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    Operation Eisenfaust : Origins

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    Post by doomjedi Thu Nov 08, 2012 6:55 am

    First topic message reminder :

    "Operation Eisenfaust : Origins" by Team RayCast.

    Download:
    https://dl.dropbox.com/u/3751922/OEF_origins.rar

    Screenshot:
    Operation Eisenfaust : Origins - Page 2 135204291507009831

    Plot:

    =================================================
    You are BJ Blazkowicz

    The Nazi's were slowly but surely losing the war, but rumours had it that the
    Nazi's were working on one final all or nothing tactic. A camp had been set up,
    but what had been taking place at that camp was unknown at the time. Infamous
    Nazi doctors had been seen entering the camp, but the how and why were still a
    mystery.

    A spy hardly ever gets a break, and the same goes for BJ. You had hooked up
    with the Underground after defeating Hans Grosse, where you were informed about
    Dr. Schabbs and his 'Operation Eisenfaust'. The camp was linked to the
    operation; it was rumoured that it was here that the experiments took place.
    You were sent in for investigation.

    But something went wrong and you were caught. You got confirmation that
    experiments had been taking place, for you were to become a test subject very
    soon...
    ==========================================


    Credits:

    Coding:
    AlumiuN
    Havoc
    LinuxWolf
    Tricob
    Andy

    Mapping:
    RonWolf
    Dean

    Art:
    DoomJedi

    Plot:
    RonWolf

    Music:
    Tricob
    Lozer_42
    RonWolf

    Additional help:
    Vermil, BrotherTank (Misc code taken from Bunker SDL Source)
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    Post by doomjedi Sun Nov 11, 2012 9:58 am

    Indeed. But I added art to the end of the VSWAP to animate the blood containers. And then some existing directional wall sprites started to show frames from those art instead of their usual look - probably using some blank VSWAP spots used by those objects (?). Which was weird.
    This caused me to replace some 2-side "directional" walls, in particular the red walls with parallel 4-side directional wall objects - and some of those (despite the same visual look) were probably made unshootable intentionally (which I didn't know) - to prevent another bug called "x-ray guards" that could shoot you behind/through those "blocking-looking" walls.
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    Post by WolferCooker Sun Nov 11, 2012 11:30 am

    to prevent another bug called "x-ray guards" that could shoot you behind/through those "blocking-looking" walls.

    Such as it is for the mounted weapon guard. The other enemies don't shoot at you, they just keep moving as if they didn't see those holes in the walls.
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    Post by doomjedi Sun Nov 11, 2012 9:35 pm

    Updated the download with mapfiles to remove the blocked door (basically removed 1 sprite)

    I'll update the exe later for wall bug.
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    Post by Akuul Sun Nov 11, 2012 11:54 pm

    doomjedi wrote:"Operation Eisenfaust : Origins" by Team RayCast.
    I started the game .. all very much. Separately like plot "Operation Eisenfaust: Origins". Very original story turned out. Smile
    Interpretation here is one moment I was Interested. If events occur in a camp where the experiments are being conducted to establish a mutant guards. There will be a mutant as opponents? Some experimental models for example ..


    Last edited by Akuul on Mon Nov 12, 2012 12:36 am; edited 1 time in total
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    Post by Thomas Mon Nov 12, 2012 12:09 am

    I was also wondering... And why do you get punished for shooting the mutants? If it's all symbolic, I can understand, but if they are the mutants of Wolf/Doctor Schabbs, then my sympathy's gone! lol! ... Maybe they need to be there, still, for proof or... Something.

    I currently reached a bonus level, 30, from level 9. Mutants all over the place. It's almost as if you have to shoot some in order to get on. Tough tits! But it's still fun. Love this mod.
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    Post by doomjedi Mon Nov 12, 2012 1:05 am

    Akuul wrote: There will be a mutant as opponents?..
    Not is THIS mod Smile
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    Post by doomjedi Mon Nov 12, 2012 1:09 am

    Thomas wrote:I was also wondering... And why do you get punished for shooting the mutants?
    Those are not fully mutated mutants yet, they are partly humans, you still hope to find a cure to revert the process and "save" them.
    Also - you're partly-mutated yourself, can't kill simular experimentees like yourself.

    I currently reached a bonus level, 30, from level 9. Mutants all over the place. It's almost as if you have to shoot some in order to get on.
    You are probably refer to a map named "Morals". I wonder why it's called that....... Rolling Eyes
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    Post by Akuul Mon Nov 12, 2012 1:37 am

    doomjedi wrote:
    Akuul wrote: There will be a mutant as opponents?..
    Not is THIS mod Smile
    I could not remain silent and to talk about "Operation Eisenfaust: Origins" in the Russian forum Very Happy
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    Post by Akuul Mon Nov 12, 2012 2:23 am

    doomjedi

    I also wanted to ask .. You'll make a sequel "Operation Eisenfaust: Origins"?
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    Post by doomjedi Mon Nov 12, 2012 3:47 am

    Akuul wrote:
    I could not remain silent and to talk about "Operation Eisenfaust: Origins" in the Russian forum Very Happy
    It's ok, it's a public mod Smile
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    Post by doomjedi Mon Nov 12, 2012 4:13 am

    Akuul wrote:I also wanted to ask .. You'll make a sequel "Operation Eisenfaust: Origins"?
    Not exactly. "Team RayCast" prefers not to discuss details of unannounced projects - not to hype them up for high expectations - this is the exact reason they stay "unannounced" - and we plan to keep it that way.

    I've mentioned a few times in the past "Team RayCast" is working on what I referred to as "the main mod" (of "Team RayCast").
    Recent "SplitWolf" beta preparations currently are stalling it as well as "Batman: No Man's Land".
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    Post by doomjedi Mon Nov 12, 2012 7:03 am

    Updated the download link with "deaf turretguard" fix. Saved games seem to work for me.
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    Post by doomjedi Mon Nov 12, 2012 2:19 pm

    Thomas wrote:I currently reached a bonus level, 30, from level 9
    That's a secret level. Just like in Wolf3D.
    Bonus levels is something you unlock with unlock points - not something you get to from another level Smile
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    Post by lilmanjs Mon Nov 12, 2012 2:33 pm

    I'd like to say even though I like everything about the mod, I'm quite frustrated with this mod. I'm only on level 3 and I'm stuck. I've pushed every single wall I can push and looked everywhere I can for any keys, but yet not a single key to be found. Am I doing something wrong? Did I miss getting something in a secret on a previous level that I'm supposed to have to keep going on in this level? I am not ready to give up on this mod yet. Though I've noticed you are using a quite varied selection of tunes for the music after looking through it in an editor(I loved the music and wanted to extract to listen separate). I think I spotted a tune from the NES indy car racing game?



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    Post by ronwolf1705 Mon Nov 12, 2012 3:01 pm

    At the start of the level, you can see the purple key behind bars. You need to find your way to the other side. No keys are behind a secret wall on that level.



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    Post by lilmanjs Mon Nov 12, 2012 3:21 pm

    ronwolf1705 wrote:At the start of the level, you can see the purple key behind bars. You need to find your way to the other side. No keys are behind a secret wall on that level.
    Thanks for the info. I must be an idiot if I can't find my way to the key. Though I did have fun in level 2 running around killing the chaingunners with the sinper rifle. Smile



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    Post by ronwolf1705 Mon Nov 12, 2012 3:27 pm

    It's often a case of 'I've been through that door already... oh no wait, I haven't been through that door'. Happens to me often.



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    Post by doomjedi Mon Nov 12, 2012 10:24 pm

    Map 3 is indeed confusing, in a good way...I got lost many times in this map myself till finally remembered to check for cut fences Wink
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    Post by lilmanjs Tue Nov 13, 2012 12:52 pm

    I don't know if its intended, but I kinda hated the fact I can see the floor/ceiling textures for the next building/area I'm running through in this mod before I get to it. If it isn't intended, why didn't you guys use the split door code? It hides the different floor/ceiling textures and looks quite nice. Is my only gripe about this fantastic mod. One of the best ever made!



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    Post by WolferCooker Tue Nov 13, 2012 5:27 pm

    Okay let's try this again.
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    Post by doomjedi Mon Nov 19, 2012 10:00 am

    "Eisenfaust" is now on Moddb:

    http://www.moddb.com/mods/operation-eisenfaust-origins

    ("Team RayCast" is there as well: http://www.moddb.com/company/team-raycast)
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    Post by WolferCooker Mon Nov 19, 2012 11:14 am

    I would assume you are going to add all the other upcoming Raycast mods to Moddb as well when they are released?
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    Post by doomjedi Mon Nov 19, 2012 11:30 am

    So no reason not to Smile
    It gets the mod more exposure outside the Wolf3D community. People gotta see what great stuff we do here Smile
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    Post by doom44 Mon Nov 19, 2012 1:31 pm

    Looks very nice, may give this a go sometime Very Happy



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    Post by doomjedi Tue Dec 04, 2012 6:55 am

    Help to vote for "Eisenfaust" as a mod of the year Smile

    http://www.moddb.com/mods/operation-eisenfaust-origins
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    Post by quakis Sat Jan 05, 2013 7:26 am

    I'm currently in the progress of preparing and writing up a review for my site, however, I wanted to go through various levels and grab several screenshots, but I have a feeling cheats were disabled in the .exe since the commands don't appear to work. I can understand the reasoning, especially because of the bonus maps and secrets, but the use of godmode and level skipping would make grabbing these screenshots an easier task. Have any suggestions?
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    Post by Andy Sat Jan 05, 2013 8:17 am

    Play through the game as intended, save often.

    If it's too difficult, play on 'baby mode'. Trust me when I say that baby mode is enjoyable and challenging. I playtested all of the main levels and most (all?) of the bonus levels during development in baby mode, and I believe doomjedi did also.

    EDIT: duh! I just re-read your post...you want to do it for screenies...nvm
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    Post by quakis Sat Jan 05, 2013 8:28 am

    I've already played through and completed the mod (on skill 3) - I only need to grab screenshots for the review now. It took roughly 12 hours in total (spread over several days) to get through the release, I personally don't really fancy, for example, playing 15 levels again to grab a screenshot from level 16.
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    Post by doomjedi Sat Jan 05, 2013 9:02 am

    Thank you very much for your interest in the mod and your initiative to make a review of it Smile Don't think anyone did such yet.

    Every "Team RayCast" mod has a cheatcode, sometimes more guessable (having only 3 letters), sometimes less. Also there is a command line to skip levels - I'm sure that the team won't have a problem for me to share such in a private PM (?)
    Another way is simply to change level order in ChaosEdit or any other editor which any user can do himself.
    Another option is to ask for the Team to make the screenshots and send them to you.

    Note we have released a new Chistmas pack for the mod with additional bonus levels.
    https://wolf3d.darkbb.com/t2639-operation-eisenfaust-origins-christmas-pack

    Don't forget to post a link to your review Smile
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    Post by WolferCooker Sat Jan 05, 2013 11:15 am

    You can use Screenhunter to capture screenies as well. I do whenever I need to show Wolf3d mod visuals to illustrate any problems and so forth.
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    Post by doomjedi Sat Jan 05, 2013 1:01 pm

    Please post or PM me a link to your site - just to make sure you're "legit" - and I'll PM you a command line to warp levels.
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    Post by quakis Sat Jan 05, 2013 1:27 pm

    taw.duke4.net - Pretty sure you've also posted a link at one point to my Batman vs Bane review, which can also be found there.
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    Post by doomjedi Sat Jan 05, 2013 1:31 pm

    Ah, yes... loved your review! Great site!

    I'll PM you the command line.

    Tell us when it's posted Smile

    Consider making ours "SplitWolf" review as well Smile
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    Post by doomjedi Mon Jan 14, 2013 1:08 pm

    Still waiting for the review... Rolling Eyes
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    Post by Sgt. Shivers Wed Jan 16, 2013 11:18 pm

    Is it possible to run this in a windowed mode?
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    Post by linuxwolf Wed Jan 16, 2013 11:42 pm

    Try:

    Code:
    Eisenfaust.exe --windowed-mouse --res 960 600

    If that doesn't work try simply "Eisenfaust.exe --windowed".
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    Post by Sgt. Shivers Thu Jan 17, 2013 1:12 am

    linuxwolf wrote:Try:

    Code:
    Eisenfaust.exe --windowed-mouse --res 960 600

    If that doesn't work try simply "Eisenfaust.exe --windowed".

    The mouse doesn't seem to be working when I do that, how can I re-enable it?
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    Post by Dark_wizzie Thu Jan 17, 2013 1:51 am

    Yeah, when I play in windowed mode on other mods, the mouse doesn't work.



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    Post by doomjedi Thu Jan 17, 2013 4:06 am

    Never play Wolf3D with mouse Smile
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    Post by linuxwolf Thu Jan 17, 2013 11:07 am

    Try pressing F12 key while in Eisenfaust to toggle the mouse state.
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    Post by Dark_wizzie Thu Jan 17, 2013 12:10 pm

    doomjedi wrote:Never play Wolf3D with mouse Smile
    I think it does make finishing difficult levels easier. I've played with both keyboard only and mouse and keyboard for extended periods of time.



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    Post by quakis Thu Jan 24, 2013 6:07 am

    Uploaded the review today; http://taw.duke4.net/2013/01/wolf3d/operation-eisenfaust-origins/
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    Post by doomjedi Thu Jan 24, 2013 6:51 am

    Thanks!!!

    I'd read it right away!
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    Post by WolfForever Thu Jan 24, 2013 7:41 am

    Ouch! That is a very mediocre opinion against what I'm used to seeing. Not that you don't have a right to have it but it really does pick on a everything, things that were presumably never mentioned by others. Probably you're the one who keeps voting Average in every poll I put up for it - not a; accusation, but an educated guess.

    But it's your opinion. There might be a lot of people going on here besides just me saying the review takes very small negatives and looks at them through a huge magnifying glass, but it doesn't mean it's not a well written review (as it is) nor does it mean you don't have the right to the opinion.

    Who knows, maybe I'm the one viewing it on a down note. It's just the first in depth review that is, well, far from perfect. I think ultimately doomjedi and others involved are the final judges. Maybe it does offer some very constructive and appropriately written criticism in their views (not that it doesn't in mine, just that there seems to be an over emphasis on the negatives).

    But once again I know nothing for certain, so don't let this comment alone affect how you do reviews. Smile
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    Post by ronwolf1705 Thu Jan 24, 2013 7:58 am

    It's a good review that offers constructive criticism. I didn't think the review was nitpicking, I thought he explained well why he didn't like certain elements in levels. I think the huge magnifying glass for the negative mostly comes from the observer. Wink It's a good review, not afraid to criticize and does so in a constructive way, which is a good thing. And he also notes the things he thought worked; it was a well written, balanced review. Thanks, quakis!

    Probably you're the one who keeps voting Average in every poll I put up for it - not a; accusation, but an educated guess.

    I don't know if you should be making accusations like this. First the whole acktung thing, now this.



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    Post by WolfForever Thu Jan 24, 2013 8:09 am

    Well since ronwolf had quite a lot of involvement in the project, if he appreciates the review then I can't hesitate to say it's well written. Smile It is certainly of the constructive variety, I'll definitely give it that even from just skimming.

    What do you mean by your magnifying glass comes from the observer statement though? Not quite sure I've seen that before.

    Ultimately I always have the tendency to think that coverage of positives and negatives in a review should take up a proportion of the review text that is equal to the reviewer's opinion of the ratio between positives and negatives. For example if you think the mod scores about 80 percent overall, then about 80 percent of the text in the review should focus on what's good. But I don't write many big reviews myself, so maybe I'm wrong in thinking the proportions should match.

    Without making a long tangent here, about Acktung was completely different. I didn't know if the levels were even new if I had already played Acktung 2. That's not about quality, it's about the fact that I don't want to play 60 levels I've essentially already seen before. Hopefully that'll end the Acktung tangent. Smile
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    Post by doomjedi Thu Jan 24, 2013 8:28 am

    WolfForever wrote:For example if you think the mod scores about 80 percent overall, then about 80 percent of the text in the review should focus on what's good.
    I can agree with that. Otherwise people get skewed impression. Didn't see any positive feedback on art, sounds...
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    Post by ronwolf1705 Thu Jan 24, 2013 9:10 am

    if he appreciates the review then I can't hesitate to say it's well written.

    Sure you can, it's YOUR opinion after all. Smile

    What do you mean by your magnifying glass comes from the observer statement though?

    For instance, if you like a mod a lot, negative comments in a review stand out more.



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    Post by WolfForever Thu Jan 24, 2013 9:55 am

    I haven't played the mod actually but I did fool around in the first and second levels a bit plus I know the rave opinions other prominent members (example Thomas) have given it.
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    Post by doomjedi Thu Jan 24, 2013 10:13 am

    I'd say you should focus on polls less - and on actually playing mods - more Wink

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