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- Newsgroups: comp.sys.ibm.pc.games.action
- Subject: WOLFENSTEIN-3D FAQ v2.03
- Message-ID: <26cl1i$en8@uniwa.uwa.edu.au>
- From: stasiak@tartarus.uwa.edu.au (Stanley Stasiak)
- Date: 5 Sep 1993 12:11:30 GMT
- Organization: The University of Western Australia
- Keywords: Wolfenstein FAQ info cheat spoiler ftp site game Id
- Summary: FAQ for Id's Wolfenstein-3D game
- NNTP-Posting-Host: lethe.uwa.edu.au
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-
-
- Hi,
-
- This is an FAQ for Castle Wolfenstein-3D. A game by Id Software.
- Any comments, suggestions & additions welcome.
- Please include appropriate mailer heading when replying to this article.
- If you have any flames make them constructive otherwise they'll end up
- in /dev/null.
- NOTE: This article will now also be available from ftp.uwp.edu via
- anonymous ftp.
- look in /pub/msdos/games/id/home-brew/wolf3d
- or in /pub/incoming/id
-
- Stanley.
-
- Any of the following addresses should be correct for e-mail.
-
- stasiak@tartarus.uwa.edu.au
- stasiak@lethe.uwa.edu.au
- stasiak@swanee.ee.uwa.oz.au
- stasiak@swanee.uwa.edu.au
- stasiak@ee.uwa.oz.au
- stasiak@ee.uwa.edu.au
-
- THE DISCLAIMER:
- #include <all_kind_of_crap_about_me_only_supplying_this_info_and_no_guarantees_
- against_(insert_your_favourite_stuffup_or_natural_disaster_like_flood_
- earthquake_alignment_of_all_solar_planets_or_invasion_of_inter_dimensional_
- monsters)_and_no_responsibility_liability_for_any_multi_million_$$$_damage_
- and_stress_related____blah_blah_blah____.h>
-
- ================================================================================
- CASTLE WOLFENSTEIN-3D FREQUENTLY ASKED QUESTIONS.
- by
- Stanley Stasiak
- [Version 2.03]
- Last Revised on: September 5 1993 20:04 WST
-
- ********************************************************************************
- Note: 1) From here onwards 'Castle Wolfenstein-3D' will be referred to as
- 'Wolfenstein' to avoid verbosity.
- 2) All specific names included herein are trademarks and are so
- acknowledged: Id, Apogee, Wolfenstein-3D, Spear of Destiny, PkWare,
- Pkzip, SoundBlaster etc. (forgive if any missed out)
- ********************************************************************************
-
- TABLE OF CONTENTS
-
- 1.0 The Wolfenstein Novice Questions (The bunch that new users usually ask).
- 1.1 What is Wolfenstein?
- 1.2 What are the requirements to run Wolfenstein?
- 1.3 Where can I get it from?
- 1.4 How do I unpack it?
- 1.5 How do I install it to HD?
- 1.6 Can I play it from a floppy disk?
- 1.7 What's with the version numbers?
- 1.8 Are there map/graphics editors available, and where?
- What are they? And which files do they change?
- 1.9 Are there different sets of ready made maps/graphics files, and where?
- 1.10 How can I CHEAT in Wolfenstein?
-
- 2.0 Map/Graphics Editors Section (If you messing around with map/graphics
- files then this section is for you).
- 2.1 Discussion of available map/graphics editors.
- 2.2 Rules to follow when editing.
- 2.3 Common editing errors (What not to do and what they'll produce).
- 2.4 Map/Graphics files version conversion.
- 2.5 Editors compatibility with the game and each other.
- 2.6 How to make a hardcopy (printout) of the maps.
-
- 3.0 Specific questions about the game.
- 3.1 What do all those guards say in game? (for those with SoundBlaster
- or compatible)
- 3.2 What's the difference between the difficulty levels of the game?
- 3.3 What are the secret rooms/doors in the game? How can I find one?
- 3.4 What is that funny object/sprite in the game?
- 3.5 What is the purpose of the codes listed at the end of game stats?
- 3.6 Are there ghosts in Wolfenstein? If so where? Can I kill them?
- 3.7 What do other objects apart from ammo, food etc. do?
- 3.8 I've heard you can drink blood in Wolfenstein? Is that true? How?
- 3.9 Are there any more cheats/hints available?
- 3.10 The Statistics & Records Section (Numbers about the game).
-
- 4.0 The FLAMING Section. (You're annoyed with Wolfenstein because...)
- 4.1 It crashes.
- 4.2 The sounds are all screwed.
- 4.3 You are left with a gun and 8 bullets after you die.
- 4.4 It's too hard.
- 4.5 It's too easy.
- 4.6 You keep running into the walls and missing the doors.
- 4.7 You are feeling dizzy while you play it.
- 4.8 It never gives you 100% stats at the end of level/game.
- 4.9 You always run out of ammo/health.
- 4.10 You can never find any secret rooms.
-
- 5.0 Wolfenstein Add-On Section.
- (Discussion of extra levels/graphics you can get)
- 5.1 Extra levels.
- 5.2 Extra graphics.
- 5.3 Other Add-ons & Utilites.
-
- 6.0 Wolfenstein Bugs & Problems (known to date),
- and how to fix or get around them.
- 6.1 Hardware problems.
- 6.2 Software problems.
- 6.3 Game specific problems.
-
- 7.0 Acknowledgements.
-
- 8.0 Revision History.
-
- END OF TABLE OF CONTENTS
- -------------------------------------------------------------------------------
-
- 1.0 THE WOLFENSTEIN NOVICE QUESTIONS
-
- 1.1 WHAT IS WOLFENSTEIN?
-
- Wolfenstein-3D is a 3-dimensional action game from Id Software.
- (distributed as shareware by Apogee)
-
- OBJECTIVE: survival/exploration
-
- TYPE: action
-
- VIEW: first person 3-dimensional perspective.
-
- FEATURES: Smooth scrolling gameplay and character animation.
- Full 360 degrees view sweep at any angle.
- VGA graphics (300x200x256), SB/SB-Pro/Adlib/Sound Src support
- Mouse/Joystick/Gravis pad/Keyboard interface.
-
- DIFFICULTY LEVELS: 4
-
- VIOLENCE RATING: PC-13 (profound carnage - analogous to the movies' PG-13)
-
- COMMENTS: Impacts visually. Highly addictive.
-
- STORY LINE: Basically you're a WWII allied spy imprisoned in Germany and
- you're trying to escape (full story included with the game).
-
- AVAILABILITY: First part is shareware. Extra parts can be ordered from the
- distributor (more later)
-
- STAGES: 6 episodes (parts) each containing 10 levels.
- The shareware version only contains episode 1.
- The registered version (pay $$$) contains either 3 or 6 episodes.
- Altogether there are 10, 30 & 60 levels in the shareware and
- two registered versions.
-
- WARNING: Some people have reported being sick after playing or watching
- others play (a kind of motion sickness if you like).
- --> See 4.7
-
- 1.2 WHAT ARE THE REQUIREMENTS TO RUN WOLFENSTEIN?
-
- HARDWARE REQUIREMENTS:
- Processor: 80286 or better.
- Graphics: 256Kb VGA or better.
- Memory: 600Kb Conventional. Also supports EMS, XMS.
- (Well, it reports it. Don't know about using it.)
- Hard Disk: Approximately 1.38Mb (Shareware version)
-
- OPERATING SYSTEM & COMPRESSION UTILITY COMPATIBILITY
- -----------------------------------------------------------------------
- DOS : 5.0, 6.0 (Don't know about earlier versions)
- Other OS's : OS/2,
- Windows: (Note if you've got a SB device driver
- installed under windows or a windows TSR
- like an hour chime running it may interfere
- with some of Wolfenstein's digitized sounds)
- Windows NT: unknown.
- DR-DOS 6.0
-
- Compatible with: Stacker: Yes (2.0 & 3.0)
- Superstor: Yes
- DOS 6.0's Double Space: Yes
-
- 1.3 WHERE CAN I GET IT FROM?
-
- You can ftp it from ftp.cc.umanitoba.ca (130.179.16.24), locating it in
- /pub/wolf3d . It is either archived as a PkZip's ZIP file (wolf3d14.zip) or
- a self-extracting archive (wolf3d14.exe).
- Another ftp site is ftp.uwp.edu (131.210.1.4), in /pub/msdos/games/id as
- wolf3d14.zip. (note: ziped with PkZip v2.04g)
- It is up to you whether you get the .zip or .exe archive but you must have
- PkWare's PkUnzip software to unzip the .zip file if you choose that.
- The archive size is approximately 750Kb.
- There is an unpacking installation with this latest version (v1.4) so there
- should be no problem with getting started.
-
- You can also get a full version from Apogee (Id's Wolfenstein distributor).
- Info on ordering is included in the shareware version.
-
- 1.4 HOW DO I UNPACK IT?
-
- If you've obtained the .zip archive then you'll need PkWare's PkUnzip software
- (version 2.04g) to 'unzip' the file.
- Create a spare directory, then copy the file you've obtained into it.
- Next use pkunzip to unarchive the file. Like so:
- pkunzip wolf3d14.zip
- (Assuming your pkunzip is on DOS's command path.)
- If you've obtained the .exe then just copy it to a spare directory of your
- choice and run it by typing its name.
-
- 1.5 HOW DO I INSTALL IT TO HD?
-
- Through unarching the program in 1.4 above, an INSTALLATION copy of the game
- was placed in the current directory. Just run INSTALL program supplied to
- install a runable copy on your HD.
- You can delete the INSTALLATION copy once a runable copy has been made
- (to save disk space of course).
- NOTE: Initially you'll need ~4Mb of HD space to unpack and install the game.
-
- 1.6 CAN I PLAY IT FROM FLOPPY DISK?
-
- You can play the shareware version from floppy disk since it's only about
- 1.38Mb (we're talking 3.5" High Density disk here). You'll have to install it
- to a hard disk first and then copy it across to a floppy disk.
- The full registered version of Wolfenstein is much too big for a 1.44Mb
- (unless you have something like a 20Mb floptical disk drive :) on which it
- would easily fit).
- The performance of the game running from a floppy is much the same except when
- you first load it up it takes it about a minute to load up all the graphics/map
- info, so just wait patiently. It's a bit slower between the levels as well.
- In the game itself there is usually no speed differential except in certain
- parts where it brings in a page of graphics for some wall panels. You can then
- notice a split second pause.
-
- 1.7 WHAT'S WITH THE VERSION NUMBERS?
-
- The most current version of Wolfstein 3D is 1.4. The newest version fixes all
- known bugs (as did 1.1 etc.) Apart from that there is not much of a difference
- unless it comes to map/graphics editors --> See 1.8, 1.9 & 2.X
- A breakdown of the versions and what the differences are is below
- (If you never played Wolfenstein this will sound meaningless, but then again
- if you NEVER played Wolfenstein then where were you this past year? ;)
- NOTE: There may have been some other bugs fixed between the versions which I
- don't know about, so if you think you know e-mail me.
-
- v1.0 - First release (05/05/92)
- v1.1 - Fixed some secret doors map bugs (on level 7 & 8 in episode 1 there
- were secret doors left out) (06/10/92)
- v1.2 - Secret level elevator bug was fixed (introduced in 1.1 :( ) (06/22/92)
- v1.3 - Was never released.
- v1.4 - Fixed something but I forgot what. It also changed the graphic backdrop
- on the opening screen and other menus, changed the interior elevator
- graphic and added a calibration routine in the joystick setup menu.
- (12/03/92)
-
- The dates next to versions are the file stamp dates of the game files. They are
- not the actual release game dates.
-
- There were other 'internal' changes between versions but they are only relevant
- to mapping programs -> See 2.X
-
- 1.8 ARE THERE MAP/GRAPHICS EDITORS AVAILABLE, AND WHERE?
- WHAT ARE THEY? AND WHICH FILES DO THEY CHANGE?
-
- Map/Graphics editors can be obtained from the same ftp site as the game.
-
- No, they are not written by Id or supported by them.
- Yes, they will be ok for your own use (for now anyway).
-
- READ THIS! IMPORTANT! READ! THIS! IMPORTANT! READ! THIS! IMPORTANT!
- ****************************************************************************
- Id at the moment is in no position to endorse/condemn these utilities. The game
- distributor, Apogee, though has a different view on the matter. They claim that
- because of their existence their sales of the game may be potentialy reduced.
- This is because there's tons of already existing free levels for the shareware
- episode which may withold potential customers from registering the game for $.
-
- This is Id Software's official word on this matter.
-
- [Quote on]
-
- August 5, 1993
-
- Id Software speaks on Apogee's restriction of WOLF3D add-ons.
-
- We have to bow out and allow Apogee to protect themselves in the marketplace.
- If they are threatened by these add-ons they have every right to follow the
- path that they feel will best protect their business.
-
- Jay Wilbur
- Id Software
-
- [Quote off]
-
- If at some point in time Apogee take stronger action we may see these utilities
- 'outlawed'. Until such time though I will not reserve myself from including the
- information about these utilites and their products in this article. Nor have I
- seen any statement from Apogee advising the public it should abstain from usage
- and exchange of these software.
- *****************************************************************************
- Ok continuing on...
-
- You can even share with the world your own map/graphics creations for
- Wolfenstein by uploading it to ftp.uwp.edu in /pub/incoming/id .
- (--> See 1.9 for a complete list of Id's directories for that site.)
-
- NOTE:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- You are strictly not allowed to distribute the executable files from the game.
- i.e. any .exe or .com (I don't think there are .com files with it anyway). Nor
- anything from the game for $ unless selling the game to third party (Legitimate
- registration transfer).
-
- The editors have been obtained by reverse engineering the map/graphics files
- and producing programs that changed those files in a manner consistent with the
- game requirements of them.
-
- The editor archives are:
- maped41.zip map viewer/editor
- wolfed21.zip graphics viewer/editor
- wolfm160.arj map viewer/editor version convertor
-
- The last one will let you convert between different versions of Wolfenstein
- since the map encryption for 1.0 is not compatible with 1.1 and upwards
- (and you may feel left out if you designed maps before with 1.0 and now have
- 1.1 or 1.4 etc. Not so!
- BTW: 1.1 through to 1.4 are map/graphics compatible as known to date.)
-
- Also maped41/wolfm160 will automatically detect what version of Wolfenstein
- you have installed so you need not worry if you don't want to convert maps
- (upgrade/downgrade (!) them).
-
- All of these files include ample docs with them, if you already have them and
- want some tips or help on their differences and shortcomings then
- --> See 2.X
-
- The aforementioned editors change the following files:
-
- Map editors:
- MAPHEAD.XXX
- MAPTEMP.XXX
- GAMEMAPS.XXX
- where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the
- registered 3/6 episode versions respectively.
- Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and
- higher, i.e. MAPTEMP.XXX is only present in v1.0. It doesn't really make any
- difference since the map editors will recognize that.
-
- Graphics editors:
- VSWAP.XXX
- where XXX is as before.
-
- 1.9 ARE THERE DIFFERENT SETS OF READY MADE MAPS/GRAPHICS FILES, AND WHERE?
-
- If you are looking for an alternative set of map or graphic files for your
- Wolfenstein game then the same sites mentioned above carry them as well in the
- same or sibling directories.
- For example ftp.cc.umanitoba.ca has the add on maps/graphics/editors etc. in
- the same directory as the game i.e. /pub/wolf3d .
- Make sure you look through an index file (normally 00index* or README to see
- what is what or --> See 5.1 & 5.2 for a short tour)
- Another site is:
- ftp.uwp.edu [131.210.1.4] Id "Official" anonymous FTP site
- /pub/msdos/games/id Id games
- /pub/msdos/games/id/home-brew Id games' great add-ons
- /pub/incoming/id Upload dir
-
- 1.10 HOW CAN I CHEAT IN WOLFENSTEIN?
-
- There is a document on ftp.cc.umanitoba.ca in /pub/wolf3d called wolfdbug.txt
- that describes the various cheat options in Wolfenstein and how to access them.
- I have reproduced it here.
- ----------------------------------------------------------------------------
- WARNING: SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!!
-
-
-
-
-
-
-
-
-
-
-
-
- THE WOLFENSTEIN 3-D DEBUG MODE FILE
-
- (v1.0 means Wolf3D version 1.0 and v1.1 means Wolf3D version 1.1.
- The other versions are the same as v1.1 except as noted.)
-
- To enter the mode, do the following:
-
- 1. Invoke Wolfenstein 3-D with the "next" parameter (wolf3d -next)
- for v1.0, or the "goobers" parameter for v1.1. You can also use
- whatever other command-line parameters you want.
-
- 2. Begin or restore a game. While in the game, hold down the TAB,
- CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT,
- ALT, and BACKSPACE keys for v1.1. You should get a message stating
- that debugging keys are now available.
-
- That's it!
-
- To use debugging mode commands, hold down the TAB key and one of the
- letter keys listed below simultaneously:
-
- B Changes the screen border color. Don't ask me why it's here, but
- it's here.
-
- C Displays the number of statics, doors, and actors in the level.
- Statics are things like food, ammo, pools of blood, etc., and actors
- are the bad guys. Doors should be self-explanatory.
-
- E Moves you ahead two levels. That's right, not one level, but two.
- Unlike the W command (see below), this also takes you to the "level
- completed" screen and gives you percentages, bonuses, etc.
-
- F Displays your current position on the level (X,Y) and orientation (A).
- To convert the X and Y values to coordinates that can be used in
- MapEdit, divide them by 65,536 and round down. A is in degrees
- ranging counterclockwise from right. ("Right" refers to the top
- view as seen in MapEdit.)
-
- G Turns what Id calls "GOD mode" on and off. Basically it just means
- that you're invincible. The screen still turns red when you would
- normally be hurt, though. This can get very annoying if you want to
- do something fun like kill the episode's boss with your knife.
-
- H Hurts you (-16% health). Not much use to us, but I guess Id had to
- debug their damage code just like everything else.
-
- I "Free items." Ups your health, ammo, and score, and gives you the
- next most powerful weapon. (Machine gun if you didn't have it,
- Gatling gun if you did.)
-
- M Displays memory usage. Loads of fun.
-
- N Turns "No clipping" on or off. This lets you walk through walls.
- Wall-walking does STRANGE things to the graphics (try approaching a
- door from the side and opening it). It also does strange things
- to the bad guys. If you walk into a room through the wall, often
- they won't notice you at all, even if you walk right in front of
- them or fire your machine gun (in some direction besides at them,
- of course). This command is not available in the registered version
- of the game. (I guess we should be glad that ANY of the commands
- are available.)
-
- O Changes the main viewscreen to a map of the current level, which
- you can scroll through using the movement keys or the mouse. It's
- neat, but I wish that it weren't so ugly. Those numbers are from
- the internal level format. ESC will get you out. Unfortunately
- this command doesn't work in v1.1.
-
- P Pauses the game, without putting up the little "Paused" window.
- I guess this makes it nice for taking a screen shot, although in
- v1.1 it changes the screen border to an ugly bright white.
-
- Q Bombs the machine in v1.0. Exits the game in v1.1. Both of these
- functions are about equally useless.
-
- S Turns slow motion on or off. If you have a slow computer you don't
- need this.
-
- T Pops up a window which displays graphics and sounds from the game.
- Use the left and right arrow keys to page through the entries.
- If you come to a blank entry, keep going. You'll know when you've
- reached the end (500-something) because you won't be able to go
- any higher. ESC exits. v1.1 has some interesting graphics that
- v1.0 lacks, including two sprites which are particularly intriguing.
- Don't bother calling Apogee and making yourself look like a fool
- only to be told that you didn't win anything; I already did.
- (You'll understand what I mean when you've seen the sprite.)
-
- V Asks you how many extra VBLs you want. High values seem to make
- the game sluggish and not much else.
-
- W Warps to any level. Although it prompts for a value from 1 to 10,
- you can actually enter any number up to 20 in the registered
- version. Eleven through twenty correspond to levels one through
- ten in the episode following the one you're currently playing.
-
- X "Extra stuff." Doesn't appear to do anything. If you can amend
- this, let me know.
-
- Miscellaneous notes:
-
- TEDLEVEL - You can use the "-tedlevel" command-line parameter to quickly
- start Wolf3d and warp to any level. The parameter is followed by a
- two-digit number. The tens digit is the episode number minus one, and
- the ones digit is the level number minus one. For example, to go to
- level 10 of episode three, type:
- wolf3d -tedlevel 29
- and to go to the first episode, level 2, type:
- wolf3d -tedlevel 1
- By default, you will play the level on the "Don't hurt me" difficulty
- setting. To change this, use one of the command-line parameters "-baby"
- "-easy" "-normal" "-hard". They stand for the obvious difficulties.
- Using the "-tedlevel" parameter also gives you an infinite number of
- lives. Combine it with "-goobers" (or "-next") for even more fun.
-
- DEMO RECORDING MODE - This "debugging" feature is not accessed in the
- same way as the other commands, and it is available only in v1.0. To
- record a demo, follow step one from the beginning of this file, and
- then hold down TAB at the title screen (the one with B.J. hiding from
- a guard). Unfortunately, there doesn't seem to be any way to display
- these demos after they've been recorded, but if you've ever had a
- secret desire to play Wolfenstein 3-D with a big "DEMO" sign at the
- top of the screen, this is how to do it.
-
- SPEAR OF DESTINY - Strictly speaking, this file isn't about SOD, but
- SOD's debugging mode is quite similar to Wolf3d's. Just use the
- command-line parameter "-debugmode" and the same key combo as v1.1.
- Oh, and be sure to check out what happens to B.J. when you turn on
- God mode...
-
- -- Ben Rudiak-Gould
- AOL: BenjaminRG
- Internet: benrg@uclink.berkeley.edu
-
-
- 2.0 MAP/GRAPHICS EDITORS SECTION (IF YOU'RE MESSING AROUND WITH MAP/GRAPHICS
- FILES THEN THIS SECTION IS FOR YOU).
-
- 2.1 DISCUSSION OF AVAILABLE MAP/GRAPHICS EDITORS.
-
- There are 3 editors available as far as I know. Only the most recent versions
- are reviewed below.
-
- a) MAPEDIT v4.1 - Map editor.
-
- b) WOLFMAP v1.6 - Map editor/version convertor.
-
- c) WOLFEDIT v2.1 - Graphics editor/extractor.
-
- Mapedit - Written by Bill Kirby (who incidentally retired from working on his
- creation).
- This software will let you edit Wolfenstein's maps for any version
- released to date (1.0 through to 1.4). It will recognise if your copy
- is shareware / 3 episode or 6 episode.
- Turbo Pascal source is included so you can make your own adjustments.
-
- Wolfmap - Written by Jan Peter Dijkstra (Sysma Atomatisering).
- This one was based on Mapedit but then evolved into an editor of its
- own. It's really more of a Wolfenstein map processor with functions
- such as: version conversion, level map export into intermediate file
- (allows moving and copying of levels), level ASCII dump for printing
- purposes etc. The editor is really based on Mapedit visually with
- slightly more functionality. C++ source included.
-
- Wolfedit - Written by Bill Kirby (again!). This is a must if you want to change
- Wolfenstein's graphics. Not only does it let you edit the wall
- panels as well as images of guards and various objects. You can also
- export/import images as GIF files. This makes editing with your
- favorite paintbrush tool easy. The picture size is limited to 64x64
- pixels but for importing images you can position a square on a
- larger image and snap it into the editor.
-
- 2.2 RULES TO FOLLOW WHEN EDITING.
-
- Here's a few guidelines if you're just starting to play around with the
- editors. I thought I'd put something down that might save you from screaming
- ARGHHH!! after a few hours of editing. Most of these are just a few pointers.
-
- - First of all save your work often. This one needs no explanation.
- - Also test it often. Some editing quirks will produce game bugs that are just
- plain hard to get rid off. That might mean you'll have to start editing that
- level from scratch.
-
- Mapping hints:
- - Elevator exits should be east/west (or left/right). Otherwise they
- won't work properly. This is because the elevator object is different
- from other objects in the maze which have all sides the same.
- - Secret elevator needs floor number 6c (hex) to work properly.
- - Mobile guards can have arrows (turning points) to direct them. Place
- these on the path you want them to move. When they notice you they'll
- obviously break from that pattern, otherwise they'll follow it.
- - Number of objects on one level is limited to approximately 500.
- Secret doors and guard guiding arrows are NOT objects.
- Actors ARE objects too.
- - Number of actors (guards/dogs etc.) on one level is limited to
- approximately 150.
- - Number of doors (sliding doors NOT secret doors) on one level is
- limited to 64. This includes unlocked, locked and elevator doors.
- - Don't include objects in shareware maps that are only available in
- non-shareware episodes. This will cause a problem when Wolfenstein
- tries to refer to these objects as parts of the graphics VSWAP.WL1
- file. For example you can't have Hitler in the shareware version of
- the game unless you copy the bitmaps across from the graphics files.
- - It is wise to surround the level grid by a thin strip of walls. If
- you don't do it there's no telling what wall will you see at the edge
- of the map.
- - Don't forget you need an entrance to a level.
- - You also should have an exit or game end trigger (see level 9 of the
- shareware version to see how it's done.)
- - The exit must be the elevator icon unless you changed the graphic.
- - Exit from level 9 leads to level 10. Thus you can have 10 straight
- levels with no secret level.
- - Secret doors can "collapse" onto one another. Thus if you have many
- secret doors in a row with only the first secret door positioned over
- a wall you can repeatedly push the same wall panel.
- - Too many guards in one room will result in the disappearing bodies
- phenomenon. --> See 6.3
- - Only guards over the same floor as you will hear you shoot your gun.
- Since this concept is quite important to game strategy here's a
- little explanation:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you fire your weapon (this does include the knife but only if you poke
- someone) in a room then all the non-deaf guys in the same room who stand/walk
- over the same floor values will hear you. That is they will become active and
- try hunt you down.
- Also guys in other rooms which are not connected to your present room at the
- moment (What I mean is the doors between that room and your current room where
- you are are closed) will also hear you if they stand/move over same floor value.
-
- This allows for a variety of dynamic effects, e.g. see below:
-
- 1 2 3
- ------------------------------------------------
- G1 G2| G4 | G5
- | |
- # G3 #
- Y | |
- | |
- ------------------------------------------------
- ^^^^^^ ^^^^^^^^ ^^^^^^^^^^^
- room room room
- with with with
- floor floor floor
- A B A
-
- Here's a quick sketch of 3 rooms connected by sliding doors #.
- You (Y) are in room 1. Rooms 1 & 3 have the same type of floor. Room 2 has
- a different type of floor. G1-G5 are guards.
- If you shoot your weapon in room 1 then guards G1, G2 as well as G5 will
- become aware of your presence (G1 & G2 probably are already aware of you if
- they saw you). G5 will run from room 3 to room 2 (tracking your position in
- straight line). Eventually he would get to room 1. If you fire your weapon
- while either of the doors are open then G3 & G4 will will become aware of you
- too.
- NOTE: You didn't open either doors (I'm assuming G5 or G3 or G4 does that)
- unless you ran for it ;)
-
- The first floor value in the Mapedit/Wolfmap editor index is the DEAF floor
- (this should be annotated in either editor).
- The guards standing on deaf floors will react only if you pass within their
- sight (that seems to span slightly less than 180 degrees (~90 either side of
- their face)).
-
- Note that if you mix floors in one room (other than the DEAF floor) then only
- the floor which connects to the door through which you entered will become
- active. Guards standing on other floors will be oblivious to you unless you
- shoot at them (not sure if you can run through them)
-
- In a way when you enter through the sliding doors a change of active floor
- takes place (after the door shuts --> while it's open both floor values are
- active).
-
- A classic example is when you enter a room through a secret door. If the
- floor in that room is different then no guard in that room will respond to
- you shooting.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Editing the graphics, hints:
- --> See later part of 2.5
-
- 2.3 COMMON EDITING ERRORS (WHAT NOT TO DO AND WHAT THEY'LL PRODUCE).
-
- - You forgot to put an entry position into a level.
- When you start that level you'll find that you can't move around and
- you see walls in all directions.
- - You put too many guards in one level.
- Wolfenstein will terminate with the following error when entering
- that level:
- 'GetNewActor: No free spots in objlist!'
- - You put too many objects in one level.
- Wolfenstein will terminate with the following error when entering
- that level:
- 'Too many static objects'
- - You put too many doors in one level.
- Wolfenstein will terminate with the following error when entering
- that level:
- '64+ doors on level'
- - You included in your shareware episode map some objects used in
- non-shareware episodes only.
- Wolfenstein will terminate with the following error when entering
- that object/wall comes into your view:
- 'Tried to load sparse page'
-
- - One more error which I cannot attribute to anything I know can occur.
- It happens when you die for the first time on a level. Wolfenstein
- kicks out with this message:
- 'MM_GetPtr: Out of Memory!'
- This can occur in spite of the fact that the level has few actors or
- objects and there's plenty of RAM around.
- If you know how to fix it or what the cause is let me know.
-
- 2.4 MAP/GRAPHICS FILES VERSION CONVERSION.
-
- Map files version conversion:
- Wolfmap 1.6 can convert between any version of Wolfenstein map files.
- Maps for versions 1.1 and higher are considered equivalent.
- Note though that not all wall panels map directly to the same panels
- through this conversion. In particular the false door of v1.0 has been
- removed and after conversion to v1.1 will appear as a mud-wall which
- will cause you problems if the maps were only the 1-episode shareware
- which doesn't have the graphic for that wall.
- In short: don't trust the conversion. Look through the maps carefully
- to see if something has gone wrong. I suspect some objects are
- converted to 'unknown' objects as described by the editors.
-
- Graphic files version conversion:
- No known convertors exist. If you know one let me know.
- Yes, that does mean you'll have to import all the walls etc. as GIFs
- into the version of the file you want.
-
- 2.5 EDITORS COMPATIBILITY WITH THE GAME AND EACH OTHER.
-
- Mapedit, Wolfmap and Wolfedit are compatible with all versions of Wolfenstein
- from 1.0 to 1.4 shareware and both of the registered releases.
-
- Wolfmap is compatible with Mapedit, but Mapedit is NOT compatible with Wolfmap.
- That is, files processed by Wolfmap are not readable by Mapedit.
-
- Sometimes the objects edited do not always appear as they should. An example is
- missing sliding doors when they were placed in the map. The door vacancy is
- present instead but you cannot move through it. This seems to be either a game
- bug (that's questionable though) or map format misconception by the map
- editors. Someone suggested that this can by fixed by changing floor values next
- to the object/door in question. You can also move the door to another place on
- the wall. I know it may stuffup your design but it should help.
- NOTE: Placing a deaf-floor by the door will always make it invisible. For some
- reason v1.0 of Wolfenstein experiences more of these problems (?).
-
- Wolfedit has no major problems with wall panel graphics. There are some
- problems when it comes to objects such as lamps, dog food guards etc. It seems
- each object has a 'size' parameter. Editing the object may overrun that limit.
- Graphedit won't let you save the file if any objects are at fault. Curiously
- even editing the colour (shade) of an object may adversely affect it. Most
- importantly though objects need to have blank background. This is denoted by
- bright pink background colour in the Graphedit editor. (Have a look at some
- standard objects that came with Wolfenstein.)
-
- 2.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS.
-
- I recall there are three ways.
- 1) Use printscreen key + graphics.exe program under DOS to capture the screen
- of one of the map editors.
- 2) Use Wolfmap's ASCII map dump feature. Then print it as any file. There are
- also other utilities for that. --> See 5.3
- 3) Capture map screen under Windows and print it later (costly on ribbon or
- toner since in bitmap mode)
- NB: If you only want maps to original Wolfenstein then there are some already
- made. --> See 5.3
-
-
- 3.0 SPECIFIC QUESTIONS ABOUT THE GAME.
-
- 3.1 WHAT DO ALL THOSE GUARDS SAY IN GAME? (FOR THOSE WITH SOUNDBLASTER OR
- COMPATIBLE)
-
- Who When Says What Translation
- --------------------------------------------------------------------------------
- Guard: He sees you Achtung! "Warning" or "Attention"
- or hears you
- shoot
-
- He dies. (irreproducible) He just screams in
- variety of ways.
-
- Blue SS
- Guard: He sees you Schutzstaffel! "Body Guard" (literal),
- or hears you "SS!"
- shoot
-
- He dies. Mein leben! "My life!"
-
-
- White
- Officer: He sees you Spion! "Spy!"
- or hears you
- shoot.
-
- He dies. Nein, so was! "Well, I never!"
- (colloquial)
-
- Undead
- (Zombies): He sees you - Nothing. Silence
- or hears you
- shoot.
-
- He dies Khaaarrghkhkh! (Really weird sound)
-
- Hans
- Huge Blue
- Guard,
- episode 1: He sees you. Guten Tag! "Good Day!" (strictly)
- "Good Morning!"
-
-
- He dies. Mutti! "Mommy!"
-
- Dr. Schabbs,
- episode 2: He sees you. Oohahahaha! (Laughs)
-
- He dies. Mein Gott in Himmel! "My God in Heaven!"
-
- Hitler's
- ghost,
- episode 3: He sees you. Todt hund! "Dead Dog!"
-
- He dies. Hahahahaha! (Laughs)
-
- Hitler,
- episode 3: He sees you. Die, Allied "Die, Allied Pigdog!"
- Schweinhund!
-
- You blow away Scheist! "Sh-t!"
- his armour.
-
- He dies. Eva, auf Wiedersehen! "Good-bye Eva!"
- (NB: Eva Braun was
- Hitler's wife)
-
- "Otto
- Giftmacher"
- (Otto Poison-
- maker),
- episode 4: He sees you. Eine kleine Amerikaner! "A little American!"
-
- He dies. Donner wetter! "Good heavens!"
-
- Greta Grosse
- (Big Greta),
- episode 5: She sees you. Kein Durchgang! "No Trespassing!"
-
- She dies. Mein Busse! "My repentance!"
-
- General
- Fettgesicht
- (Fat-Face),
- episode 6: He sees you. Erlauben Sie, bitte! "Allow me, please!"
-
- He dies. Roseknospe.... "Rosebud..."
- (cf. film "Citizen Kane"
- for joke.)
- --------------------------------------------------------------------------------
-
- 3.2 WHAT'S THE DIFFERENCE BETWEEN THE DIFFICULTY LEVELS OF THE GAME?
-
- There are three main differences:
- 1) There are more guards on harder difficulty levels.
- 2) They are harder to kill (can take more shots and you have to aim better)
- on harder difficulty levels.
- NB: on the lowest level 'Can I play Daddy?' you can generally pick off a
- guard even at long distance with one shot in the general direction
- (well, not every time but often). On the hardest level this usually
- will not happen.
- 3) On harder levels you take more damage when shot.
-
- There is another minor difference. On the lowest level the first aid kit
- sometimes bumps up your health more than on other harder levels.
- --> See 3.6 for more.
-
- 3.3 WHAT ARE THE SECRET ROOMS/DOORS IN THE GAME? HOW CAN I FIND ONE?
-
- The secret rooms are like any other room in Wolfenstein except they are
- accessed by a 'secret passage' (not really a door). There are certain wall
- panels which can be pushed (acted on) like a normal door. The wall will then
- slide back revealing a passage to another room. Secret rooms are usually used
- to store treasure, food, first aid and ammo packs and more powerful guns, i.e.
- the items of interest when survival at stake (the treasure helps get more
- points which accumulate to extra lives etc.). Sometimes they are used to store
- keys to locked doors, but not often (not in shareware episode anyway).
-
- Although there are no strict guidelines to where a secret room might be you
- can get some slight hints on where one might be positioned. Since the maps in
- Wolfenstein are true (i.e. they're not warped space) then if you see a block
- of wall which is pretty thick and has no standard rooms (operated by normal
- sliding doors) it could potentially house a secret room. Try first the obvious
- places on the walls e.g. Hitler's painting, nazi banner & other obvious wall
- decorations. Some secret pannels are in the corners of a room, others in the
- middle of a wall (midpoint of a wall in a standard room). There are also a few
- between two objects, like between two plants or two barrels positioned against
- the walls. --> See 4.10 for more.
-
- 3.4 WHAT IS THAT FUNNY OBJECT/SPRITE IN THE GAME?
-
- That funny object only occurs in the registered 3 or 6 episode version of the
- game. It is a sign saying to call Apogee. See, it was going to be a part of a
- competition with the game, like you find it and then call the distributor
- (Apogee it was then) and you could win something (???).
- The competition idea was dropped fairly quickly though, after all the mappers
- and editors were unleashed only weeks after game's release.
-
- 3.5 WHAT IS THE PURPOSE OF THE CODES LISTED AT THE END OF GAME STATS?
-
- Same thing as in 3.3 the code is the checksum for your score in game. It was
- going to be a proof that you actually went through the game and obtain such and
- such score.
- NB: To my knowledge the codes only occur in v1.0 & 1.1 (maybe 1.2 not sure)
-
- 3.6 ARE THERE GHOSTS IN WOLFENSTEIN? IF SO WHERE? CAN I KILL THEM?
-
- There are two kinds of ghosts. The Hitler's ghosts which haunt you in episode 3
- level 9 (the boss level where you kill Hitler). You can certainly kill those.
- There are also some funny Pacman Ghosts in episode 3 level 10 (secret level).
- You can't kill those but they can hurt you if you touch them. Just stay clear
- and you'll be ok. (or cheat with GOD MODE --> See 1.10)
-
- 3.7 WHAT DO OTHER OBJECTS APART FROM AMMO, FOOD ETC. DO?
-
- Umm, well...nothing really. They're there 'cause they look nice.
-
- Here's a short list of all the usable objects:
- Ammo clip: gives you ammo (duh)
- Machine guns (Schmeisser & Gatling gun): increase your firepower.
- Chinken meal, Dog food, Blood pool, Bloody skeleton & First aid kit:
- extra health
- Cross, Challace, Treasure chest, Crown: points
- Sphere with your face on it: extra life + health + ammo
-
- Doors: open and close these.
- Keys: access locked doors.
-
- 3.8 I'VE HEARD YOU CAN DRINK BLOOD IN WOLFENSTEIN? IS THAT TRUE? HOW?
-
- You can slurp up the blood pools and consume the bloody skeletons if your
- health falls below 11%.
-
- 3.9 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE?
-
- Yes Siree! There's certainly that Wolfenstein hintbook you can obtain for some
- extra $ ($10 U.S. I last heard), when you order the full version of the game.
- It's supposed to be packed with hints about the game levels and how to cheat in
- the game (--> See 1.10). I don't know all the details 'cause I don't have it.
- (Er, the game's too easy anyway (No flames! --> See 4.X))
-
- 3.10 THE STATISTICS & RECORDS SECTION (NUMBERS ABOUT THE GAME).
-
- Ok, at the risk of repeating myself here goes:
-
- This game has:
- 10 levels
- 6 episodes (full version)
- 4 difficulty levels
- 1 secret level per episode.
-
- Max ammo: 99
- Ammo with guns: 6
- Ammo with clips: 8
- Ammo with guards' clips: 4
- Ammo with X-tra life: 25
-
- Max health: 100 %
- Health for blood/bones: 1% (Note: health must be <11% for this to work)
- Health for dog food: 4%
- Health for chicken meal: 10%
- Health for first aid: 25% or 35% depending which level of difficulty.
- Health for X-tra life: 100%
-
- Score for brown guards: 100
- Score for dogs: 200
- Score for white officers: 400
- Score for blue SS troopers: 500
- Score for undead: 700
- Score for Ghosts of Hitler: 2000
- Score for bosses: 5000
- Score for cross: 100
- Score for chellace: 500
- Score for treasure chest: 1000
- Score for golden crown: 5000
- Score for 100% completed: 10000
- Score for 1 sec under par level time: 1000
-
- Extra life: every 40000 points or if you find the icon.
- Note: extra life icon counts as treasure! If you forget one --> no 100%
- treasure statistic!
-
- Average number of rounds required to kill:
- Dog: 1
- Brown guard: 2
- SS trooper: 5
- White officer: 3
- Undead: 3
- Ghost of Hitler: 25
- Boss: 80 (except for Adolf Hitler: first some 70 to blast him out of his harness,
- then another 70 to finish him off)
-
-
- 4.0 THE FLAMING SECTION. (YOU'RE ANNOYED WITH WOLFENSTEIN BECAUSE...)
-
- 4.1 IT CRASHES.
-
- Usually the reasons for Wolfenstein bombing out are these:
-
- 1) You have a hardware conflict with your soundcard.
- 2) You have a software configuration problem.
- 3) You have more than one version of Wolfenstein and some game files from the
- versions are mixed.
-
- 1 & 2 are discussed under sections 6.1 & 6.2
-
- If you mixed Wolfenstein versions or put different home-brew add on maps in the
- same directory then Wolfenstein might hang since map and graphics file formats
- are different from version 1.1 onwards.
-
- 4.2 THE SOUNDS ARE ALL SCREWED.
-
- Either your card is not fully Soundblaster compatible or you have IRQ or DMA
- conflict. --> See 6.1
-
- 4.3 YOU ARE LEFT WITH A GUN AND 8 BULLETS AFTER YOU DIE.
-
- Solution
- a) Cheat (--> See 1.10)
- b) Learn about secret rooms and how to find them (--> See 4.10), there is
- plenty of ammo inside them.
- c) Save often.
- d) The SS blue troopers carry machine guns. Toast one with your gun and you can
- pickup his machine gun.
-
- 4.4 IT'S TOO HARD.
-
- --> See 4.3 & 4.10
- Also start on easy difficulty level. Don't despair, you'll get better. One of
- the advantages of veteran players is that they know the layout of the maze.
- They know where to find ammo, food etc.
- As you get familar with the game you'll also be able to judge how many shots to
- fire and where to aim. Thus you can conserve your ammo.
- To preserve health learn how to use the strafe function (useful when ducking
- around corners)
- Also don't just plunge into rooms. Hang back and see if any guards come running
- out. Then .... Pang!
- Some difficulty can also be attributed to disorientation of new players.
- Several corridors or rooms may look alike. Try look for dead bodies (i.e. the
- trail that you've left behind) or other characteristic objects.
- If you're having trouble with movement then --> See 4.6 & 4.7
-
- 4.5 IT'S TOO EASY.
-
- Like a challenge eh? Check out some home-brew maps. --> See 5.1
- You might also try to reduce your health with the cheat mode (--> See 1.10)
- or decide to play without machine guns. Take that for a challenge.
-
- 4.6 YOU KEEP RUNNING INTO THE WALLS AND MISSING THE DOORS.
-
- Sounds like a major new user disorientation syndrome to me, but could also be
- attributed to slow computer. See, slower machines sacrifice the frame rate to
- keep the gameplay speed constant. Thus you might miss a few frames here and
- there and that will fool you into overshooting your targets (doors, guards when
- you're aiming your pistol at them etc.) Strafe function helps here sometimes.
- You can also try experimenting with various input devices. Mouse is more
- accurate on position but slower when it comes to movement. Joystick is rather
- inaccurate but easy to handle and still slow. Especially your rotation speed.
- If you have a Thrustmaster or other joystick + configurable buttons you can
- program these for strafe & run functions. That should make it a little easier.
-
- 4.7 YOU ARE FEELING DIZZY WHILE YOU PLAY IT.
-
- There have been a lot of discussion about this phenomenon. In short some people
- experience dizziness attributed to the game movement. There were many theories,
- most along the line of motion sickness.
- Some also said that the animation is too smooth so it fools your brain into
- believing it to be real. Others said its too jerky and it makes you vomit like
- being sea sick. Another popular theory is that lack of proper acceleration
- (like on-off high speed) attribute to the nausea.
- I will not go into discussion of why. Rather I'll post some steps people
- suggested. Remedies are not guaranteed to work. There are many, all are
- experimental and some will have opposite effects on different people. This, it
- seems, is a very individual problem.
-
- a) Try different display sizes. Either different size monitors or use the F5
- function to vary the display window.
- b) Try sitting closer/further from the display (but don't stick your nose in
- it, I don't want you to get radiation sick). Combine with focusing/
- defocusing on the display or surroundings (your room etc.) This is to see
- if you're being aware that you're looking at the monitor (by seeing other
- objects around it) and hopefully it may convince your brain that what you
- play is not really real.
- c) Try different machine speeds. If you have a turbo switch try playing with
- it on/off. See what the difference is.
- d) Play on your friend's/collegue's computer. See if it's better/worse.
- e) Have breaks while you play. Play in turns. Watch others play & then play
- yourself.
- f) If you have Soundblaster try playing with/without the sound. If your
- soundcard is stereo try playing with headphones on. Reverse the headphones
- so that left becomes right. Does it confuse you more. (It has no difference
- on me if you want to know ;) This one is not meant as a torture (Hehe) only
- to see if you're generally well adaptive.
-
- After I switched machines from 386SX-25Mhz to 486DX-33Mhz I had problem
- adjusting too. Everything seemed "too smooth". Now when I see it on the 386 it
- makes me want to vomit. Sometimes you'll have to give it time to adjust.
-
- 4.8 IT NEVER GIVES YOU 100% STATS AT THE END OF LEVEL/GAME.
-
- Hmm, must have missed some treasure/secret room/enemies.
-
- Solution:
- 1) Improving secret room ratio --> See 4.10
- 2) Improving treasure ratio = Improving secret ratio since most remaining
- treasure you missed is probably hidden.
- 3) Improving kill ratio.
- A few dogs running wild may be the cause.
- There's also a few places in the maze where the guards can follow you in
- circles. Back up your tracks, you might smash into one around the corner.
-
- 4.9 YOU ALWAYS RUN OUT OF AMMO/HEALTH.
-
- There's plenty of ammo/food/first aid around to last to twice the fun. Problem
- is knowing where to find it. Be careful to not leave behind ammo clips dropped
- by guards after you kill them. Its only 4 rounds but it adds up. Sometimes
- ammo/food/first aid is concentrated in a couple of rooms on a level. If you
- find that cache you'll have no problems. Some levels have relatively little
- food/first aid but lots of ammo. It may be wise to plan ahead and stay healthy
- for that level. You can also plainly waste ammo and overshoot ensuring you'll
- be hit as little as possible. Other levels may have little ammo and lots of
- food/first aid. Adopt ammo saving strategy there.
- Remember that extra-life sphere boosts both your health and ammo.
- Also --> See 4.10
-
- 4.10 YOU CAN NEVER FIND ANY SECRET ROOMS.
-
- Secret rooms usually house most of the treasure, ammo and health bonuses as
- well as machine guns and extra lives.
-
- Some "obvious" places where a secret room may be located are shown below:
-
- Note: % = wall, o = static object like: barrel, drum, plant etc.
- # = different wall panel like: Hitler's painting, Nazi banner etc.
- ] = Sliding door.
- Possible secret doors are pointed to by < ^ and > or shown as ?
-
- a) Different wall panels
-
- %%%%%%%%#%%%%%%%#%%%%%%%%
- % ^ ^ %
- % %
- # < ]
- % %
- % %
- %%%%%%%%%%%%%%%%%%%%%%%%%
-
- b) Room corners.
-
- %?%%%%%%%%%%%%%%%%%%%%%?%
- ? %
- % %
- % ]
- % %
- ? %
- %?%%%%%%%%%%%%%%%%%%%%%?%
-
- c) Between objects and at midpoints of a wall.
-
- %%%%%%%%%%%%?%%%%%%%%%%%%%
- %o %
- ? %
- %o ]
- % %
- % o o %
- %%%%%%%%%%%%%%%%%?%%%%%%%%
-
- d) In narrow alcoves
-
- %?%
- ? ?
- ? ?
- %%%%%%%%% %%%%%%%%%%
- % %
- ] ]
- % %
- %%%%%%%%%%%%%%%%%%%%
-
- e) On wall panel in stright line extending from an object
- (classic object in this example is overhead lamp!)
-
- %%%%%%%?%%%%%%%%%%%
- %
- %
- ] o <-- A corridor
- %
- %
- %%%%%%%?%%%%%
-
- NOTE: Some secret rooms have secret rooms within them. Sometimes secret
- movable panels can be moved to block each other. Be careful not to
- block yourself in. This is also why sometimes you cannot get 100%
- secret ratio for some levels.
-
-
- 5.0 WOLFENSTEIN ADD-ON SECTION.
- (DISCUSSION OF EXTRA LEVELS/GRAPHICS/OTHERS YOU CAN GET)
-
- All of the programs listed in this section can be found on the two ftp sites:
- ftp.cc.umanitoba.ca & ftp.uwp.edu .
- Note: Version number in square brackets indicates which version of Wolfenstein
- you will need with the specific programs listed.
- Also note that archive file extensions were omitted (.zip .arj etc.).
- For example: [1.1 S] means version 'The shareware version 1.1'.
- I have also included my own rating (number of *'s). This is merely a reflection
- of the maps/graphics originality/artwork & bloodbath factor.
- * = tame, ***** = suicidal!
- Remember versions 1.1 to 1.4 are equivalent!
-
- Lastly, if anyone knows of anymore maps etc. let me know eh?
-
- 5.1 EXTRA LEVELS.
-
- - map1 [1.0 S] * - Only level 1 was appreciably changed from
- original maps.
- - newwmap [1.0 S] ** - Maps are the same as original. Only more
- guards were added.
- - wlfnwmap [1.0 S] ** - All levels were changed. levels 4,6,7 & 8
- differ only in wall color.
- - wlfset11 [1.0 S] *** - Extension Set One v1.1. All levels apart
- from 1,4 & 10 were designed from scratch.
- Docs included.
- - nitemare [1.0 S] *** - Enigma's Nitemare I. Level 1 was greatly
- changed. Others redesigned from scratch.
- This one for really trigger happy!
- - enite-ii [1.1 S] **** - Enigma's Nitemare II. This archive contains
- maps + graphics replacements. All maps
- different from original. Graphics cool.
- Self-(de)installation. Intro + docs.
- - wolfmap [1.0 S] *** - All levels are different from original.
- Quite challenging.
-
- 5.2 EXTRA GRAPHICS.
-
- - wolfnpac [1.0 S] ** - Replacement for the graphics file. The only
- change is that it replaces the brown guard
- with a 3D pacman sphere. Nice anim sequence
- though.
- - wlfnewgr [1.0 S] ** - Replacement for the graphics file. Replaces
- ordinary wall panels with ... x-rated images.
- This one not for the kiddies ... although not
- greatly explicit.
- [WARNING! this add-on may be offensive!]
-
- For more graphics see enite-ii in section 5.1
-
- 5.3 OTHER ADD-ONS & UTILITIES.
-
- - w3dpatch [1.0 S] - This is an official patch release of the
- game to upgrade from version 1.0 to 1.1.
- - w6patch [1.1 R] - This is the map upgrade for the full version
- (6 episode) to version 1.2. Note though
- that this is not an official patch that
- will fix your version to say 1.2.
- Only the corrected map files.
- - wcheat [1.0 S] - Edit wolfenstein save game files. Add ammo,
- health, guns etc.
- - winwolf [N/A] - Some BMP files of graphics from the game.
- Great for windows backdrop.
- - wmap41 [All versions] - Generates ASCII maps of any level you like.
- Suitable for dump to printer.
- - wmaps-60 [All Reg] - ASCII maps of all 6 episodes of the game.
- - wolf3d1.nfo [1.0 S] - Instructions on how to patch Wolfenstein
- for infinite ammo, health etc.
- - wolfmaps [All Shareware] - ASCII maps for the 1st (shareware) episode.
- - wolfspk4.exe [All versions] - This little utility will redirect digitised
- sounds in the game to the PC speaker.
- (For all of you peole with no soundcard!)
- Some sounds come out a bit dodgy but
- all the shooting & screaming is alright.
- This file also works with Spear of Destiny.
- Note: there are other files like this
- e.g. wolfspk3.exe, wolfspk.exe, wolf1spk.exe,
- but wolfspk4.exe supercedes them.
-
-
- 6.0 WOLFENSTEIN BUGS & PROBLEMS (KNOWN TO DATE),
- AND HOW TO FIX OR GET AROUND THEM.
-
- 6.1 HARDWARE PROBLEMS.
-
- Sorry folks. This section is currently pretty vacant. Not to worry though.
- I'm sure some of you nice folks out there will send me some info.
-
- - Sound FX all screwed or cut out (SB + compat only).
- If your sounds are short or hang the machine shortly into the game
- then most likely you have an IRQ mismatch on your soundcard. Try
- changing it. Good values are 5 & 7.
- Also try DMA channel change (although #1 (default) should be ok.
- ... and don't forget to set your BLASTER variable in DOS like this.
-
- SET BLASTER=A220 I5 D1 T4
- ^^^ ^ ^ ^
- Note: the values pointed at may be different for you.
- Consult your SB & Computer manual.
-
- 6.2 SOFTWARE PROBLEMS.
-
- Sorry folks. This section is currently pretty vacant. Not to worry though.
- I'm sure some of you nice folks out there will send me some info.
-
- - Game hangs. Sound hangs on last note.
- Try getting rid of some TSRs.
- Also some EMM managers can cause the problem with older versions of
- Wolfenstein.
- v1.1 is notorious for hanging under EMM386.EXE
- All versions are notorious for hanging under DOS6 with EMM386 with
- EMS enabled. If you have /noems switch they behave.
-
- - Game hangs or refuses to run with memory problems.
- If you have DRDOS 6.0 + QEMM with stealth then disable stealth mode.
- Wolfenstein doesn't quite agree with it.
-
- - Game hangs at the 'Get Psyched' screen.
- Err, you probably mixed some version numbers and have a very messy
- directory with 999 add-on maps installed. Wolfenstein won't like that.
-
- - Game hangs with some horizontal stripes through the status bar.
- - Heisenbug, a glitch. Mostly with the add-on maps.
- Reboot, probably won't happen again.
- - Also happens if you mixed versions of VSWAP.??? file and
- version of the game itself.
-
- 6.3 GAME SPECIFIC PROBLEMS.
-
- - Disappearing bodies phenomenon. This occurs when there are so many enemies in
- your view at a time that the game stops displaying some. The game engine as
- it seems is limited to only so many "sprites". Anything beyond that and you
- won't be sure which guys will start disappearing. This only occurs on a
- couple of levels in Wolfenstein I think. Be aware if you are editing your own
- map! There is no fix. The engine is set and Id won't rework it.
-
- - Pushwall moves too far phenomenon. This is when the pushewall or secret
- door (if you prefer) moves TOO FAR and blocks your further passage into
- the room full of goodies etc. I cannot recall if there is one in episode
- one, but appearently there are at least two places where this occurs in
- episode 6.
-
- Episode 6, level 2. This is the FIRST pushwall in the map. All
- others on this level are *behind* it.
-
- This is shown below:
-
- before pushing:
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWW W WWW
- P* WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
-
- after pushing:
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWW W WWW
- P * WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
-
- You are where the '*' is you, and you push the pushwall 'P'
- 'W' is other parts of walls.
- It's supposed to move two grid locations and stop, so
- you can go around it. Instead, it moves three, and blocks
- everything.
-
- Note: This does not always happen. That is soemtimes the pushwall
- will move 2 grid locations i.e correctly.
- Also any interference from guards behind it is not connected
- with this since that would prevent oushwall moving at all
- or impede it to move only 1 grid location.
-
- Solution: Well it looks like there isn't one at the moment.
- There was a suggestion of inserting "stacks 9, 256" in the config.sys
- file, but this doesn't seem to help.
-
-
- 7.0 ACKNOWLEDGEMENTS.
-
- Lastly I would like to thank all who contributed to this FAQ.
- In no particular order, thanks go to:
-
- Ben Rudiak-Gould (benrg@ocf.Berkeley.EDU)
- Jay Wilbur (jayw@idcube.idsoftware.com)
- Brian D Milner (Brian.Milner@brunel.ac.uk)
- Fred Brown (brown@dgaust.oz.dg.com)
- Nancy Rabinowitz (nrabinow@itsmail1.hamilton.edu)
- Greg Cohen (rn.3332@rose.com)
- Stephen Schimpf (stephen@eggneb.astro.ucla.edu)
- Don Campbell (donc@cognos.com)
- Andrew Baker Glazier (glazier@isr.harvard.edu)
- Tony Lezard (tony@mantis.co.uk)
- Frans P. de Vries (fpdevries@hgl.signaal.nl)
- John Edwards (edwards@tincup.enet.dec.com)
- *Bob O'Bob (obrien@netcom.com)
- ????? ????? mbd@ukc.ac.uk <<< ( Could not trace you people! )
- ????? ????? brown@dgaust.oz.dg.com <<<
-
- Lastly Id Software Inc. cannot be forgotten since without their efforts this
- FAQ would never have existed (Buhahahahahaha!)
-
- If I forgot your name here then e-mail me a whinge and I'll fix that.
-
- * - means grabbed from News posts rather than e-mail
- so you may not even know you helped with the FAQ ;)
-
- 8.0 REVISION HISTORY
-
- Changes to the FAQ - for anyone interested and my beta testers (Thank you ;)
-
- 2.0 - Initial upgrade
- 2.01 - Added section 3.2 part 3) Tony Lezard (tony@mantis.co.uk) Thank you.
- 2.02 - Added sounds of undead (3.1) scores for undead & w officers
- (3.10). Corrected tons of spelling & whitespace.
- fpdevries@hgl.signaal.nl (Vries F.P. de) Thank you.
- Corrected some of the email info in preamble upfront.
- 2.02b - Filled paragraphs to at least 75 characters. Added Hitler's Ghost
- score plus kill averages to section 3.10
- Also some minor layout corrections.
- fpdevries@hgl.signaal.nl (Vries F.P. de) Thank you.
- 2.02c - Added Section 8.0 Revision History. Also included 2nd reason for
- crash (section 6.2) with horizontal stripes.
- 2.03 - Added 'pushwall phenomenon' to Section 6.3
- fpdevries@hgl.signaal.nl (Vries F.P. de) Thank you.
- ------------------------------------------------------------------------------
-
- So there! Phew!
- That's the end.
- Now go and play the game!
-
-