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A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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    Airslide
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    Hey Guys

    Post by Airslide on Tue Dec 04, 2007 6:30 am

    I return! Funny that I got that PM to come back, I was just working on a wolf project...

    I can't say I'll be on much but I'll try to peak in every once and awhile Smile




    ronwolf1705
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    Re: Hey Guys

    Post by ronwolf1705 on Tue Dec 04, 2007 7:44 am

    Good to see you back! Smile




    WLHack
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    Re: Hey Guys

    Post by WLHack on Tue Dec 04, 2007 11:52 am

    Nice to see you 'round!



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    lilmanjs
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    Re: Hey Guys

    Post by lilmanjs on Tue Dec 04, 2007 4:20 pm

    welcome back!!!





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
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    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
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    Dark_wizzie
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    Re: Hey Guys

    Post by Dark_wizzie on Tue Dec 04, 2007 5:48 pm

    wow! I thoguht you were gone for good. GHood thing I'm wrong. Welcome back Smile



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    Airslide
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    Re: Hey Guys

    Post by Airslide on Tue Dec 04, 2007 6:30 pm

    Hopefully I'll be able to post a showcase thread of my latest project soon (I'm currently in the middle of re-writing the entire engine code). Currently I'm calling it Wolf-X (it uses Direct-X). It's meant to replicate Wolf gameplay (mainly the macintosh version, but the powerful scripting engine means you can modify it to be more pc like yourself) and add the powerful functionality of lua scripting along with the power of Direct X 9. I'm planning support for both sprites and models, so you'll get something like NewWolf but more complex and more flexible.




    lilmanjs
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    Re: Hey Guys

    Post by lilmanjs on Tue Dec 04, 2007 6:31 pm

    I can't wait. what happened to your other game that you left the forums to make.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

    Airslide
    Bring em' On!
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    Re: Hey Guys

    Post by Airslide on Tue Dec 04, 2007 7:49 pm

    Which one? Lol... Razz

    Alot of my projects over the past...however long it's been have been scrapped or put aside. I just bought Torque Game Engine which is a commercial level engine, yet I often feel I'm doing less with it. I really don't under stand it yet so that's probably my main problem.

    Right now I'm pulling my hair out because for whatever reason it seems I can't get more than one plane to appear....you see, in my project, in order to best utalize Direct X and pave the way for model support sprites are actually textures on 3D planes. I've never had this problem before but for some reason only one 3D plane want's to show up. Beh...

    BTW, I see in your sig you're thinking of doing a Stargate SG-1 addon, I tried to make one awhile back, never got anywhere. I'd gladly help out with sprites Smile

    This is totally unrelated but I just realized that Firefox's spell-checker doesn't work on this board Neutral

    EDIT: I suppose I need to update my location, I've since moved - yup, I've done that much in my absense Razz




    Dark_wizzie
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    Re: Hey Guys

    Post by Dark_wizzie on Wed Dec 05, 2007 6:06 pm

    wow, sounds like you havn't been idle! About the torque engine, I suggest Realm crafter if you don't know alot about coding. Realm crafter is more newbie friendly, bu7t isn't as powerful. There is a forum called mmorpgmakers forum (google it) that helps people with their projects using torque engine, realm crafter, neverwinter nights, etc.



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    Airslide
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    Re: Hey Guys

    Post by Airslide on Thu Dec 06, 2007 4:15 pm

    if you don't know alot about coding.

    Hehe, big IF. I've been coding my games for the last few years, and Torque's not that hard to pick up. It's the lack of good documentation on formating and commands for Torque Script that's annoying, and looking through the C++ source can be lengthy and yeild few results.




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