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

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

Postby Lautum » Wed Jun 20, 2018 11:22 am

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 !
Lautum
 
Joined: 16 Jun 2018

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

Postby Dr. Shotgun » Wed Jun 20, 2018 6:18 pm

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...
Dr. Shotgun
 
Joined: 15 Jul 2016

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

Postby Blzut3 » Wed Jun 20, 2018 7:19 pm

You can change the path route in any editor. It would be incredibly tedious to do, but it can be done.
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004

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

Postby Lautum » Thu Jun 21, 2018 11:41 am

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.
Lautum
 
Joined: 16 Jun 2018

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

Postby Blzut3 » Fri Jun 22, 2018 12:53 am

The last argument to the Door_Open special can be 0/1 for normal, or 2/3 for Blake Stone. Texture doesn't matter.
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004

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

Postby Lautum » Sun Jul 01, 2018 12:09 pm

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.
Lautum
 
Joined: 16 Jun 2018

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

Postby Blzut3 » Sun Jul 01, 2018 12:29 pm

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.
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004

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

Postby Paar » Wed Nov 28, 2018 4:39 am

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.
Paar
 
Joined: 18 Apr 2008

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

Postby Blzut3 » Wed Nov 28, 2018 7:50 pm

Nothing exists yet.
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004

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

Postby Paar » Sat Dec 01, 2018 9:29 am

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?
Paar
 
Joined: 18 Apr 2008

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

Postby Blzut3 » Sat Dec 01, 2018 7:13 pm

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?
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004

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

Postby Paar » Sun Dec 02, 2018 2:32 am

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.
Paar
 
Joined: 18 Apr 2008

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

Postby sherberttcat » Wed Dec 12, 2018 4:01 pm

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.
sherberttcat
 
Joined: 30 Jan 2016

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