Spear: Resurrection and Spear: End of Destiny, which are probably the best fan sequels I've ever played for any game, are freeware. The pushwalls do not exist in this version. The latter is for Skulltag and can be played cooperatively. Which is more faithful, with the pushwalls. I think the Wolfendoom wads are as close as you're going to get otherwise. This page has links to the Wolf3D shareware and Spear of Destiny demo. Please post a link if you know a good WAD. Redid SoD end sequence with GetPlayerInput-based advancing of screens Updated FadetoBlack function to accept range all players or just current - needed for synchronizing end sequences when the scripts are not run by the player.I tried WolfenDOOM, but those didn't have the original weapon sprites and they were missing some of the sounds. Reworked how SoD is marked as the current game uses inventory marker given to new SoD player class. Minor tweaks to core gameplay loop Created generalized WolfBoss type so that boss decorate definitions can inherit and have less identical info Added 'Active' item to the players.įixed player run speed that was accidentally left doubled. This fixes the issues that were occurring when they were noclipping though the walls and into infinity Removed activation of MCROSS lines from Dogs in enemies. Initial backport of a few of Gez's changes: - Changed titlemap check to use GameType instead of levelnum - Re-added bloodcolors for mutants - Removed sniping from all but SS and Hans Grosse - Fixed missing semicolons in Language. Converted score to use ZDoom's internal score items, based on Gez's changes Updated.
#Wolfenstein 3d wad code#
Updated new message code to allow multiple cheat activations without the player moving to clear the message between presses Updated the Ke圜onf. This allows pushwalls to pass over them Hid 'notarget' toggle code in weapons not really used anyway Re-converted small font from source, replaced old small font Removed unused font entried from FontDefs. Fixed ceiling color change code that was missed when levels were renumbered for consolidated TC. Updated template for standard guard error in pain definition caused Lost Episodes guards to revert to looking like regular guards after you hurt them. Fixed fullscreen hud score display was pointing to the wrong global variable after re-write to use built-in score items. Gore pools actually allow health up to 11, not Updated Map2Wad with code to draw correct wall textures behind doors that open directly to a wall Tile Reconverted all maps with updated Map2Wad. Fixed finale background when loading consolidated TC Fixed a ScriptWait reference that still pointed to the old script number instead of the new named script Removed some extraneous finale screen drawing code.įixed typos in sound definition for Lost episodes actors Updated typos in resources file in distribution. Don't expect to see much - I'm only making bugfix updates as new GZDoom versions are released. The changelog below is out of date please visit the GitHub site to view new changes. Cancel Save.News Latest downloads are available here. Sign In Don't have an account? Start a Wiki. Sources are given for what Id claims is the language, but this is sometimes open to criticism. The poor quality of sound in the game makes it difficult to ascertain what is being said. If there are any guards left, depending on the amount killed, you should have enough ammo to take out the rest.
When they do, continuously stab them with your knife until they die. If you have no ammo and are caught with a group of guards in a room or you have very low ammostand very close to the corner edge of the door and wait for them to come through the door. When mixed in with other enemies, Guards should be of low priority, and they'll usually get caught in the crossfire anyway. Its rate of fire is quick enough to shred through guards without wasting ammo. A group of guards should be taken out with the machine gun. Guards feel painso each single attack will cancel any shots the Guard was preparing to make, and give you time to continue your assault.
In the Spear of Destiny mission packsguards wear green uniform instead of their original, and have new phrases.Īlone, guards are easy to kill, necessitating only pistol shots or, to save ammunition, stabs with the knife. Most maps feature both large groups of Guards, as well as solitary ones who often hide in difficult-to-notice corners. They have low HP and can easily be killed with a pistol or knifedropping a clip with 4 bullets. Their only attack is a Pistoland they must freeze and aim for a moment before they can fire. See Soldier disambiguation for other uses.