

- WOLFENSTEIN 3D MAP EXAMPLE MOD
- WOLFENSTEIN 3D MAP EXAMPLE CODE
- WOLFENSTEIN 3D MAP EXAMPLE LICENSE
- WOLFENSTEIN 3D MAP EXAMPLE FREE
With that fixed, I was able to play through the entire Spear of Destiny without crashing, and I also tried completing Wolf3D episode 2 with maximum possible ratios (with the help of my mapping system of course).

I didn't bother fixing the cheat codes (it's the price you pay, cheater 😉 - okay, mostly because I don't want to spend much more time understanding id's cache system).Ģ.
WOLFENSTEIN 3D MAP EXAMPLE CODE
Obviously we can't have crashes, so I fixed my own automap code to not cache ANY resource at all (including the stack that I use to floodfill the map to check connected areas). It has mostly to do with interaction between memory used by the sound manager and the Message() function (which is used by cheat codes and my automap code). The game crashes after calling cache-altering functions enough times. I've been playing my own work for the past few days, and I discovered some things:ġ. I'm improving this mainly for the guys who want to play the original on DOS with period-correct MIDI modules. I don't think I can make THAT kind of mod. and more period correct weapons, such as the Kar98k, MP40 and maybe even Panzerfaust 😃.Įhehehe.
WOLFENSTEIN 3D MAP EXAMPLE MOD
I mean, the core of this mod is the improved music, so I *had* to update the jukebox, right? 😜 Reply 85 of 179, by carlostex Update: Version 1.37 improves item pickup, fixes more memory issues, now enforces a 568 KB minimum conventional memory requirement on normal start to avoid further memory problems (you can override this using goobers/debugmode), and updated Robert's Jukebox. I don't know if it meaningfully appears in any of the stock maps though. Normally there is no problem because the corresponding map tiles are now empty (which caused my own code to generate phantoms), but in case you push ANOTHER secret wall in its place, there's a possibility to save the game, reload it, and THAT wall is pushable again. While I fixed that, I also noticed that the engine does not actually save changes to the secret tile marks. I also fixed one of my own bugs, which causes phantom secrets to appear in the map when you load a game. "WOLF3DCM COMP" just enables all the "features" and makes it work almost like WOLF3D.EXE. "WOLF3DCM COMP 2" reenables slow hitler fireballs. "WOLF3DCM COMP 1" enables three-tile pushwalls (although I removed the nondeterminism that sometimes makes it two tiles). Version 1.36 is now available, which adds your suggestion to make compatibility options as command-line parameters. I cross-checked with ECWolf and their fix is essentially equivalent to reassigning the action routine to the think routine with no other changes, so I did exactly that. The original behavior depended on framerate and in faster computers it was very easy to dodge. The fireball behavior is an interesting one, for some reason T_Projectile routine was used as an "action" routine instead of being a "think" routine like the others projectiles such as the rocket and syringe. 😀 You'll just lose the unlocked map areas when you save on the MPU-only version (i.e., when you reload it in the WASD version, everything's back in fog).
WOLFENSTEIN 3D MAP EXAMPLE FREE
(I tested all the way down to 568 KB of conventional memory free on DOSBox-X for SPEARCW.EXE anything lower and SoD will refuse to run.) The good news is that saves still work across versions. Memory usage is slightly higher on the modern-controls version due to the new automap feature. (In general, I think the MPU-only version is pretty much stable and any updates would just be game-breaking bug fixes like this.) This bug is fixed on both modern-controls and MPU-only versions. Version 1.35 also fixes a (somewhat well known) pushwall bug in id's code that prevents 100% completion on fast systems (pushwalls move three spaces instead of two). (You still won't get a 100% stats screen in the end, but you can now sleep at night knowing that you did your absolute best.) This way, when anyone attempts E2M8's impossible pushwall maze, it is possible to "complete" it by simply exhausting all reachable secrets. If you're wondering about the ^ signs, that just means "plus more secrets/treasures that you can't access yet." I automatically exclude currently-inaccessible kills/secrets/treasures depending on what keys you have or what pushwalls you already pushed.
WOLFENSTEIN 3D MAP EXAMPLE LICENSE
Filename full.png File size 3.76 KiB Views 1125 views File license GPL-2.0-or-later
