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


    no more demos

    Dark_wizzie
    Dark_wizzie
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    no more demos Empty no more demos

    Post by Dark_wizzie Sun Apr 29, 2007 1:35 pm

    dome
    Code Editing Tutorials
    Disabling the Demo player




    Wolfenstein 3D EXE writers most of the time get irritated of the demos Wolfenstein starts to play each time you've seen the entire title sequence. Most of the time, the levels they have in that slot are empty or have another start position. Today, you'll be able to put in a code that makes the game "loop" the title sequences forever, and no demos will be played. That's a lot better, right?

    Step 1. Open WL_MAIN.C and go to line 1551. Now you should see this:

    //
    // demo
    //

    #ifdef SPEAR

    PlayDemo (LastDemo++%4);

    #else

    PlayDemo (0);

    #endif

    Step 2. Replace that with :

    #ifdef SPEAR

    PlayDemo (LastDemo++%4);

    #else

    VW_FadeOut();

    #endif


    Step 3. Now, do a search for "// demo". You should see this:

    //
    // demo
    //

    #ifndef SPEARDEMO

    PlayDemo (LastDemo++%4);

    #else

    PlayDemo (0);

    #endif

    if (playstate == ex_abort)

    break;

    StartCPMusic(INTROSONG);

    }

    Change that to:

    //
    // demo
    //

    #ifdef SPEAR

    VW_FadeOut ();

    #else

    VW_FadeOut ();

    #endif

    if (playstate == ex_abort)

    break;

    // StartCPMusic(INTROSONG);

    }


    As you see, STARTCPMUSIC is commented out. This is done because if we keep this line intact, the music will re-start with a pop after the high scores screen is displayed and the row of images restarts. Now the song will keep playing. Good eh?

    Step 4. Save the file and compile it. Now, after the high scores screen you'll see the title screen again, and so it continues forever.





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