![]() You'll need all the firepower you can get. When you get into his room, find and kill all of the Officers in his room first. Destroying Mecha-Hitler is surprisingly easy Hug a corner, but keep a close distance between you and him, then open fire. The distance between you and him will greatly increase the amount of damage to both of you. As he takes a moment before he can start firing, you should be able to do some damage and take cover again before he has time to return it. Unlike other enemies, Mecha-Hitler has very audible footsteps, so listen for them when he is about to come into view. When his metal suit is destroyed, repeat the process. ![]() This time he is much faster (basically combining the speed of an Officer with the firepower of Hans Grösse). You'll have to reposition yourself much more often than you had to with Mecha Hitler. When he's dead, the episode/game will automatically end. If you need to heal and stock up on ammo, use the supplies in Hitler's room first. Hitler shows off what he's really made of! Quotes If you backtrack to grab supplies, Hitler will follow you. The poor quality of sound in the game makes it difficult to ascertain what is being said. Sources are given for what Id claims is the language, but this is sometimes open to criticism.Re-did large and small font lumps to correct line spacing.Consolidated all SoD/Lost language strings into the main Wolf3D Language.txt.No more animated God face in original Wolf, but it's there in other mapsets.Consolidated all MAPINFO.txt files (the ones in the game.pk7s now only define the appropriate player class and episode(s) for that mapset).Updated MapToWad.exe to account for SoD and Lost Episodes textures and items.Re-converted all maps with new version of maptowad tool.Also re-ripped/renamed all assets and consolidated Wolf, SoD, and Lost assets into the Resources file files basically act as launchers and contain the maps Separated all assets from the original game into Wolf3D_Resources.pk7 and all TC game content in the Wolf3D_Common.pk7 file.Updated Textures.txt for all Lost Episodes Textures/Sprites.Added Decorate code for all Lost Episodes Enemies/Items.Back-ported Gez's SNDINFO and re-ripped sounds.Updated GameInfo.txt files to accommodate new file structure.Renamed SoD graphics that were the same name as the wolf counterparts, added custom menudef for Spear Episodes.Removed Doom Keys, added items to give Wolf Keys on pickup.Reworked how SoD is marked as the current game (uses inventory marker given to new SoD player class).Set up each game with proper gameinfo lump so that games can be run by dropping the main file on ZDoom (SoD.pk7, Wolf3D.pk7, SoD_Lost.pk7, or SoD_Lost2.pk7).cfg settings don't get run, but it works.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.bat files to accomodate new gamefile structure.Updated flamethrower animation frames to be more accurate.Added new CONFONT.lmp with a new more characters defined.Added 'built' ENDPICs that use Language.txt strings and graphical bits to create the end pages. ![]()
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