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    News of our Project.

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    Imed
    Can I Play, Daddy?
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    Number of posts : 32
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    Registration date : 2013-10-26

    News of our Project.

    Post by Imed on Sun May 11, 2014 9:52 am

    News of our Project.


    Hi there.

    Today, Sunday, May 11, 2014 is a sad day for Demedgruppestudios.

    As many of you know, Mmed and Me was working hard, since almost two years, in a new wolf3d mod, using Wolf4sdl as a basis. God knows how many hours we put in it, how many goods a bads moments we have....and how many little and big ideas we have for it.

    The project was going bigger and bigger, and we deal with it, in the best way we can. Making all kind of tricks and methods to overcome the engine limits and save us time in the making. You wouldnt believe how many "Tricks" we develop all over this last 5-6 months.

    We almost defeat every limitation in the engine and editors,but in the last 2 months, we encounter some very annoying, hard to pass problems which stopped our progress and has plunged us into the most deepest frustration.


    The idea was create a revolutionary mod, basicly, and we were very close to it. But since we find those shitty limits in map editors, the tedious process when work with large amount of resources (due again, to the editors mostly)...that kind of things...killed our enthusiasm.



    In DemedGruppeStudios, our "philosophy" is "If we put a lot of time to it, i has to be good, not less".
    so we dindt want to make a limited version of our original mod, we do not want to remove anything in our project, we dont want to make a less quality mod, below our "standards"(specially being so close, as we are). The players, deserve it.




    It doesnt feel right. After more than 2 years in the making, and the project doesnt have any trailer, any picture to show you what we do....so here we are going to put some of it. Not our maps, just some pictures of the cool things we have done, for the sake of the future good mods, maybe some day, someone could overcome those f... limits and make a decent mod.

    Firstly. Here is a little list of some of the things we add to the mod:




    *FPS counter
    *New Sound System
    *Video Settings Menu
    *Save/Load screenshot in menu.
    *Textures with 128x128 resolution.
    *Star Sky
    *Parallax Sky
    *Rain (made with Particles)
    *Snow (made with Particles)
    *A better Cloud Sky
    *Floor and Ceiling Textures
    *A new weapon reload system (By Mmed)
    *Recoil Effect, Quake, Weapon Zoom, Flash,
    *Zoom Fix for celing and floor textures.
    *MouseWheel Support
    *A Motorbike.
    *Sound when you Change a weapon.
    *Sound when touch a wall.
    *Heartbeat with quake effect and red screen when you have low lives (-15%)
    *15 frames for reloading weapons and 7 frames for weapon shooting.
    *Two differents "gun bobbing effect" for reload and shooting.
    *Wall and door limited removed.
    *Static animated Sprites.
    *Animated Walls.
    *Animated floors.
    *Transparency ceilings.
    *Allies (basic, they follow you and can be killed)
    *Strafe with A and D keys.
    *Doom style movement.
    *Fog.
    *Modified Menus.
    *In window mode, the window now is in the screen`s center
    *Menu with images backgrounds.
    *New songs and songs names.
    *New sounds and sounds names.
    *We added more sounds, textures, sprites, vga images, and more.
    *More weapons.
    *Shootgun with dinamic reload. (1 bullet reload per reload animation)
    *Overcome 64 wall limit.
    *+64 Walls...(2048 limits, can be changed.)
    *Sound when player take damage.
    *When you see a particular enemy, the music change.
    *Silent knife killing.
    *Enemy shootings activates surrounding enemies.
    *New Rain speed.
    *Vga Transparency.
    *Message system.
    *New optimized HUD.
    *VIEWSIZE CHANGE was removed.
    *the player is bleeding slowly when his life is -15%
    *Some optimization with load a savegame.
    *Floor and Ceiling fixes.
    *ordering code regarding sprites facilitates coding
    *Wall Patches (still laggy with many of them)
    *Pushable objects.
    *Particle System.
    *Coding optimizations.
    *New "load" image.
    *Walls with more height.
    *Random numbers via Rand()
    *Bullet time (Max Payne Style).
    *Markets were you can buy weapons and items.
    *The rain doestn fall throug roof.





    The most part of it was implemented by Mmed, and we have to say thanks to many of you who make those awesome coding tutorials, some of them were taked with a different use Razz. This list is not all we did, there are more changes that only can be "feeled" in gameplay, and many others are all over the code..i dont remember all of them.. sry.



    Well here are some screenshots, nothing fancy, just see the "potential" of it. Sad

    Look At This an tell if this cannot be good. Those building has 2 floors, but we experiment making skyscraper with 5 floors of height and they work like a charms...good old days.


    Bang!

    Stabbing animtation!


    Light and deadly!

    P-90, the most accurate and stable automatic weapon.

    This is the most powerfull.

    (W.I.P) Spas 12...the favorite of Mmed

    That rocket launcher, the sound and the animations...dude...is not wolf3d anymore.
    The explosion of those rockets has a radio, if you are in it, the screen shakes.

    Sniper rifle reloading. Pros only.


    Well this was the top of the iceberg, we reserve many things because we are moving to Doom engine probably, and many things of this are going to be usefull there.

    I hope this photos make you guys, create better mods and editors. No more shitty sprites or textures made with paint..please. Anyone knows what ambient minds? Really few mods understand it....
    The rooms...please, a room needs sense, when play many wolf3d mods, those rooms are like corridor but bigger...are BORING!.

    The enemies, dont put enemies in every place......like in the middle of the street...aks you this ¿Why are this guy here? ¿What are he doing in here?...

    Make the enviroment more alive, for example, when using animated static sprites, you can put a tree with moving leaves, a fire !!WITH MORE THAN 2 FRAMES PLEASE!!, some wire hangin from the ceiling and being moving by the wing...or sparking crazy...

    The music...dude the music, is important.....those repetitives tunes, ripped from internet many modders use in every map....come on....sucks!.

    Try to increase the interaction with the enviroments....etc.etc.etc...



    Good bye community....and thanks for all, and all. But our project are now pause, probably dead.

    For tutorials, new projects, contact or inspiration? you can visit us here.

    http://demedgruppe.comuf.com/


    Last edited by Imed on Sun May 11, 2014 10:15 am; edited 1 time in total

    Imed
    Can I Play, Daddy?
    Can I Play, Daddy?

    Number of posts : 32
    Age : 25
    Registration date : 2013-10-26

    Re: News of our Project.

    Post by Imed on Sun May 11, 2014 9:59 am

    Good bye all. Smile

    mmed
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    Re: News of our Project.

    Post by mmed on Sun May 11, 2014 10:05 am

    It is wonderful that we have created  Very Happy  Very Happy  Cool  Cool  Cool

    Guest
    Guest

    Re: News of our Project.

    Post by Guest on Sun May 11, 2014 1:37 pm

    Hi Ross!


    Last edited by Chokster37 on Tue May 27, 2014 1:41 am; edited 1 time in total

    Imed
    Can I Play, Daddy?
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    Re: News of our Project.

    Post by Imed on Sun May 11, 2014 4:05 pm

    Dead  or  Zombys  
     Confusion

    Dark_wizzie
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    Re: News of our Project.

    Post by Dark_wizzie on Sun May 11, 2014 10:28 pm

    Too bad, looked interesting.

    So now you're either going to die or turn into a zombie? Why not both?



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    doomjedi
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    Re: News of our Project.

    Post by doomjedi on Mon May 12, 2014 1:26 am

    Screens are impressive, so the apparent effort and list of coding features. My hat off to you.

    The the post itself...the "advices"...I can sum them up by "Why Wolf3D cannot be unlike Wolf3D / like Duke3D".
    Go mod some other engines pal...you don't seems to get the community, it's modding styles and preferences, wolf3d engine's charm...
    Your advices and nitpicks are annoying.

    WE LIKE IT SIMPLE. And we don't care much for over-realism. We don't want all those things you listed. We love the absurd of the engine.

    We mod Wolf3D partly as it's easy engine to mod, you can make faster mods...if we'll make it totally realistic, with animated trees (confused) and every little detail...I'll go mod "half-life" better...why to recreate something if it's already a part of a more modern engine.
    Or we can do like you - spend 2 ours making Doom out of Wolf3D - and then go away frustrated without releasing nothing but a few demo screen, to "Teach" others how to mod. This is a difference between working on Wolf3D mod - and actually releasing one.
    Don't teach us...we don't need your teaching.

    AlumiuN
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    Re: News of our Project.

    Post by AlumiuN on Mon May 12, 2014 3:10 am

    Would you guys consider releasing the source code so that others can take a look at some of the features you've added?

    serpens
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    Number of posts : 35
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    Re: News of our Project.

    Post by serpens on Mon May 12, 2014 5:07 am

    While the project itself was very ambitious and valuable, and it's a shame that you're not going to finish it, I must support doomjedi concerning the remainder of your post. You are free (and encouraged) to push the technical limitations of the engine, but there is no need to be rude and arrogant about it. Take this part, for example:

    The rooms...please, a room needs sense, when play many wolf3d mods, those rooms are like corridor but bigger...are BORING!.

    The enemies, dont put enemies in every place......like in the middle of the street...aks you this ¿Why are this guy here? ¿What are he doing in here?...

    This opinion is outdated by some 15 years. Mapping is the most well-developed and sublime aspect of the modern Wolfenstein community. Levels done by the best mappers around are very fun, carefully designed AND retain a semblance of realism *all within the current engine limitations*! Many major mods are developed by teams with dedicated mappers who guarantee high quality. Not to mention releases like the Die Hard Wolfers SDL mapsets, or Map of the Month packages, which are shining examples of mapping art.

    Don't forget that sacrificing some realism is a choice: a choice to pursue the same level design archetype that made Wolfenstein 3D and Doom (and other shooters following in their footsteps) so succesful. The levels are more abstract, but the mapper has more leeway in terms of challenging the player (for example, putting a key in the middle of a room and setting up a trap around that room makes no sense from the realistic point of view, but it's fun for the player) or providing them with areas to explore (like secrets; Wolfenstein secret areas are very unrealistic). At the same time, the levels aren''t COMPLETELY abstract. You can still have bedrooms, bathrooms, kitchens, dining halls, officer quarters, dog ponds, medica/scientific labs or whatever, you just give them unrealistic shapes because the player's fun is more important than 100% realism.

    Imed
    Can I Play, Daddy?
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    Number of posts : 32
    Age : 25
    Registration date : 2013-10-26

    Re: News of our Project.

    Post by Imed on Mon May 12, 2014 7:59 am

    confusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfusedconfused??
    How sensible,  lol! .

    Your sum of our advices arent well calculate, my friend. If that is true, we just put opengl or change the renderer, or another things like that. We didnt, this is Pure Wolf4SDL.

    I will answer all those things, just saying. If you wanna make it ¿how do you call it? Realism? ok, if you wanna make a realistic mod, yeah..follow our advise and you could end in something like this or better.



    Dont talk for everyone. YOU LIKE SIMPLE, maybe. If a "realistic" mod coming around you dont playit? you arent goign to take nothing of it?....
    Total bullshit you say there.



    Hhaha..funny guy.

    Imed
    Can I Play, Daddy?
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    Number of posts : 32
    Age : 25
    Registration date : 2013-10-26

    Re: News of our Project.

    Post by Imed on Mon May 12, 2014 8:01 am

    @serpens wrote:While the project itself was very ambitious and valuable, and it's a shame that you're not going to finish it, I must support doomjedi concerning the remainder of your post. You are free (and encouraged) to push the technical limitations of the engine, but there is no need to be rude and arrogant about it. Take this part, for example:

    The rooms...please, a room needs sense, when play many wolf3d mods, those rooms are like corridor but bigger...are BORING!.

    The enemies, dont put enemies in every place......like in the middle of the street...aks you this ¿Why are this guy here? ¿What are he doing in here?...

    This opinion is outdated by some 15 years. Mapping is the most well-developed and sublime aspect of the modern Wolfenstein community. Levels done by the best mappers around are very fun, carefully designed AND retain a semblance of realism *all within the current engine limitations*! Many major mods are developed by teams with dedicated mappers who guarantee high quality. Not to mention releases like the Die Hard Wolfers SDL mapsets, or Map of the Month packages, which are shining examples of mapping art.

    Don't forget that sacrificing some realism is a choice: a choice to pursue the same level design archetype that made Wolfenstein 3D and Doom (and other shooters following in their footsteps) so succesful. The levels are more abstract, but the mapper has more leeway in terms of challenging the player (for example, putting a key in the middle of a room and setting up a trap around that room makes no sense from the realistic point of view, but it's fun for the player) or providing them with areas to explore (like secrets; Wolfenstein secret areas are very unrealistic). At the same time, the levels aren''t COMPLETELY abstract. You can still have bedrooms, bathrooms, kitchens, dining halls, officer quarters, dog ponds, medica/scientific labs or whatever, you just give them unrealistic shapes because the player's fun is more important than 100% realism.

    This opinion is outdated by some 15 years.?

    So, a total flat hall that leads to another flat hall istn good 15 years ago, but now yes? Wtf.
    Spear Resurretion, its all i saying. Do you wanna make something different? with sense? FOLLOW OUR ADVISE...you wouldt regret.

     Sleep

    Mega Luigi
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    Re: News of our Project.

    Post by Mega Luigi on Mon May 12, 2014 8:34 am

    First of all, I would like to say your screenshots look cool, i.e., the ambient of that level and the multiple floors. Although I believe you've created more stuff, don't think those screenshots show too much.

    However, after reading your replies and your "advices", I feel like your point is just to look better than others. NO categorical statements can be made about what makes a mod good or "realistic", doesn't matter if we are talking about environments, maps or aesthetics.

    It's funny reading through your posts:
    "Dont talk for everyone. YOU LIKE SIMPLE, maybe."
    "Do you wanna make something different? with sense? FOLLOW OUR ADVISE"

    You seem to feel annoyed by doomjedi's statement, yet you also seem to hold the perfect model of a realistic mod.

    Also, your reaction to others' replies is the worst part. Seriously man, read your own post. I couldn't find one single decent argument supporting what you say. For me, it seems you got pissed off just because someone disagrees with you, and the way you reacted reminds me a lot of my 10 year old cousin.

    So, concluding my post: don't take me wrong, I do believe your mod has some nice stuff, but that definitely doesn't give you the right to act stupidly like this. Not that I think this last paragraph will help, as you will probably get mad again and reply some nonsensical stuff (although I would like to be proven wrong on this part).

    serpens
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    Re: News of our Project.

    Post by serpens on Mon May 12, 2014 9:37 am

    @Imed wrote:

    This opinion is outdated by some 15 years.?

    So, a total flat hall that leads to another flat hall istn good 15 years ago, but now yes? Wtf.
    Spear Resurretion, its all i saying. Do you wanna make something different? with sense? FOLLOW OUR ADVISE...you wouldt regret.

     Sleep

    The point is, modern Wolfenstein maps are much more than simply halls leading to more halls. They are tiny masterpieces of planning and architecture. Consider chess: it is a very simple game, with the same set of pieces moving in always the same way, on a flat board that always stays the same. Why do you think chess hasn't been replaced by something more flashy, complicated, and 3D, by now?

    And by the way, why are you even mentioning Spear Resurrection? According to your own criteria, it is just flat halls leading to other flat halls.

    mmed
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    Re: News of our Project.

    Post by mmed on Mon May 12, 2014 6:24 pm

    the mod also had sprites additives   (made by Me)

    is very easy to do. not need the alpha channel Smile

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