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

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