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

PostPosted: Sun Feb 14, 2016 12:00 pm
by Melodica
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.

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

PostPosted: Sun Feb 21, 2016 9:23 pm
by david_a
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?

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

PostPosted: Sun Feb 21, 2016 10:34 pm
by SamVision
Will truecolor PNG be possible at some point in the future?

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

PostPosted: Sun Feb 21, 2016 11:32 pm
by Blzut3
@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.

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

PostPosted: Mon Feb 22, 2016 12:55 pm
by LkMax
How do you activate weapon bobbing like in the ECwolf Tech Demo?
Thanks in advance.

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

PostPosted: Mon Feb 22, 2016 2:38 pm
by YukiHerz
Add Weapon.BobStyle, BobRangeX and BobRangeY properties to the actors, more on that Here.

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

PostPosted: Mon Feb 22, 2016 4:12 pm
by LkMax
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.

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

PostPosted: Tue Feb 23, 2016 1:17 pm
by SamVision
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.

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

PostPosted: Mon Mar 07, 2016 6:53 pm
by YukiHerz
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?

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

PostPosted: Mon Mar 07, 2016 8:21 pm
by Blzut3
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.

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

PostPosted: Mon Mar 07, 2016 8:43 pm
by YukiHerz
Thanks, i guess i'll stick with 3x sizing then.

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

PostPosted: Wed Mar 09, 2016 8:13 am
by Gez
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.

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

PostPosted: Wed Mar 09, 2016 7:13 pm
by AFADoomer
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.

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

PostPosted: Sat Oct 01, 2016 1:20 pm
by Blzut3
New 1.3 patch release. I know, nothing exciting, but hey it's about time I fixed the Android build. :P

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

PostPosted: Sat Oct 01, 2016 1:45 pm
by Gez
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.