Wolfenstein 3D Lite Beta

Add-On's, Modifications, and Total Conversions discussions

Moderators: Dean, ronwolf1705, TheTalentedMrLeo

User avatar
ronwolf1705
Moderator
<b>Moderator</b>
Posts: 3830
Joined: Mon Jul 31, 2006 10:04 am

Wolfenstein 3D Lite Beta

Post by ronwolf1705 »

Image

Here's a little something me and Linuxwolf have worked on: https://dl.dropboxusercontent.com/u/751 ... 20Beta.zip

It's still a beta, but the gist is this: You have no weapons. You can use the shadows to hide from the enemies. The default is that you walk slowly, which means the guards won't hear you. You can still walk faster, using SHIFT, but this increases the chance that guards will hear you.

Enjoy! :tup:

Image
User avatar
AlumiuN
DieHard Wolfer
DieHard Wolfer
Posts: 2744
Joined: Fri Nov 30, 2007 3:34 am
Location: Christchurch, New Zealand

Post by AlumiuN »

I'm assuming from the look of that shading this isn't in the normal Wolf engine. Still, looks pretty cool :)
User avatar
ronwolf1705
Moderator
<b>Moderator</b>
Posts: 3830
Joined: Mon Jul 31, 2006 10:04 am

Post by ronwolf1705 »

It is, actually! :)
User avatar
AlumiuN
DieHard Wolfer
DieHard Wolfer
Posts: 2744
Joined: Fri Nov 30, 2007 3:34 am
Location: Christchurch, New Zealand

Post by AlumiuN »

...wow. Is this using the_fish and WLHack's shading, or is this a new system?
User avatar
ronwolf1705
Moderator
<b>Moderator</b>
Posts: 3830
Joined: Mon Jul 31, 2006 10:04 am

Post by ronwolf1705 »

I'm gonna let Linuxwolf answer that one :wink: Coding-wise I know relatively little about it.
User avatar
linuxwolf
DieHard Guard
DieHard Guard
Posts: 242
Joined: Tue Oct 16, 2012 9:16 pm

Post by linuxwolf »

It is normal Wolf4SDL engine with a new system for lighting. It uses radiosity approach (ala Quake 2/3). The engine is capable of unique textures on every wall but we don't utilize that. I don't know much about the_fish or WLHack shading.

I should point out this engine does NOT use OpenGL or Direct 3D. We still use software rendered graphics in this mod. But we utilize 32-bit colour mode instead of 256 colour mode.

Lastly we have dynamic per-pixel lighting as well. We hope you like it. :-)
User avatar
AlumiuN
DieHard Wolfer
DieHard Wolfer
Posts: 2744
Joined: Fri Nov 30, 2007 3:34 am
Location: Christchurch, New Zealand

Post by AlumiuN »

Would you be willing to share the code for said lighting? I could definitely use that in my own engine (which is 32-bit already).
User avatar
linuxwolf
DieHard Guard
DieHard Guard
Posts: 242
Joined: Tue Oct 16, 2012 9:16 pm

Post by linuxwolf »

That is something we might do later down the track. Its hard to release source right now since it shares code with other projects (not yet released) and this was only a small side project for us. Ask me again when, say, Batman: No Man's Land has been released.
User avatar
AlumiuN
DieHard Wolfer
DieHard Wolfer
Posts: 2744
Joined: Fri Nov 30, 2007 3:34 am
Location: Christchurch, New Zealand

Post by AlumiuN »

Fair enough; I hope I remember to do so :)
User avatar
gerolf
DieHard Wolfer
DieHard Wolfer
Posts: 1216
Joined: Fri Jan 29, 2010 1:47 am
Location: USA

Post by gerolf »

Maybe it's all in my head, but are the guard animations different?
User avatar
Cyanosis
DieHard Officer
DieHard Officer
Posts: 513
Joined: Thu Aug 07, 2014 7:17 am
Location: White Bear Lake, Minnesota

Post by Cyanosis »

Wow this is really neat looking! Reminds me of the original lighting method used in the old No Man's Land shots. Is this more flexible and performance friendly?
User avatar
AlumiuN
DieHard Wolfer
DieHard Wolfer
Posts: 2744
Joined: Fri Nov 30, 2007 3:34 am
Location: Christchurch, New Zealand

Post by AlumiuN »

As far as I can tell it uses precalculated light maps, meaning the performance overhead is pretty slim (although that's why the download is comparatively huge).
User avatar
doomjedi
DieHard Wolfer
DieHard Wolfer
Posts: 3301
Joined: Fri Jul 21, 2006 12:00 pm
Location: Israel

Post by doomjedi »

AlumiuN wrote:As far as I can tell it uses precalculated light maps
If so - it's be just like in original NML lighting system we scrapped from it.
NML doesn't use such currently AFAIK.
Maybe it's all in my head, but are the guard animations different?
Yes, I've made "marching" guards frames for this mod (and off frames for lamps).
I've made them for all basic Wolf3D enemies (including mutants), regardless of how much enemies actually used in this mod.

Obviously, after this mod is released - all those can be used by others with credit.
Is this using the_fish and WLHack's shading, or is this a new system?
Why is it every time LinuxWolf shows new shading engine, he is immidiately suspected to copy from others? He is a capable coder on his own, not less than WLHack or TheFish, even more.
And AFAIK - he NEVER uses or considers to use code of others.
Last edited by doomjedi on Sat Nov 01, 2014 8:40 am, edited 1 time in total.
User avatar
AlumiuN
DieHard Wolfer
DieHard Wolfer
Posts: 2744
Joined: Fri Nov 30, 2007 3:34 am
Location: Christchurch, New Zealand

Post by AlumiuN »

doomjedi wrote:
Is this using the_fish and WLHack's shading, or is this a new system?
Why is it every time LinuxWolf shows new shading engine, he is immidiately suspected to copy from others? He is a capable coder on his own, not less than WLHack or TheFish, even more.
And AFAIK - he NEVER uses or considers to use code of others.
I didn't mean it in a bad way, I was simply interested to know if it was the system the_fish and WLHack put together or a new one. I didn't mean to suggest that he was copying code (although to be honest I wouldn't call implementing someone else's code a sin in this community; it's pretty much how everyone gets started in the community, and in my case a lot of my skill is down to implementing the code of others), and certainly not that he is an incapable coder.
User avatar
serpens
DieHard Wolfer
DieHard Wolfer
Posts: 1119
Joined: Wed Apr 11, 2007 9:56 am
Location: Odrowaz

Post by serpens »

So it's Thief on the Wolfenstein engine, in a Nazi castle? That's really neat! Are you guys going to release a mapping kit for that eventually?
User avatar
Lozer_42
DieHard Wolfer
DieHard Wolfer
Posts: 1159
Joined: Fri Jun 09, 2006 5:44 pm
Location: Grand Rapids, Michigan

Post by Lozer_42 »

I really like a lot of the concepts as well as the overall visual aesthetics of it.
The AI is pretty interesting too, though realistically speaking, i sometimes feel like the guards are blind, or completely stupid, as there are a few instances where I've been able to walk right in front of them with no reaction at all from them.

Having said that though. this is pretty damn hard as it is. The 'realistic AI' I propose would only be playable I feel in a game that had weapons :-P

I give props to both Ron and Linuxwolf for this :beer: :beer2:
User avatar
Thomas
Mapping Master
Mapping Master
Posts: 5710
Joined: Tue Nov 23, 2004 4:41 pm

Post by Thomas »

Ron is definitely going places. I mean, I am terrible at playing these games, and some of the stuff Poet's done etc. because I like the simple run and gun, clapping walls for secret kind of mod more. But the shading and the atmosphere... The way you perceive the original environment in an entirely different way is certainly appealing... A lot of suspense in that damn blue stone prison level! Must play this more though.
User avatar
doomjedi
DieHard Wolfer
DieHard Wolfer
Posts: 3301
Joined: Fri Jul 21, 2006 12:00 pm
Location: Israel

Post by doomjedi »

I fully agree with Thomas.
User avatar
ronwolf1705
Moderator
<b>Moderator</b>
Posts: 3830
Joined: Mon Jul 31, 2006 10:04 am

Post by ronwolf1705 »

Thanks guys :)
User avatar
ronwolf1705
Moderator
<b>Moderator</b>
Posts: 3830
Joined: Mon Jul 31, 2006 10:04 am

Post by ronwolf1705 »

serpens wrote:So it's Thief on the Wolfenstein engine, in a Nazi castle? That's really neat! Are you guys going to release a mapping kit for that eventually?
Sorry for the late reply! It's not something linuxwolf and I have really discussed. It will certainly be a long time after the release if we were to decide to release a mapping kit. We'll see, also depends on interest.

Anyone else give this a go? :)
User avatar
Cyanosis
DieHard Officer
DieHard Officer
Posts: 513
Joined: Thu Aug 07, 2014 7:17 am
Location: White Bear Lake, Minnesota

Post by Cyanosis »

Curious if this requires a dedicated graphics card and/or shader support? I'm on a laptop with dual core processor, 2 gigs of RAM and on-board video with 256MB memory.
User avatar
Tricob
Moderator
<b>Moderator</b>
Posts: 9040
Joined: Tue Mar 15, 2005 2:43 am
Location: Neo-traditions, Inc.

Post by Tricob »

I played the game on a Radeon 9250 card with 128 MB of video memory, and all on Windows XP. That's DirectX 8 material right there. Don't think you'll have a problem. :)
User avatar
ronwolf1705
Moderator
<b>Moderator</b>
Posts: 3830
Joined: Mon Jul 31, 2006 10:04 am

Post by ronwolf1705 »

Yes, I think you should be able to play it just fine :)
User avatar
Andy_Nonymous
DieHard Officer
DieHard Officer
Posts: 578
Joined: Wed Apr 02, 2003 9:24 pm
Location: New Jersey, USA

Wolfenstein 3D Lite Beta

Post by Andy_Nonymous »

It works on a Pentium III 1.0GHZ 512MB RAM Win98SE system with a 3dfx Voodoo5 AGP card. You better be able to run it! :lol:
User avatar
linuxwolf
DieHard Guard
DieHard Guard
Posts: 242
Joined: Tue Oct 16, 2012 9:16 pm

Wolfenstein 3D Lite Beta

Post by linuxwolf »

Before I forget to do this, here is the source repository.

w3dlite on bitbucket
User avatar
Tricob
Moderator
<b>Moderator</b>
Posts: 9040
Joined: Tue Mar 15, 2005 2:43 am
Location: Neo-traditions, Inc.

Post by Tricob »

Thanks for the post, LinuxWolf. I know this source has numerous possibilities in the future. :)
User avatar
Ginyu
I am Death Incarnate
I am Death Incarnate
Posts: 186
Joined: Fri Jan 29, 2016 10:03 am

Post by Ginyu »

This code is nothing short but incredible. :)
User avatar
linuxwolf
DieHard Guard
DieHard Guard
Posts: 242
Joined: Tue Oct 16, 2012 9:16 pm

Post by linuxwolf »

Thank you Ginyu. It means a lot. I wouldn't have made it available if it was ordinary. :)

And thanks Tricob. Its nice to think about the possibilities. I hope this source release is inspiration to somebody.