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Anyone remember this game?
#31
http://www.wolfenstein3d.co.uk/index.htm
http://diehardwolfers.areyep.com/
http://www.wolf3d.co.uk/
http://www.freewebs.com/wolfenstein3d/
http://www.users.globalnet.co.uk/~brlowe/

Just to list a few...

I also got a few textures from sites for newer games, such as Q3 and UT, plus a good number of generic photographic textures that scaled down well enough to use.

I've found that keeping my mapper to the limits imposed by the original TL spec (16 textures), I've been a bit limited in how detailed I can make the walls. Since Lithium's raycaster supports much more than 16 textures, I can go beyond the original spec and make much more complex scenes, so I have to update my mapper to compensate. I'll do that tomorrow I think...
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#32
Thanks for the links Nek Smile.

I wonder how many textures you could cram into one map before either FB or the computer burns, heh. Quite more than 16 anyway.
Big Grin
Edit: Interesting move by the diehardwolfers to ban gmail and hotmail from the forum registration. Didn't exactly make my day, heh.
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#33
Well, the original Two Lords relied on RTe which had a 16 texture limit. So that I didn't have to mess with the editor at the time, I kept that limit but now I can expand it. I believe Lithium's raycaster supports 128 textures out-of-the box but can be expanded further...regardless, I wouldn't push it past 255, since the wall data is kept as a byte array in the mapfile.

EDIT: Hey look, it's tomorrow, hehehe... Smile I expanded texture usage to 31 textures per area. I admit that that's not a whole lot more but it really gives me room to play around, especially in levels like 6 where each area requires a different overall appearance.
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#34
I got level 18 to work now also...the textures were easy to import but then I remembered that the doors would be all broken. Big Grin So I fixed all of that in the map editor. I haven't done the boss of 18 yet as he has the most complex state machine of them all but I'll get there eventually. Smile
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#35
Damn, how many levels are you going to do for Two Lords? And how many bosses?
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#36
There are a total of 20 levels and 6 bosses. I finished 18 with the previous engine because I wanted to test the final battles (levels 19 and 20 are secret, secret I say!!). The first 18 levels are split into three episodes. I'll have the first six ready soon so I can do an alpha release. I'd release it now, but level 6 isn't quite ready, plus I'm running into some speed issues with that level as well as level 1.
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#37
i wonder, wasn't liths engine capable of also handling height differences? e.g. stairs etc.? that would add a lot to the game imo
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#38
No, he never did anything like that. It had a height adjustment but it wasn't all that useful for much except jumping (which I use) and crouching (which I don't use).

New screenie:

[Image: twolords-gameover.png]
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#39
Hell of a screenshot there Nek :o . Wonder if I will see that often...

To bad the engine don't support height differences really, that would have rocked.

Quote:(levels 19 and 20 are secret, secret I say!!)
Ahw... :bounce:

By the way, do you need alpha testers?
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#40
Well, I might still someday do a proper 3D version of this game, so I guess then, height differences will be a cakewalk. Big Grin As for alpha testers...well, since this will be a public release, I don't see why not...anyone can point out bugs or whatnot, it'll certainly help.

Anyways, one last screenshot before I just buckle down and get this thing polished off for an alpha release:

[Image: twolords-episode1boss.png]
Episode 1 boss...comin' after yer ass at high speed. Big Grin
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