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

PostPosted: Wed Jun 20, 2018 10:22 am
by Lautum
Blzut3 wrote:Now your issue is that your translator is just the flats. You can include the original translator by just doing:
Code: Select allExpand view
include "$base"


Thanks !

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

PostPosted: Wed Jun 20, 2018 5:18 pm
by Dr. Shotgun
So I'm wondering if there isn't a way to manually fix the pathing. I do have a Wolf Editor, but I don't know if it covers patrol points or not...

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

PostPosted: Wed Jun 20, 2018 6:19 pm
by Blzut3
You can change the path route in any editor. It would be incredibly tedious to do, but it can be done.

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

PostPosted: Thu Jun 21, 2018 10:41 am
by Lautum
I have a question about double doors - how does it work ? Does it autodetect from textures ? I made a a few doors (horizontal/vertical) with a texture used for double doors and the effect only applies to the vertical ones. The horizontal doors always open in W3D style.

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

PostPosted: Thu Jun 21, 2018 11:53 pm
by Blzut3
The last argument to the Door_Open special can be 0/1 for normal, or 2/3 for Blake Stone. Texture doesn't matter.

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

PostPosted: Sun Jul 01, 2018 11:09 am
by Lautum
Got it, thanks.

I have an issue with switches - nothing works. I know, I screwed something up, but I am not sure exactly what :
I put a trigger in the switch tile and set the x,y coordinates to the door I want to open with the switch. For the 4th plane tile as an ID I used the coordinates of the door put in in the tile as well.

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

PostPosted: Sun Jul 01, 2018 11:29 am
by Blzut3
You just have it backwards. You construct the door like a regular door and then use the 4th plane to move its activation point to the switch location by setting the coordinates of the switch on the door tile.

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

PostPosted: Wed Nov 28, 2018 3:39 am
by Paar
Is there any info about an editor which could utilize all of ECWolf features? I found a Git project called eced but the last update was two years ago.

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

PostPosted: Wed Nov 28, 2018 6:50 pm
by Blzut3
Nothing exists yet.

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

PostPosted: Sat Dec 01, 2018 8:29 am
by Paar
What condition is the engine in? I have tried to find some info on any new features but haven't find much. Is ACS VM implemented yet? Or are you working primarily on compatibility with other Wolf3D engine games?

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

PostPosted: Sat Dec 01, 2018 6:13 pm
by Blzut3
I've largely been working on game compatibility and improving the engine behind the scenes (for things like multiplayer). Editing features have largely been on hold since as it stands right now there hasn't been any editor that can really make features accessible and the longer I put them off the cleaner they can be implemented (a perhaps more importantly the less likely I'll have to break mods). So no, it still doesn't have practical level scripting (although you could probably get really creative with Trigger_Execute and DECORATE).

Other than that I'm not sure how to answer "What condition is the engine in?" Is that all you were looking for or are there other more specific questions I can answer?

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

PostPosted: Sun Dec 02, 2018 1:32 am
by Paar
I was mainly interested in the state of ACS scripting as I have an idea for a mod that would heavily rely on it. Of course broadening compatibility with other games is good news too.

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

PostPosted: Wed Dec 12, 2018 3:01 pm
by sherberttcat
What I am patiently waiting on is to see Wolfenstein 2.0(Snes/Mac/3DO/Jaguar faithfully, fully recreated in ECWolf. With the authentic weapon sprites rather then these odd looking recreations that the High-res mod uses.
I know there's a super mod for EDG3 that does this, but that's the Doom engine, it doesn't "feel" quite right.

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

PostPosted: Thu Mar 03, 2022 11:54 am
by cowsay
The first time I ran ECWolf, I think it crashed my graphics driver when I tried to set the game to fullscreen from the in-game options. That was the very first change I made after a fresh installation was setting the game to fullscreen.

My monitor turned black and went to sleep like it had no signal, and I had to hard-reset the computer.

My GUESS is that it tried to set my display resolution to an unsupported full-screen resolution (whatever the default game window size is.. 640x480?)

I was able to set fullscreen from in-game options if I ran ecwolf with:

Code: Select allExpand view
ecwolf --fullscreen --res 2560 1440


When I did this, there were no issues switching on fullscreen mode in the game settings.

Radeon RX Vega 10, amdgpu driver. Arch linux x64, kernel 5.16

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

PostPosted: Thu Mar 03, 2022 3:25 pm
by Blzut3
Is your ECWolf build based on SDL 1.2? With SDL 2 ECWolf never changes the display mode since I absolutely despise debugging exclusive fullscreen so your case should be impossible.