, no progress has been made. Anyway, hopefully next week I know whether I got recruited or not so I know what to do next.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Wed Mar 12, 2014 12:41 pm

    Status update... I have been making mew textures, sprites and maps for both of the project, also I have been experimenting with a new coding feature (or to be exact, an improvement to an old one). Once it is ready, I will post you the tutorial so watch warmly until its done.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Apr 13, 2014 9:01 am

    Corrected update:
    I have spend most of my time running from one job-interview to another...
    Anyway, what do you thing about crawling in air vents?



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    Re: Trail of Schabbs - SDL

    Post by WolferCooker on Sun Apr 13, 2014 9:04 am

    It seems you got an ace up your sleeve 'Hack.

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Apr 13, 2014 9:24 am

    @WolferCooker wrote:It seems you got an ace up your sleeve 'Hack.
    Well, you could say something like that.



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    Re: Trail of Schabbs - SDL

    Post by WolferCooker on Sun Apr 13, 2014 9:35 am

    lol

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    Re: Trail of Schabbs - SDL

    Post by snuffi on Sun Apr 27, 2014 6:37 am

    any news about the progress?? waiting for that mod.......want to play....NOW.... haha

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Apr 27, 2014 6:59 am

    @snuffi wrote:any news about the progress?? waiting for that mod.......want to play....NOW.... haha
    Well, slowly but surely I am making this mod. Currently I am experimenting with some features that will play major part in the gameplay if they are succesfull. Anyway, all the small enemies are done and most of the objects/textures for different level themes.



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    Re: Trail of Schabbs - SDL

    Post by linuxwolf on Sun Apr 27, 2014 1:23 pm

    I can't wait to play this.SmileHow many weeks or months until we get the release?Razz

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Apr 27, 2014 1:27 pm

    @linuxwolf wrote:I can't wait to play this.SmileHow many weeks or months until we get the release?Razz
    Not sure about the exact date, but I think it will need months of work still...



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri May 23, 2014 2:52 pm

    Time for something, not really ToS related, little I have been working on (I start a proper thread when there is more to show): Wolfenstein RL (roguelike)!

    After my friend introduced me to this genre, I have wanted to make a simple roguelike game... Then I though: why not trying to convert Wolfenstein into a roguelike? If it worked with Doom, so why wouldn't it work with Wolf...

    Anyway, so I started working on this game and I intend to release it within two months... Basically the game will only contain the first episode of original Wolfenstein and only one difficulty level (I am death Incarnate). Depending on how well this project goes, I will be adding the missing episodes and difficulty levels - also I might add randomly generated maps to the game.

    To give you something to look at, here is two screenshots of the mapeditor I wrote this evening:
    Spoiler:




    Some of the mapeditors features:
    - Taking screenshots,
    - Locking the map to prevent editing,
    - Layer you are editing is highlighted,
    - You can toggle layers on/off,
    - Tracking the ingame ratios and doors,
    - Also tracking how many times you have saved map, when it was created and last edited,
    - Smart editing: Editor prevents you from placing objects (except secret doors) / enemies on walls and vice versa.



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    Re: Trail of Schabbs - SDL

    Post by Guest on Fri May 23, 2014 3:18 pm

    Hi Salvador!


    Last edited by Chokster37 on Tue May 27, 2014 1:42 am; edited 1 time in total

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    Re: Trail of Schabbs - SDL

    Post by AlumiuN on Fri May 23, 2014 6:47 pm

    Heh, I actually started some work on a Wolf roguelike a while back. Nothing came of it though, although I still have the code sitting around (not that there's much of value in it).

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri May 23, 2014 9:07 pm

    Chokster37 wrote:Interesting editor. What language did you write it in? Can it work in Dosbox/Linux or is it for Windows?
    It is written in C++ using SFML library so it works on Windows. I think it would be easy to convert it to Linux as well.


    @AlumiuN wrote:
    Heh, I actually started some work on a Wolf roguelike a while back. Nothing came of it though, although I still have the code sitting around (not that there's much of value in it).
    That sounds interesting... Too bad nothing came of it. Well, let's see if I can get something out of this.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri May 23, 2014 9:21 pm

    I will release the sourcecode for both editor and game when the game is finished.



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    Re: Trail of Schabbs - SDL

    Post by WolferCooker on Mon May 26, 2014 8:21 am

    Will this new editor work on existing mods and mods in development?

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Mon May 26, 2014 8:38 am

    No, as this editor doesn't read Wolfenstein-datafiles... My mapeditor uses completely different format.


    Update:
    Now I have basic Player movement, aiming-mode and dynamic lightsources...



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri May 30, 2014 3:09 am

    RL update:
    - Enemies can now stand and patrol areas, chase and bite/shoot player (shooting accuracy/damage depends on targets distance
    and lightlevel of the spot target is standing), take damage, die and drop items...
    - Player can also shoot, take damage and die (gameover when no more lives), but als opick up items, change weapons and operate doors...
    - Both player and enemies have turns depending from their speed...

    One thing is bit different than in original Wolf3D: I switched the amount of points yo get from dogs and guards (somehow killing dogs earned you more points)...



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sat Jun 14, 2014 2:25 am

    Small question about the RL... Should it be more like Castle Wolfenstein with Wolfenstein 3D-setting?



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Jun 22, 2014 10:45 am

    RL update: Now I have a working room generator (if I ever need one), also most of the levels for ep1 are done...



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri Jul 11, 2014 3:00 pm



    Started working on new improved weapon-sprites for ToS (not happy with the chaingun yet)... Later I might try to make hires versions of them and then scale them in game....



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    Re: Trail of Schabbs - SDL

    Post by WolferCooker on Fri Jul 11, 2014 3:05 pm

    SICK!!!! I assume you still got to work on the Panzerfaust and Flamethrower?

    I mean you did use the one of versions of the Doom single shotgun sprites in your revamped False Spear for the Panzerfaust.

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri Jul 11, 2014 11:09 pm

    @WolferCooker wrote:SICK!!!! I assume you still got to work on the Panzerfaust and Flamethrower?

    I mean you did use the one of versions of the Doom single shotgun sprites in your revamped False Spear for the Panzerfaust.

    Yeah, I am redoing them aswell...



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri Aug 15, 2014 4:43 am

    Small update... After all the reviews I got from TFS 2.1, I have started thinking the direction of ToS. Looks like I got blinded by all the new features I tried to add so the most essential thing, gameplay, suffered a lot.

    Therefore I think I will drop some of the features like reloading weapons and everything stealth related and try to make the mod more like original Wolfenstein 3D with action as the main focus. Of course I am not discarding everything I have done so far, I am just trying to figure out how to make it more fun.



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    Re: Trail of Schabbs - SDL

    Post by ronwolf1705 on Fri Aug 15, 2014 9:29 am

    There's nothing wrong with adding features per se - but they have to be functional. Stealth, for instance, is something you can revolve a level around. Or sprinkle it throughout the mod, where the player can get a certain scenario where stealth is the solution, because otherwise you'd alert tons of guards.. or something. But.. if you feel like that doesn't add anything to the game, or doesn't improve it, or you can't think of more than 2 scenarios with this feature, or it just isn't fun.. than it's understandable that you let it go.




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    Re: Trail of Schabbs - SDL

    Post by WLHack on Mon Aug 18, 2014 4:38 am

    @ronwolf1705 wrote:There's nothing wrong with adding features per se - but they have to be functional. Stealth, for instance, is something you can revolve a level around. Or sprinkle it throughout the mod, where the player can get a certain scenario where stealth is the solution, because otherwise you'd alert tons of guards.. or something. But.. if you feel like that doesn't add anything to the game, or doesn't improve it, or you can't think of more than 2 scenarios with this feature, or it just isn't fun.. than it's understandable that you let it go.

    Well, actually some of the features were rather important part of the gameplay, but the way there were implemented watered down the whole experience... Anyway thanks for the feedback Ron, I try to keep that in mind when I plan how to continue from now on.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun Aug 31, 2014 11:22 pm

    To prevent myself for giving you false hopes, I have decided to stop updating the status till I have something more concrete to show you... Basically this means that the next time you hear about my projects, I will be looking for beta-testers..



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    Re: Trail of Schabbs - SDL

    Post by rocketjumper on Tue Sep 02, 2014 9:43 am

    @WLHack wrote:I will be looking for beta-testers..
    I call dibs on that one. Cool

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    Re: Trail of Schabbs - SDL

    Post by snuffi on Wed Sep 03, 2014 9:32 am

    @WLHack wrote:, I will be looking for beta-testers..


    i would lke to test it ,too :-)

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Wed Sep 03, 2014 11:03 am

    I will contact you two first when my projects reach the testing phase...



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    Re: Trail of Schabbs - SDL

    Post by snuffi on Wed Sep 03, 2014 1:05 pm

    @WLHack wrote:I will contact you two first when my projects reach the testing phase...

    nice , thank you

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Thu Nov 06, 2014 7:22 am

    Status update:
    Progress has been slow again, but the good thing is that I finally landed a permanent jobs... Since the beginning of this month I have been working as a Junior J2EE developer in Accenture.



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    Re: Trail of Schabbs - SDL

    Post by doomjedi on Thu Nov 06, 2014 9:05 am

    Good news! So nice to hear!
    This is so important for you...

    Can't wait for the mod as well

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Mon Dec 01, 2014 12:19 pm

    Some new walls I made for my upcoming mod:


    Feel free to use them, but remember to give me credit.



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    Re: Trail of Schabbs - SDL

    Post by doomjedi on Mon Dec 01, 2014 1:43 pm

    Great art as usual Smile

    How your project is going?

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    Re: Trail of Schabbs - SDL

    Post by WLHack on Mon Dec 01, 2014 10:19 pm

    @doomjedi wrote:Great art as usual Smile

    How your project is going?
    The progress of Trail of Schabbs has been bit slow, but the other project we talked about is progressing fine (should be done before the end of January, though I aim for New Years release)...



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    Re: Trail of Schabbs - SDL

    Post by doomjedi on Mon Dec 01, 2014 10:42 pm

    Great! Smile

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    Re: Trail of Schabbs - SDL

    Post by lilmanjs on Fri Dec 05, 2014 1:05 pm

    Those walls are looking quite good!





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    Re: Trail of Schabbs - SDL

    Post by WLHack on Fri Dec 05, 2014 1:10 pm

    @lilmanjs wrote:Those walls are looking quite good!
    Thanks.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Tue Feb 10, 2015 12:06 pm

    Small update...
    I have been bit busy with my work, but I still have managed to get some modding done as well.
    Currently I have been working on a small 13 levels mod that will be bit different from your typical Wolf3D-mods.

    I am not going to spoil the actual content here, but one of the key features is a diary that you need to find pages to read. And if things go well, I might also include the advanced shading as a feature.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Mon May 25, 2015 10:04 am

    Currently working on new character art inspired by the New Order and Old Blood... Samples later this week.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Mon May 25, 2015 1:29 pm


    Another palette-test, feel free to use.



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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sat May 30, 2015 3:11 pm


    Sketch for new super soldiers based on Hans Grosse, Mecha-Hitler andHans"TheAxe" von Schlieffen. Inspiration game from the Old Blood.



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    Re: Trail of Schabbs - SDL

    Post by doomjedi on Sat May 30, 2015 10:25 pm

    Nice, as usual

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    Re: Trail of Schabbs - SDL

    Post by ronwolf1705 on Sun May 31, 2015 4:58 am

    Wow, very impressive!




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    Re: Trail of Schabbs - SDL

    Post by WLHack on Sun May 31, 2015 10:18 am

    @doomjedi wrote:Nice, as usual
    @ronwolf1705 wrote:Wow, very impressive!
    Thanks...
    The new demo is still months away, but no I have solid plan.
    I decided that I'll go with the bare minimum of planned features and most of the new ideas will be used in some other mod as otherwise I just keep re-planning this mod over and over again.



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    Re: Trail of Schabbs - SDL

    Post by Kumano on Tue Jun 09, 2015 4:22 am

    This reminds me of my projects - it seems like it would be success if its finished in next 10 years Very Happy

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