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Wolfenstein 3D - FPS Ports
Retexturing projects require your help!
Shadow Warrior retexturing project Shadow Warrior Doom retexturing project Doom Quake retexturing project Quake
Anybody is still interested in updates?
  • Yes, please
  • No, thanks
Leave a comment or click on a person's name to answer a particular post.
Wolfer 2008-04-21 13:11:04
there is one project missed www.wolfgl-3d.narod.ru
Wolfer 2008-04-21 13:12:15
ops! its http://www.wolfgl3d.narod.ru/
moroz1999 2008-04-22 00:06:58
Thanks a lot, I've managed to restore a link to the download section on that website and added an article for this rather interesting source port.
Wolfer 2008-04-22 16:51:04
one more http://www.stud.uni-karlsruhe.de/~uvaue/chaos/
Wolfer 2008-04-22 17:40:39
Wolf4SDL seems to be the most weird port, 'coz in order to enable it features the gamer must change keys in ... version.h and then recomplie the project :(
Ripper 2008-04-23 00:31:41
Not the gamer, but the mod developer may want to change those flags in version.h. OK, I do not provide binaries for all versions of the data files, so the user may indeed have to recompile it with the correct version settings. But you were talking about the features. Without further code and/or data changes they are not usable. It's just to simplify the work of modders a bit.
moroz1999 2008-04-30 17:15:57
So, afaik, these features are just not implemented yet?
Ripper 2008-05-01 16:34:59
Of course, the features, you can enable in version.h, are implemented. But you cannot just take the original Wolfenstein 3D files, enable high resolution textures and floor/ceiling textures, and then expect that it works ;) The data files have to be changed accordingly as supported by editors like ChaosEdit and WDC.
moroz1999 2008-05-02 18:28:07
so you just need some volunteers to go through all of the maps with editor and put the required data into each one file?
Ripper 2008-05-04 03:02:47
What I meant is, that e.g. for high resolution textures all textures and sprites would have to be replaced by new ones, and for floor/ceiling textures for all maps the floors and ceilings would need to be completely designed. It's nothing special I think. If you add support for a new enemy in a Doom engine, the original game won't use that enemy unless you change the data files. Mods which just replaced the maps and graphics but left the executable completely alone run without any problems with Wolf4SDL. But for mods like "End of Destiny" with a big load of new features, Wolf4SDL has to be adapted accordingly, of course.
Wolfer 2008-05-01 05:51:58
something worth to see http://voxelstein3d.sourceforge.net/ (totally new engine, but map not from original Wolf3D)
moroz1999 2008-05-02 18:25:47
thanks! nice to see famous voxel technology in action :)
anon 2009-07-03 02:53:23
There's also 'LoneWolf', which you can find here (there's no homepage for it): http://www.wolfenstein3d.co.uk/newsmay2005.htm
moroz1999 2009-07-27 19:05:53
Thanks, anon, I'll try it and add this info to FPS Ports ASAP.
BB 2015-10-06 10:34:27
You should add ECWolf. It's the best overall modern port so far : http://maniacsvault.net/ecwolf/download.php
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