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    SonderKommando Revolt

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    SonderKommando Revolt - Page 4 Empty SonderKommando Revolt

    Post by doomjedi Sat Apr 28, 2007 8:31 am

    First topic message reminder :

    latest screenshots from my "in work" mod:

    SonderKommando Revolt - Page 4 SCRSH004

    SonderKommando Revolt - Page 4 SCRSH006


    Last edited by doomjedi on Sun Feb 01, 2009 9:06 am; edited 2 times in total
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    Post by lilmanjs Fri Oct 19, 2007 2:28 pm

    ok. well if you need any help I will be glad to help. I just hope that if this mod isn't out by the end of this year that it comes out next year.



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    Post by doomjedi Fri Oct 19, 2007 2:53 pm

    I guess it won't be out this year, unless I'll get an additional help.

    Note I'm also working on my "other" mod ("Secret of Eridu"), and also started preparing graphics for "SonderKommando 2", so overall it's not that slow process. When it'll come to a release date, I guess it'll be one mod after another Smile

    Can you handle realistic-type mapping - with an extremely large graphics set that has to be creatively and realistically used? Including floor/ceiling mapping and such?

    ...Anyway, currently I'd prefer the coding of the mod to be at least nearly finished, as it might affect mapping.
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    Post by lilmanjs Fri Oct 19, 2007 3:06 pm

    I think that I can. how many maps would you like me to make?



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    Post by doomjedi Sat Oct 20, 2007 2:16 am

    I think that I can. how many maps would you like me to make?

    As much as you want Smile I have graphics to support even 60 levels or more. Your free time is the limit.
    But it'll mean you'll need to look first in the mapping concept thread in my dev. forum, look on existing maps, study well all of VSWAP graphic themes and abilities, look on many many Auschwitz photos in google image search (including images of the camp, crematorium, gas rooms, barracks, block 11....etc) and make some historic studying on that place and time period.

    You'll need to make sure you're joining the project for the "right" reasons, and have free time for work and be consistent in the project - and not just for the mere opportunity to play Sonder before it's released or get access to it's VSWAP and graphics.

    As I've mentioned before, I prefer to get Sonder finished to be transferred coding-wise to wolf4GW engine as it's done during those days by Tricob (to become Sonder4GW Smile ).
    Also I want Tricob to finish to make "ChaosEdit cfg"/exe changes to allow for all graphics to be usable. Currently many graphics are in the VSWAP, but some are not yet available for mapping.

    Today I'll finalize all of Sonder coding features to make it "a closed list", the same with constantly-updated graphics set. It's about time.

    After all that, your mapping will be able to start, if you'll still be interested.
    Also note that "Secret of Eridu" has open mapper positions as well Wink
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    Post by ronwolf1705 Sat Oct 20, 2007 7:42 am

    As DoomJedi said, free time is the most problematic. Atleast it is with me. At times, I'm so busy with school that I really have no time to map. But now, I'm free of school for a week, so I can map some again. Smile



    SonderKommando Revolt - Page 4 MMCS0206
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    Post by doomjedi Sat Oct 20, 2007 9:38 am

    Some more screenshots from levels in develpment (note that falling snow will be added to the levels later):
    Screenshots were made by Ronwolf.

    SonderKommando Revolt - Page 4 Teaser499yq4.th

    SonderKommando Revolt - Page 4 Teaser451zj0.th

    SonderKommando Revolt - Page 4 Teaser518kh0.th

    SonderKommando Revolt - Page 4 Teaser396fc5.th
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    Post by lilmanjs Sat Oct 20, 2007 2:09 pm

    well I can make sonder maps. I would be glad to make them. I will research about the time period and I know someone that can help me out with research. so where all is sonder going to take place. Is it just in the camp or will there be places outside of the camp.



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    Post by doomjedi Sat Oct 20, 2007 11:10 pm

    Sonder will happen inside the camp and in nearby forest.
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    Post by lilmanjs Mon Oct 22, 2007 2:38 pm

    that's cool. I might make a couple of forest levels as well if you don't mind. can't wait to start making maps.



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    Post by doomjedi Tue Oct 23, 2007 9:02 am

    Currently I plan to add some more of the outside/forest scenery.

    I'm working currently on SonderKommando 2 graphics. I guess it's mapping will start soon.

    In my modding website (in my signature) is details on all my mods, including SonderKommando 2 and SonderKommando 3
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    Post by TheUbermutant Tue Oct 30, 2007 1:52 am

    It looks great.Really cool.I apreciate your hard work.



    https://www.youtube.com/watch?v=Qe93PdYTBtk[url]
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    Post by doomjedi Sat Nov 03, 2007 10:34 am

    2 new screenshots:

    SonderKommando Revolt - Page 4 SCRSH010

    SonderKommando Revolt - Page 4 SCRSH011-1
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    Post by lilmanjs Sat Nov 03, 2007 11:15 am

    is that gun from doom? other than that those screens are amazing.



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    Post by doomjedi Sat Nov 03, 2007 11:28 am

    The gun is not from doom
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    Post by lilmanjs Sat Nov 03, 2007 11:38 am

    ok. just kinda looks like that gun. still looking really cool. when do I get to make some maps?



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    Mods being worked on:
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    Post by doomjedi Sat Nov 03, 2007 12:18 pm

    Theoretically (as those screens are from Ronwolf's mapping) nothing really stops you...if Ron can map - you can probably too.
    But let's not discuss it here.
    I think I'll PM you the link to Doomjedi's dev. forum.
    The rest we can discuss over there.
    Be sure to read ALL of the forum threads before you start mapping.
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    Post by lilmanjs Sat Nov 03, 2007 12:20 pm

    umm well I do need the mod first though!!! still this looks to be really cool and I'm glad to help out with it.



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    Post by doomjedi Sat Nov 03, 2007 1:12 pm

    All the download links are in the forums, at least the VSWAP and VGA files...enouph to get you started, at least when you'll get from Ronwolf or Tricob related ChaosEdit configuration files. You'll need to PM them for such.

    The rest (exe and other files) I can send you later.
    I want you to read all of the topics, including Story, mapping concepts, coding features etc.......Also I can send you already made maps to have a look.
    Any map you'll make still will need to be edited later to add addtional characters and enemies that are still not in VSWAP yet and need to be inserted and implemented coding-wise (that's why I had a doubt about adding you into the team at that stage). But those are small changes and can be easily added to your maps later.


    Last edited by on Sat Nov 03, 2007 1:19 pm; edited 1 time in total
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    Post by lilmanjs Sat Nov 03, 2007 1:16 pm

    ok. sounds good but what's the link. I pmed you about it. still I love seeing new screens and I hope that my levels are of good enough standard once they are done.



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    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
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    Post by doomjedi Sat Nov 03, 2007 1:20 pm

    Note that some of the graphics (like walking prisoners and some of the enemy types) is not yet in the VSWAP and I can send you them separately...though most of them is downloadble separately from the "latest doomjedi updates" thread in dev.forum.
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    Post by doomjedi Tue Nov 20, 2007 1:14 pm

    RonWolf keeps mapping some great maps for Sonder - even objectively saying - the best wolf3d levels I'm ever played/tested. Trust me I don't say it just because it's a mod I'm involved in.
    I want to say Ronwolf is a wonderful mapper - each time he maps I see he implements my vision exactly, just like I'd implement it if I'd map myself. He maps very realistically, uses my graphics smartly, creating moody/consistent areas and levels...Amazing mapper. Just what I needed for my mods. I hope he'll stay to map for Sonder sequels as well.

    Beta testing Sonder's levels, I have tons of screenshots on my comp, but I don't want to post them all Smile But I'll post a few teasers.

    SonderKommando Revolt - Page 4 Teaser129te0.th

    SonderKommando Revolt - Page 4 Teaser219uk0.th

    SonderKommando Revolt - Page 4 Teaserox7.th

    SonderKommando Revolt - Page 4 Teaser654xn5.th

    SonderKommando Revolt - Page 4 Teaser421ql9.th

    Lilmanjs - you're not serious, and you don't look too good.
    I didn't hear from you after you've got the latest Sonder files. You don't map for it, and don't post in the dev. forum.
    It's not nice.
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    Post by lilmanjs Tue Nov 20, 2007 1:36 pm

    I'm liking the screens and the levels. maybe you could make a desktop wallpaper of some of the screens you have.



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    Post by Valts Tue Nov 20, 2007 1:48 pm

    Very nice shots. I waiting this mod!
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    Post by doomjedi Tue Nov 20, 2007 11:06 pm

    lilmanjs wrote:I'm liking the screens and the levels. maybe you could make a desktop wallpaper of some of the screens you have.

    Nice idea....didn't think of it
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    Post by TheUbermutant Wed Nov 21, 2007 2:11 am

    WOW!!!Great screenshots.



    https://www.youtube.com/watch?v=Qe93PdYTBtk[url]
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    Post by doomjedi Thu Jan 31, 2008 7:05 am

    Just thought I should post this review of our new mapper - when he finally got to play the in-dev mod:

    Got the files thanks. I just played through the first level and it is just an exceptional piece of work.

    Visually this is the most amazing thing I've ever seen in Wolf mod. I can see all your ideas in one place now. I had visualised them all when i had read them but to actually see the gas chambers working and the animated prisoners and everything is even better than I imagined them - Just unbelievable work from everyone involved. You should all be congratulated.
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    Post by lilmanjs Thu Jan 31, 2008 3:28 pm

    I must post that untill I can get a regular usb drive I can't download or send anything which is crappy because I had a map that I thought was ready for sonder. for some reason I can put files on it at other places but when I get back home I can't see what I've put on the drive.



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    Post by doomjedi Wed Apr 02, 2008 9:09 am

    After we (by his request) kept the identity of our new team mapper a secret (till it was recently leaked out), I'm proud to reveal Dean is our recent new mapper.
    I have to say on behalf of our Sonder team we are very pleased with his maps so far - which are breathtaking to say the least. From the first map he has made for Sonder - he was just right on. Amazing. Lately Ronwolf (whose levels were very good anyway) learned most of his tricks and got many mapping tricks of his own - and their latest maps are just one better than the other. Both are top mappers IMO. This is as close to my vision as I can think.
    As a tribute to Dean here are a few screenshots from his latest maps:
    SonderKommando Revolt - Page 4 Teaser411pt1.th

    SonderKommando Revolt - Page 4 Teaser8989oc6.th

    ...not to forget Ronwolf ...a few shots from his maps:
    SonderKommando Revolt - Page 4 Teaser5473gl1.th

    SonderKommando Revolt - Page 4 Teaser4789kp9.th

    SonderKommando Revolt - Page 4 Teaser3790we6.th

    New Sonder engine is progressing well, thanks to Tricob.
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    Post by doomjedi Mon May 05, 2008 1:30 am

    I have to say Dean lately is doing some unpecedented mapping for Sonder...huge (full grid-using) maps, amazing quality...let me quote Dean from the dev. forum:
    Ok, sent. The sprite count is 860, guard count is 149 but I'd love to be able to add more if i can. Total items is around the 1,040 mark - I just hope the engine can handle it!
    Build time on this has been about 21-22 hours
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    Post by Raziel Mon May 05, 2008 2:38 am

    It could be nice to see this game being released on Holocaust Memorial day. But I guess it's worth the wait Smile Btw dean's screenies doesnt show much Crying or Very sad same with RonWolf's Maps..



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    Post by doomjedi Mon May 05, 2008 4:42 am

    Raziel wrote:It could be nice to see this game being released on Holocaust Memorial day
    Yes, thought of this.....but the current progress won't allow us. What holds us is merely mapping, mostly coding, meaning the SonderSDL engine Tricob works on.
    Let's us hope it'll be released before next Holocaust day Smile

    .
    But I guess it's worth the wait Smile
    Can't prove you...but just trust me - it is.
    Btw dean's screenies doesnt show much Crying or Very sad same with RonWolf's Maps..
    Well, forgive me for not revealing all there is in the screenshots Smile I'll leave some to the imagination.
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    Post by doomjedi Thu Jul 17, 2008 1:34 am

    My modding website (in my signature) was majory updated and still is - you're invited to visit SonderKommando Revolt - Page 4 Armata_PDT_01
    Added:
    Image Gallery
    Doomjedi's dev. blog
    Public Forum
    Polls area
    Links area
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    Post by doomjedi Sun Jul 20, 2008 6:34 am

    I keep adding new content to the website, including many new links (in the links area) and new polls... Smile
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    Post by doomjedi Tue Jul 22, 2008 10:46 pm

    I've decided the project needs a new/additional coder.
    Currently the project was stalled because of the lack of coding progress for a longer time than I'm ready to admit, and for more time I'm ready to allow. Noones fault, but still....If it'll go on like that - this project will be in "vapourware" danger and in this case I won't be afraid to declare such (and maybe my announcement to quit wolf3d modding) . You've seen the screenshots....I think it'll be a pity. Sonder has a lot of maps, finished graphics, sounds, story.......
    Requirements:
    Sonder has a lot of art and coding features that Tricob (current project coder) didn't see how can fit within the normal wolf3d engine memory (Current engine is still "False Spear/Femstein" one.)
    So unless the new coder is very good in memory saving and veeeery creative - we need him to know WolfDX, Wolf4SDL or whatever engine coding that allows much larger memory limits.
    We need a coder with commitment and free time.
    If you're interested - PM me or post here.
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    Post by PicNic Wed Jul 23, 2008 10:09 am

    Hmm.. Long time ago I posted here ;p.
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    Post by Raziel Wed Jul 23, 2008 3:32 pm

    PicNic wrote:Hmm.. Long time ago I posted here ;p.

    And how this relates to the topic that Doomjedi needs a new coder? Neutral



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    Post by doomjedi Wed Jul 23, 2008 10:15 pm

    PicNic wrote:Hmm.. Long time ago I posted here ;p.

    You mean you've offered coding help?
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    Post by PicNic Thu Jul 24, 2008 12:28 am

    No, I can't, only a few.. but that was a long time ago so I dont know if I still can do it. but it were simple codes or something. I even made a code by myself Very Happy
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    Post by doomjedi Sat Oct 18, 2008 11:48 am

    I'm happy to announce that Tricob "finished" first version of Sonder4SDL exe (based on WolfDX), and it works pretty good.
    Sonder has never looked better Smile

    Still, there are things to add and bugs to fix, but this is a major advancement in a mod that has art finished, and mapping in a very davanced stage.
    When exe will be finished, I guess Sonder will be released relatively soon after that Smile
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    Post by PicNic Sat Oct 18, 2008 12:20 pm

    Screens?
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    Post by doomjedi Wed Oct 22, 2008 3:52 am

    After I'll figure out how to printscreen in this new engine Smile
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    Post by doomjedi Wed Oct 22, 2008 8:52 am

    First Sonder4SDL screenshots:
    (Didn't activate distant shading on this map, though it works - so final result will look actually much better Smile )

    SonderKommando Revolt - Page 4 Teaser345za8

    SonderKommando Revolt - Page 4 Teaser789vj0

    SonderKommando Revolt - Page 4 Teaser359fv1

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    Last edited by doomjedi on Wed Oct 22, 2008 8:58 am; edited 1 time in total
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    Post by PicNic Wed Oct 22, 2008 8:55 am

    Looks nice, what exactly is/does Wolf4sdl ?
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    Post by doomjedi Wed Oct 22, 2008 9:11 am

    It's the new engine used for Sonder - basically Sonder based on Wolf4SDL - aka Sonder4SDL Smile

    http://diehardwolfers.areyep.com/viewtopic.php?t=4830

    Actually it's based on a much more developed version of Wolf4SDL - WolfDX aka "Wolf3D - the Deluxe Edition".

    Which means it's not wolf3d-dos based, but Windows-based, without all the DOS memory limitations and such...higher resolutions, better sounds support etc........
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    Post by PicNic Wed Oct 22, 2008 9:42 am

    Ok, seems hard to code?
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    Post by doomjedi Wed Oct 22, 2008 9:52 am

    I'm not the coder - Tricob is Smile Ask him Smile
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    Post by doomjedi Sat Nov 08, 2008 10:58 am

    Sonder project is getting huger by the minute...what can I say.
    Sonder dev. forum has currently 46 topics in it Smile Year and 8 month of development and we still got work to do.
    Now we are moving to the 4-door feature. It means we'll have 4 different normal doors, and 4 key doors, each one visually and coding-wise corresponding to certain key. I'll look cool, I can promice Smile By the look of the locked door you'll immideiately see which key it needs and if you have it, without the need of trying to open it. This will remind you of Hexen.
    Tricob keeps uploading a new Beta virtually each day.
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    Post by PicNic Sat Nov 08, 2008 12:40 pm

    I'm still waiting for a reply from WLhack for MOHA...
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    Post by Dark_wizzie Wed Nov 12, 2008 3:24 pm

    doomjedi wrote:Sonder project is getting huger by the minute...what can I say.
    Sonder dev. forum has currently 46 topics in it Smile Year and 8 month of development and we still got work to do.
    Now we are moving to the 4-door feature. It means we'll have 4 different normal doors, and 4 key doors, each one visually and coding-wise corresponding to certain key. I'll look cool, I can promice Smile By the look of the locked door you'll immideiately see which key it needs and if you have it, without the need of trying to open it. This will remind you of Hexen.
    Tricob keeps uploading a new Beta virtually each day.
    That's great. It seems you are happy with the progress of your mod.



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    Post by doomjedi Thu Nov 13, 2008 12:59 am

    Yes I am Smile
    This is mod made very carefully, with huge attention to details and realism. Also it'll have one of the largest VSWAPs around Smile

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