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General => General Discussion => Topic started by: Boingo the Clown on July 12, 2013, 06:30:08 PM

Title: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 12, 2013, 06:30:08 PM
Since I am trying to get back to work on DeiMWolf again, I figured I may as well start a progress report thread to give updates every now and then.

I am putting it here because DeiMWolf is not directly CQ related.  I am not putting it in the T.U.C.Q. subforum again because it is not T.U.C.Q. related, except that they are both projects of mine.

Progress Report:  July 12, 2013

After a month and a half of preparing for the Upper Canada Village Medieval Festival, another month going nuts at work because of incompetant upper management, and two weeks of constantly playing on Ouya, I finally got around to taking a look at DeiMWolf (and T.U.C.Q.) again.

The first thing I noticed was a severe incompatability problem when I played DeiMWolf with Heretic as the IWAD. The pistol and the bayonet did not work, the firing sounds did not work, and neither did the medkits.  In fact, a lot of things either do not work right or don't work at all using Heretic. Running DW in Heretic might be a good way of getting it to work on its own, perhaps even as an IWAD.

I will keep you updated.

{EDIT: I found a very interesting problem. It seems that the silver key and gold key turn into a gargoyle and an iron lich respectively in Heretic.  It is very difficult to get through a level when your keys are trying to kill you.}
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 16, 2013, 12:54:51 AM
Progress Report: July 15, 2013

Well the keys are no longer monsters that attack me, the chain holding up the cages are no longer spinning yellow keys, nor are the chains holding up the pot racks spinning green keys, a pan off the rack is no longer giving off teleport sparks, the spear in the the spear rack is not a chandelier, th suit of armour is not a morph ovum, and the trees at the end of episode 1 are no longer spawning pop pods.

There was also a number of troubles with the title screen I had to fix.

Using Heretic as the IWAD has actually been quite useful. It has helped me find a lot of problems that I would never have found otherwise.

In fact there are still some problems that will have to be worked out, but at least I know about them now.

Meanwhile, I am trying to make some progress on those long promised high res sprites we have all been waiting for.

Working in DAZ Studio with Genesis and a number of items from the store and others online for free where I can find them I am trying to do the characters as best I can. 

Below is my version (so far) of the mutant.

(http://img841.imageshack.us/img841/8291/r81.png)

I used Daz's "The Ghoul" morph for Genesis with  a zombie skin from another product for Michael 4. I used Daz's morphing flattop hair and gave it a green tint as a tip of the hat to the zombie troopers from DooM, who have green flattops. The original version of the mutant has a hand sticking out of the middle of its chest holding a pistol. I thought that was kind of silly, so I decided to take a hint from the revenent in DooM II and give him a harness with shoulder mounted guns.

Now I just have to figure out how to animate him.

I am also working on Doktor Schabbs.
Title: Re: DeiMWolf Progress Thread
Post by: Atariangamer on July 16, 2013, 01:50:32 PM
This'll be interesting when it all fits together...

Good to hear you're fixing bugs and doing work, though!
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 16, 2013, 10:08:43 PM
Doktor Schabbs

(http://img51.imageshack.us/img51/9527/98f.png)

Hans Grosse

(http://img708.imageshack.us/img708/760/f4ld.png)
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 16, 2013, 11:30:46 PM
Those look pretty decent.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 21, 2013, 02:28:46 AM
Progress Report: July 21, 2013

Test sprites!

(http://img577.imageshack.us/img577/3841/m9pr.png)
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 21, 2013, 03:26:25 AM
Ooh! Those are nice. Kind of blurry close up, but nice.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 21, 2013, 02:17:29 PM
It's kind of a trade off.  I want higher resolution for the sprites (In fact it was the primary reason I switched the project over to GZDooM from Legacy in the first place. Check out this thread (http://forums.newdoom.com/showthread.php?t=29509) to see just how frustrated I was.), but I am also concerned about the size of the final wad. At four times the resolution of a normal sprite, these take up sixteen times the space. Imagine how big the wad will be once all the moving, shooting, and death frames are added.   :o

Personally, I do want even higher res. I am just concerned about space.  :-\

I am really glad you like them so far.  :)
Title: Re: DeiMWolf Progress Thread
Post by: xbolt on July 21, 2013, 04:18:48 PM
Maybe have the lower resolution ones in the base wad, and release the super-HD ones as a separate download?
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 21, 2013, 05:26:06 PM
Maybe.

It would not be hard to render everything now as 2x or 4x res, then rerender later as a higher res if anyone wants it.

Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 21, 2013, 07:54:12 PM
Wait a sec.... just remembered something. In GZDoom, there's an option somewhere to 'smooth' sprites, or in other words blur them slightly. This is really nice for normal sprites with all their jaggedness, but I think that's whats making these blurry. Maybe try to find that option and test it with it off?
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 22, 2013, 08:33:47 PM
Progress Report: July 22, 2013

Little bits here and there.

I rendered out a tall blue vase to replace the Wolfenstein sprite.

Meh.

I will see If I can replace it with a better one.

I also rendered out some ugly hanging vines to to replace the ones at the beginning of E2M1. What I got looked pretty good.  When I checked it out I remembered I just had the entrance ending at a wall, so I built an outdoor area similar to the one I did for E1M9.  This time I made it dark, which looks good silhouetted against the mountains.  I just need my own mountain texture now.   :-\

I also added a slight detail to the maps.  The hanging skeletons and the hanging cages looked a little bit weird, because they were attached to the ceiling with no visible means of support, So I addapted a PD texture I found on the net and created a little metal plate to on the ceiling for the skeleton and the cage to the ceiling. I then copied and pasted it into all the levels where it was needed.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 23, 2013, 10:28:13 PM
Egad.  This is going to take forever.

To get rid of the distorted epaulettes and Y straps on the German soldier I am going to have to render out three versions of each sprite snf then repaint them together.  In addition to the normal render I am going to have to render out a version with the arms reset to their default positions (but made invisible) so that  the epaulettes and Y straps will be the way they are supposed to be, and another render with the epaulettes and Y straps removed, to kind of use as an eraser.

It is very time consuming and I am going to have to triple render and repaint for every sprite.

Frustration awaits.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 25, 2013, 02:22:36 PM
Progress Report: July 25, 2013

I was right about having to repaint all the frames of the German soldier being slow and frustrating.

I only have two full rotations finished so far, including the version of the soldier just standing, and the first frame of the ten frame running sequence.

The running sequence has 10 frames.  Each frame has 16 sprites. Each sprite requires 3 renders.

Do the math.

I just did 480 renders over the last two days.

Now I have to paint them together to produce the 160 sprites required just to make the guard run. This does not include the frames required for making him shoot, the frames required for him getting injured, or the frames required for him to die.

If I am going to get a version of him to patrol I will need an additional set of walking sprites.

I think this might take a while.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 26, 2013, 11:16:38 AM
Screen shot of mutant sprite test.

(http://img826.imageshack.us/img826/1698/0psg.png)
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 26, 2013, 05:40:08 PM
Boingo, did you see my reply earlier about GZDoom blurring sprites?
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 26, 2013, 07:28:56 PM
Yes I did.

Same answer as before.

As it is the file is going to be HUGE.  I can't afford to make the sprites bigger at this time.

I am saving all my files.  I can make higher res version at some point in the furture if there is a demand for it.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 26, 2013, 08:36:33 PM
...


I'm not saying make bigger sprites. I'm asking if you have checked if that specific setting is on. I'm saying your current sprites might not look blurry close up if you find that on and turn it off. It should be under the visual settings -> Gzdoom visual settings somewhere.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 26, 2013, 11:48:04 PM
Yes.  I looked, but I could not find a setting for it.
Title: Re: DeiMWolf Progress Thread
Post by: 75 on July 27, 2013, 12:59:55 AM
Boingo, I wanted to warn you about something, I had a hard time getting the guards in my brief work with my Blake Stone TC to work correctly...

I was able to get them to patrol, and I was able to get them to run, but I was not able to get them to walk when patrolling, but run when pursuing an enemy. If I recall correctly, the "See:" state is used for both patrolling and pursuing the player, so I believe it's up to you to tell the engine which is which, and I'm not sure how to tell you to do that.

You may want to post something on the zDoom forums asking how to do it before you take the time to make walking frames.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 27, 2013, 01:38:41 PM
I was thinking of implementing patroling guards in a different way than normal.  I was thinking of making seperate versions of the guards for patroling.  The walking guards are asleep and their walk cycles are part of their spawn states, not part of their active states, which would be the running version.  Instead, their movements take place while they are asleep and they would be moved by scripts.  The script would simply be something like this:

If guard is alive and asleep
{
     move guard from point a to point b
}
If guard is alive and asleep
{
     turn guard to face point c
}
If guard is alive and asleep
{
     move guard from point b to point c
}
etc.
...

I am not sure a sleeping monster can open doors, so that may have to be scripted too.  When a guard becomes active, its script terminates.

I will bet this method would work, and would even work in Legacy. My only worry is if a guard is killed while moving between point a and point b his corpse may continue sliding along the ground until it reached point b. Hillarious, but not what I want.

Meanwhile ...

I have good news and bad news.

I had been having a problem with DAZ Studio leaving a thin blue outline around my sprites.  DAZ Studio was saving the renders with transparency, but it was antialiasing the figures to the background colour of the editor, creating that outline.  I asked about it on the DAZ Studio forum and I was told how I can (mostly) eliminate the outlines.

That is the good news.

The bad news is I am going to have to go back and do all of those renders I did this past last week over again.


 :facepalm
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 27, 2013, 01:41:43 PM
Oops.  Accidental extra post.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 27, 2013, 05:25:37 PM
Well, you COULD do that, but there is a built in patrol system, where you wouldn't need another guard. http://zdoom.org/wiki/Thing_SetGoal (http://zdoom.org/wiki/Thing_SetGoal)


Of course, if you do want to do it your own way, you'll need these:


http://zdoom.org/wiki/SetActorState (http://zdoom.org/wiki/SetActorState)
http://zdoom.org/wiki/SetActorPosition (http://zdoom.org/wiki/SetActorPosition)
http://zdoom.org/wiki/SetActorAngle (http://zdoom.org/wiki/SetActorAngle)


And for the removal of the script upon death, use this [size=78%]http://zdoom.org/wiki/SetThingSpecial (http://zdoom.org/wiki/SetThingSpecial)[/size] to set a script on the monster that terminates the original script. Since the special will activate upon death of a monster (unless that is changed in the monsters DECORATE code, but I see no reason as to why yours would be changed, so this should work).
Title: Re: DeiMWolf Progress Thread
Post by: 75 on July 27, 2013, 05:39:17 PM
@Boingo, I still can't quite figure out how you're going to do this; are you saying you're going to manually warp every patrolling enemy from one point to another while they are patrolling? So you'd get the actor's position, then set the actor's position, you're using that to make patrol areas?

Another question; how will you spawn the "running" actor when they "see" the player? A way you could do it is to spawn the "running guard" actor in the "patrolling guard"'s see state, but you'd need to be sure to make the running guard have the +LOOKALLAROUND flag to be sure that it would see the target.

@CM2109

The limitation with that is, actors that are patrolling use the See: state;  the actors move at the same speed and use the same sprites whether they are patrolling or chasing a player, and since Boingo is making walking sprites, it sounds like he doesn't want that.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 27, 2013, 05:55:35 PM
Fair point. Hence why I listed the resources for the other way. Hmm, you could have a separate guard that does the walk during the see state, and when it goes to its attack state to attack the player (which it would do when it saw the player) it could spawn the regular guard.
Title: Re: DeiMWolf Progress Thread
Post by: 75 on July 27, 2013, 06:13:28 PM
Quote
Hmm, you could have a separate guard that does the walk during the see state, and when it goes to its attack state to attack the player (which it would do when it saw the player) it could spawn the regular guard.

When would that alternate "running" monster be spawned? Remember that the patrol point is effectively a target; I don't know if the game knows the difference between the patrol point as a target and a player as a target.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 27, 2013, 06:32:13 PM
I don't think the actor attacks when it goes for the patrol point though... I've never seen one attack one when I used em, at least. It would be when the actor normally attacks. It just spawns the other actor instead of attacking.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 27, 2013, 07:43:35 PM
Do not worry too much about the patrols yet.

I need to get a whole heap of sprites done right now.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 29, 2013, 06:12:21 PM
Progress Report: July 29, 2013

It took two days, but I got the walk cycle for the mutant working.

(http://img607.imageshack.us/img607/3430/g2jp.png)

This is the walk cycle tested with a temporary test object. I am not very satisfied with it.

I used an animation file to animate him, and had to do a lot of fixing with the poses.  I thought the animation was originally based on motion capture, but when I finally saw it in the game I could tell it was not.  The test object kind of looks like it is motoring along on a sugar rush, even though it is actually moving slower than the mutant is supposed to.

Still, I am going to accept it for now.  After all, It took two days of hard work to get it going.  I can change it at a future date.

Meanwhile, the screenie below is a three for one.

(http://img194.imageshack.us/img194/5374/fxu.png)


Title: Re: DeiMWolf Progress Thread
Post by: 75 on July 29, 2013, 07:17:35 PM
I think the black borders on the wood planks make it look too cartoony and high contrast, but aside from that, it could be useful.

Where did you find this tool? It sounds like something I might be interested in.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 29, 2013, 07:20:01 PM
Looks nice. The detailing on the ceiling adds quite a bit to it.
Title: Re: DeiMWolf Progress Thread
Post by: Replica on July 31, 2013, 01:28:17 AM
Personally I think it looks fantastic. But, the black lines on the top and bottem might be what makes it look like a cartoon.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 02, 2013, 09:36:33 PM
Progress Report:  August 2, 2013

Lots of little things.

Replaced the suit of armour with a new rendered version.

Replaced the tresure chest with another rendered version.  I don't mean this one to be permanent, but it sure looks better than what I had.

Replaced most of the bone piles with new rendered versions.

Replaced that lousy looking CG MP40 I had been using with another CG MP40 in high res. This is still only a temporary sprite until I get around to doing live action sprites this fall (too hot to do it now), but it looks ten times better.

Repainted the wall textures with the Hitler portraits and the wall eagles on them.   I used a blur tool to antialias the wall eagle and get rid of the jaggies. I then added drop shadows to the paintings and the eagle to give them more dimension and make them appear less flat.

I finally found out how to change the exit messages for the game.  After about a half hour of quitting in Wolfenstein 3D I had what I think was all of the quit messages written down, so I put them into DeiMWolf, along with a couple of my own.

I also did a little testing with different IWADs to see what kind of compatability DW has.  Here are my findings so far.

I have not tested DeiMWolf by itself.  I have not tested it with HacX or FreeDooM as the IWAD.  I will probably test these soon.  Heck!  I might even test it with The People's DooM as the IWAD just for fun.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 05, 2013, 01:04:47 AM
Progress Report: August 4, 2013

So I tried out DW by itself as an IWAD.

It works.  GZDooM insists it is the shareware version of DooM and won't let me start the other two episodes from the menu, but it works.

I played around with the LOCKDEFS lump a little and got the locks working right when using Strife as the IWAD.  The problem is that the silver key does not appear for some reason.  Of course if DW works by itself in GZDooM there will be no need to bother with Strife compatability.

I copied the small font from DooM over to DW in order to make the message text work.  This is only temporary.  I plan on rendering out a different font soon if I can.

Another 3 in 1 screenshot here.

(http://img837.imageshack.us/img837/7515/jgkt.png)

The new MP40 sprite is here.

I came up with a new six frame animated water texture. DooM and Chex Quest have different versions of the water flats and Heretic doesn't use the same name for its water, so the water didn't appear at all in Heretic.  If DeiMWolf was played without an IWAD no water would appear either.  To fix this I consulted a few tutorials and whipped up my own water in GIMP.  There was a plugin to create the ripple effect.  Easy peasy.

I am starting to fool around with the status bar.  I intend to make a new bar resembling the original W3D bar, but with a brushed metal look.  Here I am using the original W3D bar as reference for placement of the various numbers and the keys.  It is obvious the numbers will have to be redone smaller if they are going to fit.  The section that normally displays the number of lives left in W3D is holding the available weapons.  It is unknown what I am going to do with the Floor and Score sections or how I am going to get a graphical representation of the currently held weapon to appear on the right hand side.

No.  I have not replaced the face yet, but I did download a morph that will hopefully get a better looking face made up some time soon.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on August 05, 2013, 02:20:33 AM
Ooh! Fancy looking.


If you can't get the graphical representation of the current weapon working with the status bar lump info, it IS possible to do it via scripts, I believe. Kinda depends on if printed sprites will appear in front of or behind the HUD sprite though. XD 75, do you have experience with that?
Title: Re: DeiMWolf Progress Thread
Post by: 75 on August 05, 2013, 05:53:20 PM
Be very careful with making this an IWAD, remember that any actors that you replace in this wad using DECORATE will be ignored, since the IWAD actors are typically contained in (g)zdoom.pk3.  I don't recommend trying to make this an iwad right now. That's something zDoom really needs to support you on, and I'm not sure they'll allow this as an IWAD if it uses wolf3d maps/trademarks.

Quote
If you can't get the graphical representation of the current weapon working with the status bar lump info, it IS possible to do it via scripts, I believe. Kinda depends on if printed sprites will appear in front of or behind the HUD sprite though. XD 75, do you have experience with that?

It's definitely possible, scripts are not needed, you just need SBARINFO and DECORATE (specify inventory.icon in your weapon definitions)
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on August 05, 2013, 08:17:50 PM
Oh yeah! Almost forgot about that. XD
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 05, 2013, 09:35:40 PM
... I'm not sure they'll allow this as an IWAD if it uses wolf3d maps/trademarks.

http://zdoom.org/wiki/Wolfenstein_3D_TC
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 10, 2013, 01:59:35 AM
Progress Report: August 10, 2013

Working on stuff.

(http://imageshack.us/a/img834/5239/id3k.png)

(http://imageshack.us/a/img29/2268/4g0a.png)
Title: Re: DeiMWolf Progress Thread
Post by: TrueDude on August 10, 2013, 02:54:57 AM
Looks a lot better, imo. More atmospheric.
Title: Re: DeiMWolf Progress Thread
Post by: 75 on August 10, 2013, 07:13:55 PM
... I'm not sure they'll allow this as an IWAD if it uses wolf3d maps/trademarks.

http://zdoom.org/wiki/Wolfenstein_3D_TC

Oh right, in that case go ahead.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 23, 2013, 06:58:51 PM
It is a strange mixture of disappointment and ego boost at the same time.

As you know, I have been working on a replica prop MG34 for a very long time for this project.

I have made a lot of fake parts, but I have bought even more real parts. This is actually kind of annoying, since I originally intended to make *everything* from scratch. It was only the lack of good scale drawings on the internet that got me into buying parts.

The first part I *made* was the MG34'a flash suppressor (a.k.a flash cone, a.k.a. flash hider).  I did it primarily from photos and some guess work based on that terrible vacuumformed abomintion I have.  I built it from a small PVC connector as the main cylindrical section and a piece of hardened polyester resin I shaped using a hand drill as a makeshift lathe.  I thought the piece was pretty accurate and I was pretty proud of how it turned out.

However, another piece connected to the flash cone turned out to be waaaaaay off.  I puchased the real version of this part and discovered just badly off it was. It was mainly the size.  It was much smaller than the real part.

This led me to believe that my flash cone was too small, and so when a real flash cone came up on ebay, I decided to get it.

As it turns out, I didn't really need it.

My false part was slightly smaller than the real part, but not noticeably so. It was a mere 1 millimetre smaller in diameter (1/25") and 3 millimetres shorter (86mm long instead of 89mm long).  In fact, when compared side by side, the differences are neglegible.

(http://img809.imageshack.us/img809/8821/7450.jpg)

Now that I have a real one, I guess I will be using that once I fill in the pitted areas,  but as you can see I was actually fine with what I had.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on September 27, 2013, 11:50:07 PM
Progress Report: September 27, 2013

So you thought I had forgotten about you, eh?

After a considerable amount of time I have managed to repaint half of the sprites for the guard's run cycle.  By "half" I mean I have a full run cycle, but only eight angles, allowing me to test.  (There are another 240 renders that will create 80 more sprites for a full 16 angles, but I will probably get around to them later.)

As you recall, each frame required three seperate renders to be painted together in order to get rid of some severe distortion of the epaulettes and shoulder straps.  The repainting was successful and the epaulettes and straps now look the way they are supposed to look, and the animation of the run cycle also looks correct.

(http://img713.imageshack.us/img713/631/nfuh.png)

The character is still far from finished.  I still have to come up with attack, pain and death sequences, so there is much left to do.

At least he is on his way.
Title: Re: DeiMWolf Progress Thread
Post by: Atariangamer on September 28, 2013, 12:55:27 PM
Looks good for a start! Also, I thought I had commented on the flash cone, but that's pretty awesome! I loved reading up on your MG34 work log back in the day...
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on October 04, 2013, 12:45:32 PM
I was working on the death sequence for the guard, but the limitations of the renderer have frustrated me. Unlike the original DooM where portions of the sprites can be rendered below the surface of the floor to make the sprite appear firmly planted on the ground, GZDooM (and other opengl ports) cut off any pixel below to floor's surface.  The only way around that is to raise the bottom of each sprite up above the floor, but that makes the sprite look like it is floating above the floor.

Grrr

I had a lovely death sequence rendered out, but when the corpse of the guard is lying on the ground it looks like it is actually floating above the ground with just the heels touching.  That's very frustrating. It is also very frustrating that the various piles of bones lying around the dungeons look like they are floating above the floor too.

Anyway, it looks like I am going to have to render the entire death squence again from another camera angle in the hope that the character's corpse looks like it is actually lying on the floor.
Title: Re: DeiMWolf Progress Thread
Post by: Atariangamer on October 04, 2013, 05:16:23 PM
There are some actual renderer options in GZDooM/ZDooM that change the way sprites work...And they fix problems like this.

I may have to grab a copy and try to find it...
Title: Re: DeiMWolf Progress Thread
Post by: 75 on October 05, 2013, 11:37:51 AM
I'm not sure if this is possible, I remember seeing a thread about it a while back on the zdoom forums.

I know for a fact that in software, midtextures will render below floors and above ceilings if they can reach (unless you set the clip flag in hexen / udmf), but opengl always automatically clips.

I haven't looked at the code, but my guess is that the opengl renderer is just programmed to automatically clip all images rendered parallel to the screen at ceilings and floors, whereas the software renderer doesn't care about floors and ceilings and renders images on that plane until something is put in front of them (software might only do visibility clipping in the direction perpendicular to the screen).
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on January 24, 2014, 03:47:45 PM
Hmmm ...

Not that T.U.C.Q. Release 6 is out, I wonder if I should continue working on T.U.C.Q. or work on DeiMWolf for a while.  It is overdue for a release too.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on January 31, 2014, 12:10:46 AM
Taking another shot at coming up with a decent BJ mug for the status bar.

Here is the latest model:

(http://imageshack.com/a/img823/4222/42qr.png)

I tried to match it up with the features of the original as best I could, albeit not as vertically squashed.
(http://userserve-ak.last.fm/serve/252/24033223.gif)

Opinions?
Title: Re: DeiMWolf Progress Thread
Post by: Atariangamer on February 01, 2014, 12:40:38 AM
Change the hair, and I like it!
Title: Re: DeiMWolf Progress Thread
Post by: chekovrules on February 01, 2014, 08:51:35 PM
Gotta have that tacky... gold? What color is that, anyway?
Title: Re: DeiMWolf Progress Thread
Post by: Replica on February 01, 2014, 08:54:20 PM
Ask Donald Trump. ;D
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 01, 2014, 09:14:47 PM
Trump knows nothing of hair, but he is an expert on rugs.

{{EDIT: I changed the hair colour to blonde and gave it a touch of ginger. I also repositioned the hair slightly, which I hope looks better.

(http://imageshack.com/a/img560/3668/p512.png) }}
Title: Re: DeiMWolf Progress Thread
Post by: chekovrules on February 02, 2014, 12:25:28 PM
Better than the original. At least he doesn't look like there's caramel melting on his head.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on March 19, 2014, 01:39:12 AM
After a bit of a break, especially due to my spending much of my time playing World of Tanks online with my nephews pretty much around the clock and working on stuff for my medieval club's most recent event, I have finally gotten around to working on the BJ statusbar face graphics again.

I have done all of the look forward and glance left and right graphic, but I am not very satisfied.  I reused the repainted skin textures on the Michael 3 model to do BJ's various stages of distress. It looked okay in the older version, which was at the regular resolution of DooM and in the DooM palette, but  at 4x resolution in full colour he just looks like he has been face painted.

(Note: Pics are of Bloodied BJ. If you are squeamish, don't click.)

Sorry but you are not allowed to view spoiler contents.

Aside from the fact the blood is too bright (It was just right in the DooM palette, but not so much now) , BJ simply does not look like he has actually been beat up.  He has been recoloured like he has been bruised, but there is no swelling.  I want him to look like Rocky Balboa at the end of a fight, not like a guy wearing some eye shadow and ketchup.

...

Anyway ...

In the time I had been ignoring finishing this post (several hours with only the first bit done), I managed to find my solution and try it out.

I had been looking for morphs that would give Michael 3 some swelling and found nothing, but then I remembered DAZ Studio supports displacement maps.  After whipping up a quick displacement map in GIMP, I tried it out and got poor BJ looking a little more like dog food.

(Note: Another bloody BJ. Don't click if you can't handle it.)

Sorry but you are not allowed to view spoiler contents.

He now has swelling around his eyes, his right eye is almost swollen shut, and he has a bit of a fat lip. It doesn't show much, but I also  thickened the streams of blood and added drips at the ends.  I can probably make him look a lot worse.  The blood needs to be darkened down to make it look a lot less like paint.

I will probably need to enlist 75 or Thrasher to look over the new graphics and give me any suggestions they can on how to make them better.

Hopefully I can get the entire set of faces done soon.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on March 19, 2014, 05:14:14 PM
All I can say is to agree with darkening the blood. Perhaps some splatters mixed in with the streaks though?
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on March 20, 2014, 04:51:05 AM
Spent all day adding textures and details to the floor lamps.  They were never meant to be black.  They were always meant to be brass with green shades like the ones in the original Wolfenstein.

(http://www.doomlegends.com/deimwolf/lamp.png)

I used slopes to make the base look more rounded.

Unfortunately, I could not get sloped 3D sectors to work, so I was not able to redo the lampshade as a cone and had to keep the staircase like configuration. It still turned out pretty good once all the textures were added.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on March 20, 2014, 05:05:39 AM
3D floor slopes are probably the worst pain I have EVER seen in map making. The trick is to realize that the slope in the 3D floor continues down from the dummy sector instead of simply copying the dummy sector, so the best way to do it is to keep the dummy sector parallel to the sector where you want the 3D floor.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on March 20, 2014, 11:40:39 AM
So to get rid of the three staircase sectors for each of the eight directions I would have to make 24 dummy sectors for each and every lamp in the level and line them up perfectly parallel every time?!

That's insane.     :o

And here I was considering using sloping sectors to make barrels.   :(
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on March 20, 2014, 05:31:40 PM
In a word, yup. Of course, if you get lamps that line up with each other, you could use one dummy sector for two lamps, but it wouldn't really help much :P Its why I don't use sloped 3D floors except in the most simplistic of places.


This is a picture of the map from GZDoomBuilder of CPS02 from my Capture Point maps. It consists of a bridge spanning a chasm. Ignoring the large amount of normal (non-sloped) 3D floor dummy sectors at the top, all of the sloped ones are on the left.


(http://i.imgur.com/LsjHpvt.png)


You can see, it gets quite complicated. This was by far the most complicated map I've ever made. It also only runs on good computers XD
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on March 21, 2014, 12:40:31 AM
Definitely insane.

Using your advice I managed to create an experimental barrel.

(http://www.doomlegends.com/deimwolf/barrel02.png)

(No actual barrel textures created. There are just a couple of wood textures.)

Here is an editor shot of all the dummy sectors outside the circular test level.

(http://www.doomlegends.com/deimwolf/DBscreenie.png)

And that is for just one barrel.

All those dummy sectors would be fine if they could be used for all of the barrels on a level, but with the need to line the dummy sectors up in parallel with the actual sectors it means an awful lot of dummy sectors to hide in void space.

With barrels in rows and columns some of the sectors will line up.

When I have rooms full of barrels like this ...

(http://www.doomlegends.com/deimwolf/barrel03.png)

... that's really bad news.

{{EDIT: I could always resort to using models, but I am told models only work in pk3 file format and will not work in WAD file.  Unfortunately, DeiMWolf is currently in a WAD and it may be a while before any switch to PK3 is likely to happen.}}
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on March 28, 2014, 12:55:57 AM
Progress Report:  March 27, 2014

Had a really big scare yesterday.  DooMBuilder fouled up big time and horribly corrupted DeiMWolf.

Luckily, there was an automatic backup from an earlier save, and I was able to recover, albeit with a few resources lost, that were easily replaced.

Unfortunately, DooMBuilder then began refusing to save any changes, claiming deimwolf.wad was being used by another program. I spent hours checking out the resources inside the wad in case a corrupted entry was causing the problem. With the help of Mastrius, I found out that the earlier DB incident had left some sort of ghost copy of deimwolf.wad that can not be deleted. Saving DeiMWolf out to a new directory got around the problem.

Anyway ...

Now that I am more comfortable using GIMP, I have started doing some texture work. (Layers rock!)  Work is going slowly, because I am not very experienced, and I have a bad habit of playing the game whenever I go in to test (;D), but I am starting to get some good results.

Before:

(http://www.doomlegends.com/deimwolf/celldoor2.png)


After:

(http://www.doomlegends.com/deimwolf/celldoor1.png)

I have been wanting to change the cell door for ages.  It has been a bit of a bugbear for me.  It is not quite finished, and there is more that needs to be done with it, but it is definitely screen shot worthy.

The bad news is I made changes to the physical dimensions of the cell door.  That means I am going to have to delete all the cell doors in the game, then copy and paste this version there.

Oh! The tedium!


Also ...

Before:

(http://www.doomlegends.com/deimwolf/elevatorpic02.png)


After:

(http://www.doomlegends.com/deimwolf/elevatorpic03.png)

... sort of.

It is still a work in progress. (The little coloured dots are for aligniment purposes.) It was what I was working on when the wad got trashed.  Some details are still missing, such as the up and down arrows. The pipes are made up of 3D sectors, and do not have any finished textures for them yet. There is currently no switch in the centre of the wall.   The switch that was there before was a standard DooM switch texture, which is no longer available now that I have DeiMWolf running as an IWAD.

Like the cell, the changes I am making means I will have to change all of the elevators in the game.

Oh well.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on March 28, 2014, 01:56:47 AM
It looks very nice. And I know how much of a pain those sloped 3D sectors are. I wish someone would change those XD (Though it would be very hard. From a programming standpoint, I know exactly why they work that way, and it would be quite a pain to go through and change it, but it would make it so much easier :P)
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on May 29, 2014, 06:58:48 PM
I haven't kept track of my progress in the last two months, but I can assure you there has been progress, albeit it light.

I did a little sprite work.  I now have a rendered version of B.J. running out of the castle and yelling "Yeah!" instead of the blurry resized versions of the original W3D sprite. The run is fine, but the "Yeah!" part needs a lot of work. Basically, the only thing that is good about it is the arm being thrust into the air.

Sorry but you are not allowed to view spoiler contents.

Please don't give me any guff about B.J. not wearing a grey track suit. As a military prisoner, he would probably be wearing whatever clothing he was captured in, so I put him in combat pants, boots, gaiters, and a commando sweater.

I only did sprites for the player's standing pose. This may be the case for a the time being until I figure out how to modify the existing running poses I have to him holding a gun.  I also made an interesting discovery. I was testing the standing poses on a test object, but then I decided to add the sprites to the player.  I took a look at the player using the chasecam and saw that the game had converted the sprite to the DooM palette!

Sorry but you are not allowed to view spoiler contents.

The one on the right is my test object, and the one on the left is the player.  I may have to recolour the player sprites so they work better with the DooM palette. I may in fact change the commando sweater to DooM green so the players can pick their colours in multiplayer.

I can't remember much else I have done recently, aside from playing with voxels. While it is not complete, I have successfully made and tested a voxel medkit, and it looks pretty good so far.

Sorry but you are not allowed to view spoiler contents.
The measurements are based on an actual WWII German medkit I own, although the texturing is based on a photo from the net, due to the rough shape my medkit is in.  Much detailingt remains to be done, including colouring the latches, and adding the carry handle on the right hand side.
Title: Re: DeiMWolf Progress Thread
Post by: Atariangamer on June 12, 2014, 01:29:41 PM
This mod never ceases to impress me. I can't ever shake the feeling that it looks a bit too nice to just have the square walls, though...
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on June 12, 2014, 06:15:45 PM
lol, yeah... it looks amazing though.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 15, 2014, 02:54:55 PM
I have hit a couple of snags in DAZ Studio that are quite annoying and may slow things down a bit. (as if things aren't going slowly enough)

I picked up a really nice Uniform for the SS guard here (http://www.renderosity.com/mod/bcs/german-ss-black-uniform-wwii/103545).

The uniform is designed for an older DAZ human model, Michael 4 (M4).  I have M4, but only the basic version, so I am using a newer human model, Genesis.  Genesis has a lot of versitility compared to earlier models, with a large number of morphs that can be applied to it.  In addition, unlike earlier human models, clothing made for Genesis will morph with Genesis, meaning the clothing does not require its own morphs to match the figure.  This would allow me to do strange things, such as putting a cocktail dress on an ogre for example.  Even better, DAZ Studio 4.6 has the ability to autoconvert clothing made for earlier figures.  That means the SS uniform for Michael 4 will work on Genesis.

The result is a nice burly SS guard reminicent of the SS guard from Wolfenstein 3D.

(http://www.doomlegends.com/deimwolf/screenshot/SS01.png)

Here comes the first problem.

In the picture above, the boots on the guard are not actually on the figure. I simply added them to the scene and moved them around until they lined up with Genesis's feet.

Why?

Because the autoconvert function that allows me to put the Michael 4 uniform on Genesis wrecks the boots.  For some reason, the autoconvert treats the boots like they are made of spandex and scrunches them up around Genesis's feet, badly distorting them and even leaving the impressions of toes in the tops of the boots.  It changes the boots from looking bad a** to just plain bad.

(http://www.doomlegends.com/deimwolf/screenshot/justplainbad.png)

The mutant had the same problem, but on him the wrecked boots look appropriate, considering he is basically a zombie.

I came up with a solution. I figured if the boots were made for M4, then I would load in a copy of M4, make him invisible, put the boots on him, and pose him to match the poses used by Genesis.  The boots would line up, and everything would look okay.

Then comes the second problem.  For some unknown reason, DAZ Studio is refusing to load Michael 4.

 :facepalm

I will do what I can to see if I can get a pair of non-mutated boots on this guy's feet, even if it kills me.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 24, 2014, 10:25:25 PM
Progress Report: June 24, 2014

Only one thing to report today, but it is a fun thing.

I was sitting around and I suddenly put two and two together.  There are supposed to be ghosts in the secret Pac-man level (Wolf Pac) of DeiMWolf.  I was working on sprites for them already, but it occured to me that they might be more appropriate as voxels. Voxels would allow me to make 3D ghosts, but keep them pixelated.

Here is what I have been doing.

At first I imported a ghost sprite from Pac-man into Magicavoxel, made it 3D and tried to enlarge it to make it more detailed.  Then I remembered that Super Pac-man already has an enlarged ghost sprite it uses in the cut scenes, so I scrapped the version I was working on and imported the Super Pac-man sprite.

Sorry but you are not allowed to view spoiler contents.

I then rotated the sprite, copied it, and put the pieces together. Then I began filling it in.

Sorry but you are not allowed to view spoiler contents.

It was slow, but I ended up with a reasonable facsimile of the ghost in 3D.

Sorry but you are not allowed to view spoiler contents.

I made up eyes seperately, then cut and pasted them in. The results were good.

Sorry but you are not allowed to view spoiler contents.

The voxel medkit I made did not appear to have any shading in the game when I tried it out, so I turned off the shading in Magicavoxel to see what the ghosts might look like in the game.

Sorry but you are not allowed to view spoiler contents.

That got me excited.

Note: I have an old project called Pac-DooM that simulates Pac-man in DooM.  I am really tempted to bring that project back just so I can use this voxel there.   ;D
Title: Re: DeiMWolf Progress Thread
Post by: 75 on June 26, 2014, 05:50:10 AM
Nice. I really like the look of voxel models, they really feel like they fit into 90s shooters.

It's a pity zand has no shading for either 3d models or voxels though. I'd like to know why that is, I'm sure there's a good reason for it, maybe it's because lighting in vanilla doom is 100% ambient (i.e., sector light level) and lacks any direction (though I wonder if they could solve it by assuming the light came from above).

I think dynamic lights (i.e., point lights, etc. in gzdoom) could feasibly light up models properly but they lack the ability to shine on other objects I think (note how they clip through walls, etc.)
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on June 26, 2014, 06:15:47 AM
Still, adding depth to a voxel object by defining the ambient light level on the surface by how close it is to another perpendicular surface wouldn't be too hard, and it would add much.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 26, 2014, 08:45:56 AM
I really wish Magicavoxel could do voxel object bigger than 126 x 126 x 126.

I am dying to make a voxel version of the space ships in T.U.C.Q..
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on June 26, 2014, 09:27:11 AM
I'm sure the voxel file is somewhat simplistic data. With luck, it might even be in non-binary form, meaning you can directly edit it. It would be more time consuming (and likely more confusing), but you wouldn't be limited.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 27, 2014, 06:16:44 PM
(http://www.doomlegends.com/deimwolf/screenshot/pacghostss01.png)

Yes.  I used no clipping to get this shot.
Title: Re: DeiMWolf Progress Thread
Post by: 75 on June 28, 2014, 02:56:54 PM
I'm sure the voxel file is somewhat simplistic data. With luck, it might even be in non-binary form, meaning you can directly edit it. It would be more time consuming (and likely more confusing), but you wouldn't be limited.

Maybe it would be worth revisiting Ken Silverman's own voxel editor (as hard as it probably is to use), I didn't like using MAPSTER32 at first but I got used to it after a while (I recommend making a cheat sheet of keyboard commands)

Ken's editor is probably the least restrictive editor possible for KVX files (since he invented the file format for Build engine games), so if anything could do large voxel models, that would probably be it.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 30, 2014, 12:56:57 PM
Voxel Blood!

(http://www.doomlegends.com/deimwolf/screenshot/blood02.png)

Now I don't have to make up individual floor textures for puddles of blood on the floor or worry about the different resolutions.  All I have to do is place a thing and it is there.

Of course magicavoxel's size limit means the resolution is frustratingly coarse though.  If only I could double the resolution, it would look much better.
Title: Re: DeiMWolf Progress Thread
Post by: noob1234 on June 30, 2014, 04:01:21 PM
That looks really, really good. Shame about the resolution though, it really messes up the edge.
Title: Re: DeiMWolf Progress Thread
Post by: Replica on June 30, 2014, 08:29:10 PM
It does look really good. Although, it kinda looks like those ancient wax stamp sealers. I imagine such a thing would look amazing as Slime in TUCQ.
Title: Re: DeiMWolf Progress Thread
Post by: noob1234 on June 30, 2014, 10:08:52 PM
Oh, that's actually a great idea, Rep! And it would look really cool for the slime river in E1M5.
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on July 01, 2014, 12:50:09 PM
I'm gonna try to make a slime river today...I'll post when I'm done.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 01, 2014, 04:47:22 PM
It is not relevant to this thread, but there are a number of objects that would likely benefit from being redone as voxels in T.U.C.Q..  The  stalagtites and stalagmites in the Caverns of Bazoik would look hugely better.

Getting back on subject ...

A number of objects in DeiMWolf would benefit too:


I can probably think of more items in DeiMWolf that would really benefit from voxelization.  The two biggest probles are 1.) Slab6 is very difficult to use, and 2.) Magicavoxel has an incredibly annoying 126 x 126 x 126 size limit.

I would love to redo the wall mounted eagle as a voxel object, but the eagle is 368 x 243 pixels in size. Mavicavoxel simply wil not allow it.

I could make a the wall eagle in four pieces, but that would mean placing four objects for each eagle in a level, and trying to get all of the pieces to line up without gaps or overlap.  It is an extremely annoying constraint.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on July 01, 2014, 11:07:59 PM
You could also do four pieces, then manually stitch the files together.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on November 08, 2014, 03:37:20 PM
Wow.  This is weird.

I have been wanting to change the intermission screen to more closely resemble the intermission screen in Wolfenstein 3D, so yesterday I decided to start with the text and numbers.

I went into W3D and took a screen shot of the intermission screen so I could get the correct colour for the text.  Then went into GIMP.  I selected the text colour with the eye dropper tool, started a new image and typed out all of the text and numerals I needed.  I then copied and pasted the individual pieces of text and numerals to their own images and exported high resolution and low resolution versions of them out to PNG files.

After adding the new text and numerals to DeiMwolf, I started up GZDooM and got a big surprise.

(http://www.doomlegends.com/deimwolf/screenshot/WhyPurple.png)

The text appears correctly, but all the numerals are a purplish blue!

I have no idea whether it is something I did wrong or if GZDooM has a bug that needs to be fixed, but it certainly puts a kink in my plan.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on November 08, 2014, 06:43:41 PM
Fonts do not save color. When it is picked up by the engine, it grayscales it and then uses that as a base for applying color in the engine. So what you see there is the engine deciding on the color. Not sure if you can change it, but if you can it'll probably be in a MAPINFO lump or something. Also, look into making your own font lump with FONTDEFS, as that might help.


http://zdoom.org/wiki/FONTDEFS
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on November 10, 2014, 12:28:05 AM
Like what you've done so far, Boingo! Once this is released, it's gonna be a kicka** game!

Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on November 13, 2014, 08:10:29 PM
Progress Report: November 13, 2014

I haven't done a whole lot, but I guess I have done a little.

Way back in the spring I imported an OBJ barrel model into Magicavoxel to make a voxel barrel, but never did anything with it because the model was imported as one solid colour, and Magicavoxel has no good way of repainting the voxel barrel.  I was able to paint the wood brown(ish) and the hoops grey. 

I added the voxel barrel to DeiMWolf a few days ago.  While it looks better than the previous sprite versions in the fact it has volume, the fact that it has no texture combined with the even sector lighting in the game results in barrels that look like coloured cutouts.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20141108_181530.png)

I didn't like the sprite I was using for the tall blue vase, so  I replaced it with another one that looks more like the vase in the original game.

The mutant has no far attack sprites, no near attack sprites, and no pain sprites.  It now makes up for it by having three sets of death sprites.  A DECORATE function named A_Jump randomly choses one of the three death sequences when the mutant dies.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20141113_171915.png)

If you look at the picture you will see the mutant in three different death poses on the floor.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on December 05, 2014, 08:10:07 PM
I have been busy, but I fiddled a little with the door textures, and a little with the textures for the hanging cages.

I am also working on a new title screen.

Sorry but you are not allowed to view spoiler contents.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on January 26, 2015, 03:11:55 PM
Trying to get going again.

I am (very) slowly working on a graphics resource for DW: Much Obliged to make it slightly easier for those making new levels. Basically, it just replaces the DooM II Wolfenstein textures with copies of the DeiMWolf textures, and I am trying to throw together rough equivalents.

Yesterday I finally started work on the officer.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20150126_003119.png)

I have a feeling this one is going to be trouble.  I am using a different figure, called Apollo Maximus, for this sprite, because the uniform was designed for it. The problem is most human figures start in a T pose (standing at attention with arms straight out to the sides like a capital T), but Apollo Maximus starts in a very different pose with the arms in a relaxed position down at the sides.  This means the motion capture runs and other poses I have been using may not work with this  character.  If that is the case, then I will have to abandon trying to do this character using this figure and try again with another figure.

We will soon see.

Also, the uniform did not come with the NAZI armband. I took the one used by the SS guard and applied it to the figure. I could not make it fit completely, with parts of it hidden by the arm of the uniform.  that means I have yet another figure I am going to have to do a lot of repainting on.  I may have to abandon the armband if it is too much work.

{{EDIT: Oh dear.  It looks like I was right. Apollo Maximus really doesn't look like he will work out.  I just tried him out with DAZ Studio's Animate presets for the death sequences, and I guess A.M. is just rigged wrong.  Instead of falling down and dying, A.M. just floated in mid air and flailed around strangely.  This is not good.  I will have to abandon this model.

In brighter news, I may have just licked the problem I was having with the S.S. guard's boots (http://www.chexquest.org/index.php?topic=3970.msg188993#msg188993). I hid the boots inside a pair of invisible primatives, and parented the primatives to the legs of the S.S. guard. Now the Genesis figure does not autofit the boots and ruin them, and when the Genesis figure moves, the legs move the primatives, and the primatives move the boots. (Achievement unlocked: Cobbler)}}
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on January 30, 2015, 11:33:41 AM
Progress Report: January 30, 2015

Working on voxel keys.

(http://www.doomlegends.com/deimwolf/screenshot/VoxelGkey1.png)

The gold key here is unfinished, but it already looks quite smart.  The silver key is barely started, but already looks quite good too.

I have been working on a texture pack for Much Obliged. The pack is meant to replace the DooM II textures with textures and sprites that will allow people working on MU work on it without needing to use DooM II.  So far, only the barest number of textures and flats have been replaced, mostly just the existing DeiMWolf textures renamed to replace DooM II's Wolfenstein textures, but it should eventually replace most or all of the textures used by Oblige.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20150130_084653.png)
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 09, 2015, 03:15:53 AM
Since mecha-armour is kind of silly, I am working on a miniature tank for Hitler to drive.

(http://www.doomlegends.com/deimwolf/screenshot/Hitlertank.png)

Opinions?
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 09, 2015, 04:57:35 PM
Tanks in Wolf3D, sounds really cool! I myself haven't really played the game much, but I can see that this is a HUGE improvement over everything in Wolf3D. You should take this current progress, and release another version of DeiMWolf.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on February 09, 2015, 05:02:13 PM
Dang, Boingo, that's pretty neat.
Title: Re: DeiMWolf Progress Thread
Post by: noob1234 on February 10, 2015, 10:18:43 PM
what
WHAT
WHAT
This is awesome! You should totally do it!
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 11, 2015, 03:58:31 PM
We can only hope for another release soon...
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 16, 2015, 12:58:02 PM
Progress Report: Monday, February 16, 2015

Not a whole lot to report.  I tinkered a little bit with that tank. The treads on the model I used do not turn, but I found a few tank models online that do have turning treads (according to the descriptions anyway), and I will see if I can swap a set of working tracks from one of these tank models onto my tank.  It will change the look of the tank, but at least it will have moving treads.

I downloaded a motion capture file of a guy running with a rifle.  I am using a program called BVHacker to see if I can get the animation working with the SS guard.  If I am successful, I can finally have a running animation for the SS guard, instead of him sliding around on the floor.  Wish me luck on this.

I found some free explosion stock footage from a company called "Blink Farm", and was able to make a series of high resolution sprites from one of the sequences.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20150214_140856.png)

This is not very useful in DeiMWolf itself, because the only thing there is that explodes is Hitler's tank, which is unfinished.  It will be useful for Much Obliged though, where it can be used for replacing the DooM barrel explosion.

It was the last key started, but it is the first key finished. The red key is not used at all in DeiMWolf, but it will be needed for Much Obliged.

(http://www.doomlegends.com/deimwolf/screenshot/redkey.png)

Also, thanks to Enjay and Wild Weasel on the ZDooM editing forum, you can now see which weapon you are holding in the statusbar.

Title: Re: DeiMWolf Progress Thread
Post by: Drwalrustein on February 16, 2015, 01:48:21 PM
Hey Boingo what about DeiM it was highly rejected and it is still sleeping.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 16, 2015, 03:01:16 PM
DeiM was the original project I was working on from a heck of a long time ago.  The project stalled and was basically shelved, although there is always a chance I might start it again.

The premise of DeiM was both as a reversal of the situation in DooM and as a sequel/prequel/midquel between DooM and DooM II.  Instead of playing as the last surviving space marine after the invasion of the moon bases of Mars, the player would be playing as the last surviving demon (an imp), who follows the marine through one of the portals after the defeat of the Spiderdemon (arriving on Earth *before* the marine, due to time displacement from the portal), and is forced into an all out war against the Union Aerospace Corporation.  If successful, the player would  defeat UAC and use an artifact to resurrect the demons on Earth.  Cue the anticlimax at the end of DooM and the beginning of DooM II.

DeiMWolf was originally just going to be a secret level in DeiM that reproduced the first level of Wolfenstein 3D. After I did the first level, I just couldn't help making the second level ... then thie third ... then the fourth ... and so on. Eventually, it supplanted DeiM.

DeiM was originally made for Vanilla DooM, then switch over to DooM Legacy. Most of the enemies were repaints of the marine and zombies as normal troops, and most of the levels ended up just being tests for various DooM special effects tricks.  It would all look laughably primative now.  If I was ever to pick up the project again, I would have to start the whole thing over from scratch.
Title: Re: DeiMWolf Progress Thread
Post by: Drwalrustein on February 16, 2015, 03:53:54 PM
Wow DeiM was the parent of DeiMWolf  :o :o :o.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 20, 2015, 07:25:00 PM
Progress Report: Friday, February 20, 2015

What a terrible week I have been having.

I decided to rerender the dog run cycle sprites. The dog running sprites were the first set of enemy sprites I rendered for DeiMWolf.  However, while they look good, there are five reasons why they must be changed.  They have different lighting than the other sprites. they are at a different resolution, they are not in full colour (they are in the DooM palette), they are not antialiased to transparency, giving them a dark outline, and they only have the standard 8 views, instead of the 16 views (used by ZDooM and GZDooM) that the other enemies have.

So I spent hours rendering all of the sprites (16 frames x 16 views = 256 sprites), and painstakingly cropped them down to size. Then when I started adding them into the game, I saw a very noticeable green line down the dog's chest and on the insides of its legs.  It had never shown up on the older renders on the old computer, but it was virtually impossible to miss now.

Back when I made the texture for the dog, I was using an ancient version of Paint Shop Pro that does not have layers.  In order to figure out where I had to paint and make changes, I put a green margin making the edges of the UV map onto the graphic as a guide.

Somehow the green from outside of the UV map on the texture was being applied to the at the seams of the texture. I would have to do it all over again.

I edited the texture and replaced the green with a tan colour similar to the colour of the fur on the chest and legs of the dog. I did a render and it looked good.  Then I went and rendered all the sprites again.

Then I noticed another problem.  Somehow the animation was not loading correctly, and when I took a look at it, it was bad.

So today I unplugged my newer computer, and plugged in my old one, so I could use the older version of DAZ Studio I used before, along with the original file (seeing how the file was not working on the new computer).  I was in for a disappointment, as it turned out the original file had somehow been corrupted.  The dog had been turned purple, and no matter what I tried, I could not get the model to accept any textures.  I tried exporting the poses from the old file, then creating a new file with a new dog, and importing the poses, but the animation was messed up exactly the same way it was messed up new computer.  It looked like I was stuck.

I finally decided to apply brute force to the problem.  I reloaded the scene with the non-texturable dog and loaded another dog on top. I then applied the poses to it, and decided to manually  move every joint that was misaligned until the two models lined up and I would finally have a dog that was properly textured and animated. 

Luckily, this was when I discovered the source of the problem.  As it turns out, DAZ character have limits on how far their joints can move.  This is normally used to prevent new users from accidentally putting the figures into poses that look like car accident victims. Some of my joints were moved to outside these limits, and the program was truncating the number back to those limits, distorting the poses.  After looking up on line how to do it, I disabled the limits on the joints, and when I reloaded the poses, they were the way they were supposed to be.

More rendering, and it looks like I will soon have my new dogs to put into the game.
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 21, 2015, 02:54:52 PM
So the problem you kept speaking of in the chat was fixed? HUZZAH!

I think of the original Wolf3D graphics....then I realize how much better DeiMWolf is.
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 21, 2015, 07:45:06 PM
Also, (sorry for the double post) but I was looking through the old boards, and I found this post in the T.U.C.Q forum, it's from 2005:
Quote from: Boingo The Clown
I intended to be putting together the latest T.U.C.Q. beta last week, but I got working on another Legacy based project instead, which ate up all of my time.

Oops.

The good news is that this other project may actually end up have a complete release in a couple of weeks, and it rocks!

Right away I realized that this project was DeiMWolf, and I thought, "Wow, this project is 10 years old!".
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 21, 2015, 09:34:03 PM
Correct.  Don't you just hate Development Hell?

Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 22, 2015, 04:40:18 PM
Tell me about it. I need to wait to get on my brother's computer whenever I want to do any mapping, I've been making graphics for ANQ instead of mapping, once I have access to my brother's computer, I'm gonna work on it.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 23, 2015, 01:19:16 PM
Progress Report: Monday, February 23, 2015

After all of the frustration of the last week (see above), I have finally got the new versions of the dog running sprites into the game.  I only got the eight standrad views in, but after the last week, I am going to temporarily throw in the towel and call the task finished for now.  I can add the other eight views in later.

Let's compare the old version with the new one.

(http://www.doomlegends.com/deimwolf/dogrunning.gif)  (http://www.doomlegends.com/deimwolf/DOGrunning2.gif)

Same program (albeit a newer version). Same model. Same texture (with the green removed). Same animation.

Different lighting. Different camera. Full colour. Higher resolution. Proper antialiasing.

(I wonder if the big dog will ever catch the little one.  ;D)

There are still no new sprites for the attacking or death sequences, so the dog will continue to use versions of the Wolfenstein 3D dog sprites for those until I can come up with new sprites for those too.
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 23, 2015, 03:40:50 PM
I don't see any green anywhere on the old version...
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 23, 2015, 04:19:36 PM
The green did not show up until I tried to rerender.  At the lower resolution the green would have been washed by the brown around them out and more difficult to see.  The old sprites were also switched to the DooM palette.  If a pixel was slightly greenish, but mostly brown, it would have been mapped to one of the browns on the DooM palette.
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 23, 2015, 08:15:38 PM
The DooM palette doesn't have flourescent bright green, as far as I know.
Title: Re: DeiMWolf Progress Thread
Post by: 75 on February 28, 2015, 09:54:31 PM
The DooM palette doesn't have flourescent bright green, as far as I know.

If you mean pure green as in R=0,G=255,B=0 , yeah, there's not a whole lot of that, doom does have a good bit of greens tinted white, though (see chex)

(middle of the road murky greens would probably go to brown or tan)
Title: Re: DeiMWolf Progress Thread
Post by: Awesomedude249 on February 28, 2015, 10:01:22 PM
The only instance I've used true color when spriting is when I made the biomechanical flemoid for Drwalrustein, the chex palette just doesn't have flourescent green.
Title: Re: DeiMWolf Progress Thread
Post by: Mastrius on March 01, 2015, 03:13:23 AM
Boingo the Clown says he's unable "connect" to the forums' server for the time being. So if anybody can help him let us know. Meanwhile. Boingo says that he will continue discussion of DeiMWolf here:

http://teamdeim.yuku.com/forums/9/DeiMWolf (http://teamdeim.yuku.com/forums/9/DeiMWolf)
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 01, 2015, 11:53:26 AM
Wow!  It has been a while since I last did anything.

Anyway ...

I've had a stroke of luck.

I found a Hitler morph for Michael 4 that works in DAZ Studio.

I will see if I can do anything with it.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on June 26, 2015, 12:52:40 PM
There is still not much happening.  Sorry about that.

I can show you a render of Michael 4 with the Hitler morph that I uploaded for Awesomedude249 to look at.

(http://www.doomlegends.com/deimwolf/screenshot/HTLR%20A%201.png)

It looks okay, but I need to make a lot of changes before he is gameworthy.

It might take a while.

{{EDIT: Also, I am investigating how to get Hitler to dissolve into a disgusting pile of mush when he dies as he does in the original Wolfenstein 3D.  This will also take a while.}}
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 26, 2015, 06:20:35 PM
Progress Report: July 26, 2015

I went into DAZ Studio and decided to render out the sprites for the SS guard shooting.

Surprise!

I discovered I had already done it and forgotten about it!

So I added the sprites into the game, and they look good.
(http://www.doomlegends.com/deimwolf/screenshot/SSS1%20B%202%201.png)
Now I am back tackling the problem of making him move.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 05, 2015, 12:55:17 AM
Progress Report: August 4, 2015

“GÜTEN TAG!”

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20150804_211053.png)

Hans Grösse is far from done, but I finally got all his walking sprites into the game.
12 frames x 16 views = way too many sprites! (192 in all).
It took two days to get all of the sprites into the game and get all the offsets right.
It also took about two days to fix the Genesis model's hands (The two morphs I used to make the character look muscular also enlarged his hands to an absurd size), and adjust the animation frame by frame to fix problems with it and change his arms so he holds his guns out in front of him, instead of swinging his arms.

The bad news is I might have to redo all the sprites due to a  problem with his butt.

Oh well.

Anyway ...

What do you do with a seven foot tall muscle man who can hold two four foot long machine guns weighing 30 pounds each in his hands as if they are pistols?

Ummm ... Make him fight Rocky?

http://www.youtube.com/watch?v=ZaMu6NldFCw

Meanwhile, I have had great success with adding new high resolution blood splatters to the game ...

Sorry but you are not allowed to view spoiler contents.

... but there has got to be an easier way to paint a room than standing in front of a Schutzstaffel with an SMG.
Title: Re: DeiMWolf Progress Thread
Post by: TrueDude on December 07, 2015, 12:05:50 AM
I noticed the skill levels in the game are the same as Doom's, rather than based on Wolfenstein's, so I threw this together quickly. In Wolfenstein you don't have double ammo on the easiest difficulty, and you lose even less health then in Doom. (50% reduced damage versus 75%!) I also cut out the fifth difficulty to make it more authentic. Just paste this in MAPINFO:

Code: [Select]
clearskills

skill baby
{
AutoUseHealth
DamageFactor = 0.25
SpawnFilter = Baby
PicName = "M_JKILL"
Name = "$SKILL_BABY"
Key = "i"
}

skill easy
{
SpawnFilter = Easy
PicName = "M_ROUGH"
Name = "$SKILL_EASY"
Key = "h"
}

skill normal
{
SpawnFilter = Normal
PicName = "M_HURT"
Key = "h"
Name = "$SKILL_NORMAL"
DefaultSkill
}

skill hard
{
SpawnFilter = Hard
PicName = "M_ULTRA"
Name = "$SKILL_HARD"
Key = "u"
}
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on December 07, 2015, 01:28:59 PM
Thanks TrueDude.

I will try it and see if I like it, and if I like it, I will keep it.  8)

(I won't promise though.  75 made up a version of the pistol a while back that required the player to press and release the fire button for each shot like in Wolfenstein, but I didn't like that and didn't use it.)

Meanwhile, I haven't really been doing much work lately, but I am trying to get the SS guard to run.  I am having toroble with the gun not staying in his hands, and the feet are badly off, but I will keep trying as best I can, and hopefully it will work.
Title: Re: DeiMWolf Progress Thread
Post by: TrueDude on February 09, 2016, 09:05:57 PM
So, there's actually a source port out now for Wolfenstein 3D called ECWolf (http://maniacsvault.net/ecwolf/) that is partially based on ZDoom's code, so DECORATE works pretty closely to how it does in ZDoom. Maybe you'd want to consider seeing if you could use that as the engine, though it does come with the downside that some details would have to be left out. (just stuff like the bird statues that pop out)
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 20, 2016, 12:56:39 AM
Progress Report: February 18, 2016

Good news!  8)

Magicavoxel has the ability to apply a texture to a voxel object now!  It is a little difficult and non intuitive, but after a year and a half of bugging the programmer for this feature, I am ecstatic to have it at last.

Here is a test.  The voxel object is an imported .OBJ head from DAZ Studio. When it was imported into Magicavoxel it was a solid pale blue. The image added to it is a render of the same object (with texture maps) made in DAZ Studio.

(http://www.doomlegends.com/extras/FaceOnHead.png)

The image was slightly misaligned, hence the funny look of the eyes, but it was just a test, and definitely successful, so I won't nitpick about that.

What is more important is that I did another test, rendering the same barrel .OBJ I used for for the voxel barrel in the game and applied it to the voxel barrel.

Warning: Large image

Sorry but you are not allowed to view spoiler contents.

The results are good.  There is also a slight misalignment here.

I don't intend to keep this as the final look of the barrel, since there are aspects of the original barrel texture in DAZ Studio that I really don't like.  Instead, I will try to come up with my own textures in GIMP some time in the near future.

It still looks better than the old version.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20141108_181530.png)

That's the good news.  :)


Now for the bad news.  :(

The good looking screenshot above was done in GZDooM 2.1.0.  In version 1.82, which I normally use, and in the latest 1.X version 1.9.0 that was just released, there is a bug.  I call it the "GZDooM Grey Voxel Bug" and it affects a number of the voxel objects I have made.

(http://www.doomlegends.com/deimwolf/screenshot/Screenshot_Doom_20160218_140942a.png)

(I increased the brightness to make it easier to see.)

You can see in the barrel hoops and in darker areas of the wood that the dark voxels have been recoloured to a medium brownish grey

A number of other voxel objects I have made have the same bug.

The good news is the voxels look fine in version 2.1.0

The bad news ...
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on February 20, 2016, 07:54:21 PM
I'm pretty sure that's a palette recolor, due to using paletted images
Title: Re: DeiMWolf Progress Thread
Post by: Replica on February 20, 2016, 09:37:10 PM
If I remember right, then converting the image to a PNG file will allow for true color.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on February 20, 2016, 10:15:06 PM
Theoretically. Some PNGs also use palettes though, so you have to be careful.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 21, 2016, 01:11:26 AM
If I remember right, then converting the image to a PNG file will allow for true color.
Magicavoxel  only allows a 256 colour palette.  No truecolour.

Now for the bad news I mentioned earlier.

Because DeiMWolf was originally made for Legacy, the maps are in standard format, and use fraggle script. There are no polyobjects in this mode.

Pushwalls in DeiMWolf are simulated by using a series of thin sectors. A script for each pushwall sets the floorheight of each of the thin sectors to 0 in sequence, making the wall appear to slowly recede.

I downloaded the new versions (1.9.0 and 2.1.0) and they both have the same problem.  Instead of the sectors being instantly set to 0, they lower at turbo speed.  This makes the pushwalls appear to flicker instead of moving smoothly as they did before.  This basically ruins the effect.
Title: Re: DeiMWolf Progress Thread
Post by: ChexMaster2109 on February 21, 2016, 07:37:28 AM
Then yeah, your coloring issues are because of the palette.
Title: Re: DeiMWolf Progress Thread
Post by: 75 on February 21, 2016, 10:12:28 AM
The good looking screenshot above was done in GZDooM 2.1.0.  In version 1.82, which I normally use, and in the latest 1.X version 1.9.0 that was just released, there is a bug.  I call it the "GZDooM Grey Voxel Bug" and it affects a number of the voxel objects I have made.

The good news is the voxels look fine in version 2.1.0


Theoretically. Some PNGs also use palettes though, so you have to be careful.

I don't know much about hardware rendering, but it sounds like this is just a bug in gzDoom; if it works in gzdoom 2.1.0 better than it does in gzdoom 1.x I think that's ok.

@Boingo: Just wondering, why are you concerned about supporting old versions of gzdoom? Even if you're going for Zandronum support I'd recommend just leaving it as it is. Zand will catch up and fix this coloration problem eventually.

@CM/Replica: Remember that gzdoom never sees these pngs he's talking about, it only sees the voxel models, Boingo's not providing a 3d model with a skin, it's a blob of pixels that each have an indexed color.

With that said I think you guys are right, and it is a palette problem, but in my opinion this sounds like an internal palette bug in gzDoom, because IIRC gzDoom renders a voxel model to an md3 before drawing it, because the OpenGL renderer is slow at rendering voxels. I think this is something that Boingo wouldn't even have any control over.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on February 21, 2016, 06:05:19 PM
@Boingo: Just wondering, why are you concerned about supporting old versions of gzdoom? Even if you're going for Zandronum support I'd recommend just leaving it as it is. Zand will catch up and fix this coloration problem eventually.

I am not concerned about old versions. 1.8.2 was simply the version I was using.  I was unaware of the new versions until recently.

What concerns me now is the new problem that affects the pushwalls.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 24, 2016, 03:34:43 AM
Progress report: July 24, 2016

After five months of neglect, I decided give DeiMWolf some love.

I was trying to make a set of 3D electrical conduit pipes in the elevators using sloped 3D sectors.

It was messy (mapwise), a lot of tedious work, and the results were not satisfactory.

(http://www.doomlegends.com/deimwolf/elevatorpic03.png)

The voxel version I have been working on the last few days looks much better.

(large image)

Sorry but you are not allowed to view spoiler contents.
Title: Re: DeiMWolf Progress Thread
Post by: Replica on July 24, 2016, 04:49:42 PM
That does look much better. Nice work!
Title: Re: DeiMWolf Progress Thread
Post by: Atariangamer on July 24, 2016, 10:38:05 PM
I love voxels. I don't know if there are many mods using them, but I love the way they fit into the Doom style...
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on July 28, 2016, 10:10:07 AM
There is one problem with voxels.

The textures and sprites in DeiMWolf are in high resolution, so I must my voxels in higher resolution as well, but I am finding my higher resolution voxels are causing a reduction in frame rate. 

The most significant offender is the wooden barrel.

Whenever there are more than three barrels on the screen at the same time, the frame rate on my machine decreases noticeably.  It is most noticeable in a storage room on E1M4, where there are several barrels, a large room on E1M8, where there are more than a dozen barrels clustered together, and—worst of all—the last two room on E3M8, where the player must navigate a slalom course of barrels to get to the elevator with dozens of barrels in view at once.  The game goes from smooth and easy motion to slow a choppy motion similar to what players used to experience with DooM back before the client server model was adopted when trying to play online.

I have no idea what to do about this problem right now.

In lighter news, I have now changed all of the elevators in the game to use the voxel pipes, and I have changed the mounting brackets for the handrails in the elevators over from 3D sectors to a voxel bracket as well.

Also, as an experiment, I altered a hallway early in E1M1 (the one with the MP40 hidden behind a secret wall), lowering the light level, and adding a series of ceiling joists and braces for more detail.  I don't know if I will do this for other rooms.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on August 05, 2016, 12:19:36 AM
Progress Report: August 4, 2016

About a week  ago, 75 mentioned another Wolfenstein based mod, and pointed out  that it has all six episodes of W3D, as opposed to DeiMwolf, which only has the original three.

Yesterday I disconnected my computer, and for the last two days I have been working at various tasks that require the old computer, including running FloEdit, and old Wolfenstein 3D editor to allow me to recreate some of the Nocturnal Missions episodes.
Title: Re: DeiMWolf Progress Thread
Post by: Boingo the Clown on October 30, 2016, 06:09:54 PM
Progress Report: October 30, 2016

I finally have Doktor Schabbs in the game.

(http://www.doomlegends.com/deimwolf/screenshot/WIP013.png)

Just standing and running sprites so far, but I hope to have more soon.