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

Posted: Mon Mar 12, 2018 6:27 pm
by Dr. Shotgun
Is there a way to prevent this from happening at boot?
Spoiler:

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

Posted: Mon Mar 12, 2018 6:32 pm
by Blzut3
Given your resized image I can't quite make it out, but are you still using 1.3.2? 1.3.3 uses SDL2 and should center the window.

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

Posted: Mon Mar 12, 2018 6:51 pm
by Dr. Shotgun
Blzut3 wrote:Given your resized image I can't quite make it out, but are you still using 1.3.2? 1.3.3 uses SDL2 and should center the window.
Removed the resize.

I only downloaded this a few months ago. I'm not sure which version that is; when I open the file details it says version "0.0.0.0" for some reason.

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

Posted: Mon Mar 12, 2018 8:07 pm
by Blzut3
Considering 1.3.3 was released in 2016 I'm doubting that you really only downloaded a few months ago (unless you downloaded it from an unofficial source for some reason). The version is in the title of the window and also shown on the first screen of the game.

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

Posted: Mon Mar 12, 2018 8:49 pm
by Dr. Shotgun
Yeah, it's 1.3.2.

I don't know how that happened. I only got Wolfenstein a few months ago off of GoG. And I downloaded right from the ECWolf page, though I do recall getting confused. I don't remember how or why since the link is right there but...

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

Posted: Mon May 07, 2018 10:46 am
by Dr. Shotgun
Sorry for the double post (but in my defense it's been about two months), but what is the status of old mods for ECWolf? I know the page says it's not compatible with wolf4SDL mods, but what about mods for DOS Wolfenstein, such as End of Destiny (which never got a Wolf4SDL port unlike its predecessor)?

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

Posted: Mon May 07, 2018 10:53 am
by Blzut3
The FAQ entry on Wolf4SDL mods also applies to DOS mods. If the mod ships with an exe then it's not a vanilla mod and thus not compatible with ECWolf. If it runs on an unmodified wolf3d.exe then it can work.

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

Posted: Fri May 11, 2018 1:29 am
by Kizoky
How does ECWolf handle palettes? Is it possible to replace it or currently it's not supported?

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

Posted: Fri May 11, 2018 11:03 pm
by Blzut3
The palette code is from ZDoom. Only differences are you'd want to replace WOLFPAL/SPEARPAL/NOAHPAL depending on the game you're modding instead of PLAYPAL and that the COLORMAP lump supports 64 levels of brightness on top of the Doom style 32.

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

Posted: Thu Jun 14, 2018 2:24 pm
by Dr. Shotgun
As someone who hasn't played the original DOS release of Wolfenstein 3D, I have to ask if the patrolling AI's pathfinding is supposed to result in them bunching up against a wall or if that's a bug in ECWolf.

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

Posted: Sat Jun 16, 2018 10:32 am
by Lautum
I have a question about the floor/ceiling textures. For some reason it is not working in my map (nothing shows up). 3rd plane is enabled, id of the flat is 1.

The texture is named FLAT01 (in flats folder) and defined in translator file like this :
Spoiler:
The mapinfo looks like this :
Spoiler:
Am I missing something ?

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

Posted: Sat Jun 16, 2018 11:04 am
by Blzut3
Dr. Shotgun wrote:As someone who hasn't played the original DOS release of Wolfenstein 3D, I have to ask if the patrolling AI's pathfinding is supposed to result in them bunching up against a wall or if that's a bug in ECWolf.
Yeah, I'm not sure what bunching up you're referring to specifically, but there are a few things that cause that. First is that many of the patrol paths are not setup properly so they'll just end at a wall. There is also the case where dogs are placed on a patrol path with guards and they catch up to the guards and stop dead in their path (guards following when they eventually loop around). Thirdly if you're referring to chasing guards then the code that handles what to do if a wall is hit while you're out of sight favors one direction.
Lautum wrote:Am I missing something ?
A map definition to use your new translator. Or change the translator property in the gameinfo block if you want to affect every map including the already defined ones.

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

Posted: Sun Jun 17, 2018 4:41 am
by Lautum
Blzut3 wrote: A map definition to use your new translator. Or change the translator property in the gameinfo block if you want to affect every map including the already defined ones.
I did that and it gave me this error in the console : "No tiles found for translation!" I donĀ“t want to add new tiles yet, so should I make an empty block in xlat ?

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

Posted: Sun Jun 17, 2018 2:38 pm
by Blzut3
Now your issue is that your translator is just the flats. You can include the original translator by just doing:

Code: Select all

include "$base"

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

Posted: Sun Jun 17, 2018 4:12 pm
by Dr. Shotgun
Blzut3 wrote:
Dr. Shotgun wrote:As someone who hasn't played the original DOS release of Wolfenstein 3D, I have to ask if the patrolling AI's pathfinding is supposed to result in them bunching up against a wall or if that's a bug in ECWolf.
Yeah, I'm not sure what bunching up you're referring to specifically, but there are a few things that cause that. First is that many of the patrol paths are not setup properly so they'll just end at a wall. There is also the case where dogs are placed on a patrol path with guards and they catch up to the guards and stop dead in their path (guards following when they eventually loop around).
Thank you.