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Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

PostPosted: Sat Sep 17, 2016 3:11 pm
by Woolie Wool
I was talking to Blzut3 about it, he has identified the offending function (A_Chase) and is working on a solution.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 1)

PostPosted: Sat Sep 17, 2016 3:20 pm
by Wiw
Well, I do wish the music would loop properly, and I do wish that the glitched look of the MP40 firing animation would be fixed, but other than that... yeah, it's working fine for me!

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Sun Sep 18, 2016 12:05 am
by SlipgateTourist
This mod looks very nice. Sadly I get the following error when I try to start a new game:

http://i.imgur.com/7BpDK20.png

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Sun Sep 18, 2016 2:43 am
by ZioMcCall
SlipgateTourist wrote:This mod looks very nice. Sadly I get the following error when I try to start a new game:

http://i.imgur.com/7BpDK20.png


Ehr,you should load it with the port EcWolf.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Sun Sep 18, 2016 2:56 am
by SlipgateTourist
I know. I renamed the exe because I launch ECWolf through Steam. I already renamed it back to ecwolf.exe but the result was the same.


Some more info in case it matters:

Latest version of ECWolf installed
W10 x64
i7 920
16GB Ram
960 4GB with latest drivers

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Sun Sep 18, 2016 5:04 am
by Gez
When you say "latest version", you mean "latest official" or "latest development build"?

Here, look:
Woolie Wool wrote:I recommend this build: http://devbuilds.drdteam.org/ecwolf/ecw ... 27-0457.7z


It should work with this one.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Sun Sep 18, 2016 5:53 am
by SlipgateTourist
Thanks Gez, that did the trick.

Not sure how I missed that, I shouldn't have posted before I had my morning coffee :oops:

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Sun Sep 18, 2016 10:25 am
by ZioMcCall
I played all Spear of destiny and i noticed that the new attack of the Angel is more dangerous for himself than for the player.You should make the angel invulnerable at these new attacks.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Mon Sep 19, 2016 1:14 am
by DenisBelmondo
Really great! Just played through all of Wolf and SoD with it and everything looks gorgeous. The bosses are definitely a lot more challenging and prompts me to run to a wall that isn't immediately in front of them to avoid their attacks, although, that's mostly due to the fact that an explosion's hitbox can clip through walls. Bosses also seem to experience splash damage by their own rockets and makes them a little bit easier, at least that's what it seems like to me. I do understand that you probably don't have any control over this behavior at this point in ECWolf's development though. Another thing I've noticed is guards play both of their pain frames if (health & 1) evaluates to true since the jumpif check is performed after the first pain frame plays.

I don't know if what I said was super clear or not, but basically the guards' pain states look like this as they are:

Code: Select allExpand view
Pain:
   GARD I 5 A_Pain
   GARD I 0 A_JumpIf(health & 1, 1)
   goto See
   GARD J 5
   goto See


And here's the corrected version (untested):

Code: Select allExpand view
Pain:
   GARD I 0 A_JumpIf(health & 1, 2)
   GARD I 5 A_Pain
   goto See
   GARD J 5 A_Pain
   goto See


Anyway having said all that, I'm really having a hoot with this mod. I'm playing it with Conflict in the Fatherland (which I still have to tweak a bit more in order for it to play nicely with other mods) and it is great.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Mon Sep 19, 2016 9:09 pm
by RoyBatty
This looks pretty awesome, I can't wait to try it.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Tue Sep 20, 2016 12:20 am
by Hellser
[After playing Episode 1, in the the progress of Episode 2]

Giving this a go with Death Incarnate skill level. I'm not sure if I should throw my monitor out the window in anger at Wolfenstein 3D or love this mod. Regardless, it has enabled me to play Wolf3D. The textured floor / ceiling does help establish "landmarks", turning the game from less maze-like to something Doom-like. The sounds aren't that bad either. Though I wouldn't mind having the original Adlib music. But that's a personal preference. The updated graphics are nice too - even more so with the SS wearing black instead of blue. Always struck me as odd.

Keep up the good work though, I like this quite a lot.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Tue Sep 20, 2016 11:00 am
by Woolie Wool
The secret to Wolfenstein is learning to watch your enemies and time their attacks. Once you get a feel for their animations you can dodge behind a wall in the nick of time when you see a Nazi about to fire. Their tells are much more obvious and take longer than those of Doom hitscanners.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Tue Sep 20, 2016 12:17 pm
by ZioMcCall
And remember to shoot throught the door when start to open,see you can hit enemies immediatly in this way.

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Tue Sep 20, 2016 7:55 pm
by NeuralStunner
Speaking of dealing with enemies: This might be completely out of scope, but could I request seesounds for the damn Mutants? They're several times worse than Officers, but just being able to hear them coming would help a great deal.

(Oh, and you'd need one for the Ubermutant too, for completeness more than anything.)

Re: [ECWolf] Wolfenstein Cosmetic Upgrade (Beta 2)

PostPosted: Tue Sep 20, 2016 9:47 pm
by Bofubutt
NeuralStunner wrote:Speaking of dealing with enemies: This might be completely out of scope, but could I request seesounds for the damn Mutants? They're several times worse than Officers, but just being able to hear them coming would help a great deal.

(Oh, and you'd need one for the Ubermutant too, for completeness more than anything.)


In my opinion, seesounds for mutants aren't needed. The whole point of the mod is to be an enhanced cosmetic upgrade, and mutants in the original game don't use those sounds intentionally. They're ambush enemies designed to put you on edge. You're not supposed to know how many mutants might be after you at a given time; it's all part of what gives Episode 2 of Wolfenstein such a tense feeling.