The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)

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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Melodica » Sun Feb 14, 2016 1:00 pm

This is a pretty good port, thats all I have to say, being able to add new weapons, monsters, anything, without messing with the source code!

Also since apparently posting some mods here is allowed, I will juuuust let this slide in here.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby david_a » Sun Feb 21, 2016 10:23 pm

I had some questions about UWMF but I guess Blzut3 doesn't check the DRD Forums very often...

Anyway, I'm interested in writing a level generator for fun and ECWolf + UWMF seemed like the lowest barrier of entry.

I've tried creating a UWMF map to see if I understand the format but it's currently bombing after the level loading screen completes.

Is there really no example map anywhere?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby SamVision » Sun Feb 21, 2016 11:34 pm

Will truecolor PNG be possible at some point in the future?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Mon Feb 22, 2016 12:32 am

@david_a, I do get email notifications there, but I sometimes check the notification on my phone and forget to visit it on my desktop so it sends a new one. This combined with a deadline at work means I indeed missed your post. I would have found it eventually though. :P
SamVision wrote:Will truecolor PNG be possible at some point in the future?

It is not something I have a personal interest in. The Direct3D stuff will be pulled from ZDoom at some point in the future, but I'm not going out of my way to support true color. It's a personal thing in that I like 8-bit software rendering.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby LkMax » Mon Feb 22, 2016 1:55 pm

How do you activate weapon bobbing like in the ECwolf Tech Demo?
Thanks in advance.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby YukiHerz » Mon Feb 22, 2016 3:38 pm

Add Weapon.BobStyle, BobRangeX and BobRangeY properties to the actors, more on that Here.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby LkMax » Mon Feb 22, 2016 5:12 pm

HazeBandicoot wrote:Add Weapon.BobStyle, BobRangeX and BobRangeY properties to the actors, more on that Here.

huh, each weapon needs it's own bobbing attribute. Interesting.
Thanks for the info, I'll look into that.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby SamVision » Tue Feb 23, 2016 2:17 pm

It is not something I have a personal interest in. The Direct3D stuff will be pulled from ZDoom at some point in the future, but I'm not going out of my way to support true color. It's a personal thing in that I like 8-bit software rendering.

There are some textures and sprites that I would like to use in a potential mod, but they look terrible in a software renderer no matter how much I alter them. Though I can see why you wouldn't want to implement it.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby YukiHerz » Mon Mar 07, 2016 7:53 pm

Maybe the answer is somewhere in the wiki, but i'm to blind to find it, how much are the vanilla (64x64) weapon graphics upscaled to look the correct size in-game?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Mon Mar 07, 2016 9:21 pm

Roughly 2.5x. IIRC the scale factor in vanilla is slightly variable since it was a simple scale 64 to the height of the view window. Since the aspect ratio of the view changes slightly so does the scale factor. That said this was more of a factor when comparing Wolf4SDL's two extended view sizes since the aspect change is much more noticeable.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby YukiHerz » Mon Mar 07, 2016 9:43 pm

Thanks, i guess i'll stick with 3x sizing then.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Gez » Wed Mar 09, 2016 9:13 am

In AFA's TC, a TEXTURES scale factor of 0.4 is used, which given how TEXTURES uses inverse scale (larger values mean smaller pixels) does correspond to making it larger by a factor of 2.5.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby AFADoomer » Wed Mar 09, 2016 8:13 pm

Gez wrote:In AFA's TC, a TEXTURES scale factor of 0.4 is used, which given how TEXTURES uses inverse scale (larger values mean smaller pixels) does correspond to making it larger by a factor of 2.5.


And IIRC, that was scaled to approximate a Wolf3D screenshot at 320x200 resolution as closely as possible... So 2.5x is probably your best bet.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Sat Oct 01, 2016 2:20 pm

New 1.3 patch release. I know, nothing exciting, but hey it's about time I fixed the Android build. :P
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Gez » Sat Oct 01, 2016 2:45 pm

Elevators force close their doors to prevent them from being jammed by corpses rendering levels unbeatable.

I'm curious about that. I don't remember needing the door to be closed to use the elevator switch.
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