by WLHack Wed Mar 28, 2007 12:28 am
Okay... Here we go.
Open WL_Inter.C and search LevelCompleted,
now you should see this block:
- Code:
#ifndef SPEAR
LRstruct LevelRatios[8];
#else
LRstruct LevelRatios[20];
#endif
Change it to this:
- Code:
#ifndef SPEAR
LRstruct LevelRatios[9]; // Wolfenstein
#else
LRstruct LevelRatios[20]; // S.O.D
#endif
Then scroll down to Par Times table, and change
them to this:
- Code:
#ifndef SPEAR
//
// Episode One Par Times
//
{1.5, "01:30"},
{2, "02:00"},
{2, "02:00"},
{3.5, "03:30"},
{3, "03:00"},
{3, "03:00"},
{2.5, "02:30"},
{2.5, "02:30"},
{0, "??:??"}, // Boss level
{1, "01:00"}, // Adjust to your liking
//
// Episode Two Par Times
//
{1.5, "01:30"},
{3.5, "03:30"},
{3, "03:00"},
{2, "02:00"},
{4, "04:00"},
{6, "06:00"},
{1, "01:00"},
{3, "03:00"},
{0, "??:??"},
{1, "01:00"}, // Adjust to your liking
//
// Episode Three Par Times
//
{1.5, "01:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{3.5, "03:30"},
{2.5, "02:30"},
{2, "02:00"},
{6, "06:00"},
{0, "??:??"},
{1, "01:00"}, // Adjust to your liking
//
// Episode Four Par Times
//
{2, "02:00"},
{2, "02:00"},
{1.5, "01:30"},
{1, "01:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{2, "02:00"},
{4.5, "04:30"},
{0, "??:??"},
{1, "01:00"}, // Adjust to your liking
//
// Episode Five Par Times
//
{2.5, "02:30"},
{1.5, "01:30"},
{2.5, "02:30"},
{2.5, "02:30"},
{4, "04:00"},
{3, "03:00"},
{4.5, "04:30"},
{3.5, "03:30"},
{0, "??:??"},
{1, "01:00"}, // Adjust to your liking
//
// Episode Six Par Times
//
{6.5, "06:30"},
{4, "04:00"},
{4.5, "04:30"},
{6, "06:00"},
{5, "05:00"},
{5.5, "05:30"},
{5.5, "05:30"},
{8.5, "08:30"},
{0, "??:??"},
{1, "01:00"} // Adjust to your liking
#else
Then search for, these lines:
- Code:
#ifdef SPEAR
#ifndef SPEARDEMO
switch(mapon)
{
case 4: Write(14,4," trans\n"
" grosse\n"
STR_DEFEATED); break;
case 9: Write(14,4,"barnacle\n"
"wilhelm\n"
STR_DEFEATED); break;
case 15: Write(14,4,"ubermutant\n"
STR_DEFEATED); break;
case 17: Write(14,4," death\n"
" knight\n"
STR_DEFEATED); break;
case 18: Write(13,4,"secret tunnel\n"
"area\n"
" completed!"); break;
case 19: Write(13,4,"secret castle\n"
"area\n"
"completed!"); break;
}
#endif
#else
Write(14,4,"secret floor\n completed!");
#endif
Write(10,16,"15000 bonus!");
VW_UpdateScreen();
VW_FadeIn();
GivePoints(15000);
And change them to this:
- Code:
#ifdef SPEAR
#ifndef SPEARDEMO
switch(mapon)
{
case 4: Write(14,4," trans\n"
" grosse\n"
STR_DEFEATED); break;
case 9: Write(14,4,"barnacle\n"
"wilhelm\n"
STR_DEFEATED); break;
case 15: Write(14,4,"ubermutant\n"
STR_DEFEATED); break;
case 17: Write(14,4," death\n"
" knight\n"
STR_DEFEATED); break;
case 18: Write(13,4,"secret tunnel\n"
"area\n"
" completed!"); break;
case 19: Write(13,4,"secret castle\n"
"area\n"
"completed!"); break;
}
Write(10,16,"15000 bonus!");
VW_UpdateScreen();
VW_FadeIn();
GivePoints(15000);
#endif
#endif
Now search for these lines:
- Code:
#ifndef SPEAR
if (mapon<8)
#else
if (mapon != 4 &&
mapon != 9 &&
mapon != 15 &&
mapon < 17)
#endif
And change them to this:
- Code:
#ifndef SPEAR
if (mapon != 8) // Boss level
#else
if (mapon != 4 &&
mapon != 9 &&
mapon != 15 &&
mapon < 17)
#endif
And then find these lines:
- Code:
kr /= 8;
sr /= 8;
tr /= 8;
And change them to this:
- Code:
kr /= 9; // Amount of regular levels.
sr /= 9;
tr /= 9;
This should be all that you need to do...
Hopefully I haven't forgotten anything.
Oh, and you might have to edit those Par Time tables
if you're using Chris' great memboost source.