View Full Version : Wolfenstein 3D - Remake

07-07-2009, 02:51 AM
Hello people, I just take some time, and made my first GLScene game, is a Remake of a oldware, Wolfenstein 3D

Tools Used:
GLScene - Graphic.
UnDelphiX - Sound/Music/Input.
ChaosEdit/WDC/NewWolf: Nice tools to extract information and convert to modern media.
UnDelphixEx: A small extension package, with my own version of TDXMusic (play midi using DirectMusic and mp3 using DirectShow), a TDXStateMachine component (to manage states of the game, very good...)

I'm actually on a Beta Final version, there is some bugs left, missing sounds and maybe some maps have something wrong (since I import then from original game, there is some nice tricks that they used).
The engine have nice extra features, that you don't see on original game.

You can see the demo movie here:
and download here:

I already update the HUD, and change the music system (instead the huge mp3, now uses the original imf songs, emulated - tks Mame, your opl3 emulator is awesome).
Everything is more compact now, just the exe, a dll (my version of imfplayer.dll - tks WDC), and 4 datafiles.
I use some of my components here, the "NativeStorage", a Delphi component that holds streams of data by name - with support to save/load the entire data to disk/another stream.

If people really like it, I can release the source code of the game, and/or packages, and/or de map editor for it...

I found a nice bug on E6M10 (Secret Level of 6 Episode). A missing Gold Key prevents you to finish the level.
The original wolfenstein have hardcoded to some bosses spawn a gold key or make you win the level. My version requires that you put a "item" on same place of the boss/enemy. (so, any enemy can have it's drops customized... or trigger end of level...)

I just want to say thanks to "DieHard Wolfers", "AReyeP and MCS" and "Wolfenstein 3-D Dome", I know that these people now know my game, and I learn so much about wolfenstein in they site too. These people are the creators of some tools that I use on my game.
Oh, my game isn't a mod, it's doesn't use any code from original wolf (but uses it's resources, and others resources found on lots of mods). I write this game entirely from scratch, using Delphi and Dev-Cpp.

My next project will be a remake entirely using 3D of some old atari games. Enduro? Megamania?

07-07-2009, 03:09 AM
Nice job! :)


07-07-2009, 03:39 AM
I LOVED Wolfenstein back in the days. Just downloaded it from RS. Now I'm uploading it to my server for those who don't want to wait :). Faster download link http://www.eonclash.com/WolfensteinRemake.zip give it a few mins to populate the cloud and it will be available to all.

BTW: Noticed in your video that you removed the Hitler pics but said he is still in the game, did you move him? Also, just curious if you are using the original map files or did you create your own format for them?

- Jeremy

PS: Now you should use this "engine" to enter the PGD and give us an arcade 3D shooter from the 80's :)

07-07-2009, 11:30 AM
I love Wolfenstein and your conversion looks great. I'm however not a big fan your statusbar in the bottom. IMO you've changed it to much.

But I'm gonna download it now anyways.

07-07-2009, 04:40 PM
Very nice! :) Wolf3D was one of the games I played on my first system. ;) I'm sure that many would love to be able to reuse your engine's source to make their own games. Maybe generate a page or site for the engine it's self...

Added to the You Tube PGD Channel's favorites. :)

07-07-2009, 05:19 PM
Well, finally got around to trying to run the app... Unfortunately it doesn't seem to run on Vista or Windows 7 even with compatibility turned on :(

No error information, just that damned window that says this program has stopped running.

08-07-2009, 03:04 AM
GLScene have issues with vista and windows 7, at least, is what I read on every forum.
The hitler textures on walls are replaced with a "black banner", but hitler is on the game, on Episode 3, Floor 9... The Boss... The hitler monks gets replaced with a new enemy, the "WarLord", is like the Hans Grosse boss, but have less life... so, I just minimize his appearance...
The engine have more extra enemies, but they are unused for now...
I'm working on a possibility to have "mid level" switch's, that enabled/disable something (a switch, that detonate a bomb on a pilar, opening the way, or "unlock" a door....)
Also, I have some nice images, that can be used as "Quest", so, you can only leave the floor if you collect then first.

The last version is on http://rapidshare.com/files/253110484/WolfensteinRemake.zip , this version have better AI (queued pathfind), and some bugs fixed...

09-07-2009, 04:28 PM
Nice job!


It will be a good chioce for game programmers if you open your engine!

15-07-2009, 02:28 AM
I take a bit more time, and add support to Spear of Destiny, a new "Episode 7" no new game menu. Also, new enemies to use on spear...
FlameLord -> A lord (GunLord, WarLord) that uses a flamethrower... is hot!
ArmoredChaos and Chaos Knight -> He looks like the Death Knight, but when defeated, the armor drops, and a mutant appear from inside... (same way of hitler does...)
I fixed some bugs, add new tiles and the Spear Item, that ends the level when picked...

In some days I will release it... :) I already release my pack of componentes on DelphiX/UnDelphiX forum for music/mp3/state control... stay tuned people!

Good News:
* Full Spear of Destiny Added (As episode 7), slight modified. (new boss)
* Modified AI to act more like the original one, still a bit agressive.
* Some new graphics and sounds. (still missing some sounds, I believe...)


I'm working now in a "true save" system, that save your real state, not the one when you start the level like now...

17-07-2009, 08:03 AM
I also tried your game, doesn't work on Vista at all. Played around with it in XP and it's nice, good job!

17-07-2009, 09:38 AM
Hi harrypitfall,
I found on youtube the video of a version of your Wolfenstein 3d remake that uses real 3d models as the treasure...nice work! :)



17-07-2009, 11:48 AM
I was mentioning before (before the server lost a few messages a short time back) when playing your game that doors would not be opened by enemy characters. But I played it a bit longer and noticed that they do in fact do this, IF they are in a room where they have already seen you. That's not bad, but I can assure you that in real life you fire off a 9mm nevermind a big ass chain gun, you'll be heard through a steel door. lol

If I may recommend something; why not have a distance from which when you fire off your weapon, if there is an enemy within 'hearing range' they will come out of their default 'trance' and come to check it out? You could even have them pick a random spot from where the shot was 'heard' from to simulate the guy not knowing where the sound came from.

And of course you could then have different ranges for different weapons. ie. the big chain gun would be louder than a 9mm, rifle or a knife. ;)

Just some gameplay thoughts.

17-07-2009, 12:09 PM
@WILL, At DooM you are heard when you press the fire button hand have your hands selected as a weapon. I really doesn't make any sound, but it fun :P
And I think the big steel doors are sound-proof :)

18-07-2009, 12:50 AM
That version with models is entire written on javascript... yeah... javascript...
Is a prototype of a "game engine" with a IDE, that you code the game using javascript... I drop the development of the engine...
The game itself is like this... and supports GLScene/UnDelphiX

var MainForm;
function main() {
MainForm = new TGameMainForm(Application);
MainForm.SetResolution(800, 600);
MainForm.FramesPerSecond = 40;
MainForm.AddState('Default', null, DefaultRun, null);

function DefaultRun(State) {
var InputState = MainForm.Input.States([]);
if InputState[isButton1] {

The real trouble, is that script engine are too slow to be fully embebbed this way... so I stop this and start using only the pure Delphi...

19-07-2009, 01:08 AM
I add some extra features to the game, change some sprites and sounds.


* Ammo Racks
* Smoke Trail for Projectiles
* Better AI - There is always improvements to be done!

Ok, some people says about sounds that don't echoing over doors, the original wolfenstein echoes sounds in a area, with doors opened or closed. But they have a extra "sprite", called, "Deaf Guard", that I didn't add to the game (sorry). So, all guards can wear sounds. In current state, If I enable the sound to go over doors, Is very possible to have a chain reaction, that makes ALL guards on the level comes at you... lol (I did it before). The trouble is that guards don't need keys to open locked doors...
Maybe I can add the possibility that sounds echoing over unlocked doors only... ;)
Also, the enemys don't have the patrolling state (this state makes then walking in a path marked on the floor).
Yes, all this knowledge I get modding the original game, and reading it's source code...

19-07-2009, 01:32 PM
..., I can not visite youtub.com :'(
so, I can not download your new things.

20-07-2009, 04:41 AM
Ok, I'll post here the download link direct too...



> New HUD
> Restored some textures to original ones. I just think a bit, and see no real problem to have ORIGINAL walls (so, I restored hitler images on walls, it gives more appealing to be like the original game!)
> Fixed Intermission Screen.
> Support for sprites with "Alpha-Channel" - You'll notice the shadows/lights, and smoke trails.
> Fixed a small bug with Knife.

Jimmy Valavanis
23-07-2009, 11:36 AM
Hi, everything seems to work OK here, thanks for the nostalgia and keep up the good work!

23-07-2009, 04:57 PM
fine! I got it.


24-07-2009, 06:54 AM
I have some insteresting news...
Mame have a opl 3 emulator, and I found a free ImfPlayer (with source code), that plays the original .imf musics... Wolfenstein/Spear/Blake Stone...
So, instead that huge ammount of mp3 files (19 Mb) a 90Kb dll and a 440 Kb DataFile (the pack will all original music) Will be Shipped with the game... (also, I add some missing sounds, and pack then into one only file)
I have the imglib.dll source code, compiled perfectly with dev-cpp and tweaked to have volume and error callback control! (yes, I'm multi-language...)

The "Final" version will be small, fast and use only a small set of files... ;) very professional working no?

02-10-2010, 11:15 AM
Hi, I thought this is a developer platform - developer talk about source code, but it seems to be a worship platform or a game playing platform - I am not really sure. Why is the source code still hidden?

02-10-2010, 12:04 PM
Hi hello and congrats on your first post on PGD! I'd welcome you, but you seem to have been around the site for a while. :)

I'm not really sure why you'd consider PGD a 'worship platform', but you'll notice at a closer look that all game releases are made using Pascal-based tools. The Wolfenstien 3D remake for example is made in Pascal, however he may or may not choose to release his source for others to use. Some like to keep their code private. If you have a question about how to do something or want to know how he made something in his game, just go ahead and ask about it. I believe he actually released the source code with the game binaries as well. You'd have to download the game to find out, it's been a while since I tested this one. Though I remember it was pretty well done and somewhat faithful to the original game.