Two questions about ECWolf

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monstario
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Two questions about ECWolf

Post by monstario »

According to this, there are two versions of SD3 files. Having checked mine (bought from Steam), it turns out I have the so-called UAC version. I can't find any info about it, so maybe someone can tell me, what's the difference in this version compared to "normal"? Is it censored, bug-fixed, enhanced or altered in some other way, and is it "better or worse" than the regular version?

The second problem I'm having, I want to create commands for each ECWolf game on Linux, so that I can launch each game with different savedir, config etc. But I can't really figure out which files are required for each game (which I have to load with --data parameter). .WL6 and .N3D files are probably all needed as-is for Wolfenstein 3D and Noah's Ark, but what about SoD and its expansions? Do I infer correctly that I have to always load .SOD files for vanilla Spear of Destiny, and if I want to play an expansion pack, I have to additionally load .SD2 or .SD3 files? Does the order of loading the files matter?
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Korell
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Re: Two questions about ECWolf

Post by Korell »

Looking at the MD5 hashes, I also have the Alternate UAC version. The difference, as far as I can tell, is just that the UAC version replaces some textures to show the UAC logo as a nod to Doom. There's nothing censored.
https://wolfenstein.fandom.com/wiki/Ult ... e/Floor_21


Anyway, as for loading up different games I use the following:

ecwolf.exe --data wl6
ecwolf.exe --data sod
ecwolf.exe --data sd2
ecwolf.exe --data sd3

You can also specify a save folder with the --savedir parameter and a config file with the --config parameter.

For the files that you need, it is exactly as per the page you linked to. So Wolfenstein 3D requires the eight WL6 files, whilst Mission 3: Ultimate Challenge requires just the three SD3 files. You don't have to worry about load order here as the data parameter is just listing the file extension of the files to load.
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monstario
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Re: Two questions about ECWolf

Post by monstario »

How do I direct to a specific folder for game data? I tried

Code: Select all

--file (directory)/*.wl6
--file (firstfilepath) (secondfilepath) (thirdfilepath) (...)
--file (firstfilepath) --file (secondfilepath) --file (thirdfilepath) (...)
And also the same commands with "--data" instead of "--file" but all of them return error:

Code: Select all

Can not find base game data. (*.wl6, *.wl1, *.sdm, *.sod)
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Korell
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Re: Two questions about ECWolf

Post by Korell »

I don't think you can as the --data parameter isn't asking for a filename or path, it's asking for the filetype to be used (and ECWolf then loads all of the corresponding files for the value entered). As such, they need to be in the same folder as ecwolf.exe.

You can still put saved games, configs and mods in their own folders, though, to keep the rest of it all tidy.
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Re: Two questions about ECWolf

Post by Blzut3 »

monstario wrote:According to this, there are two versions of SD3 files. Having checked mine (bought from Steam), it turns out I have the so-called UAC version. I can't find any info about it, so maybe someone can tell me, what's the difference in this version compared to "normal"? Is it censored, bug-fixed, enhanced or altered in some other way, and is it "better or worse" than the regular version?
http://diehardwolfers.areyep.com/viewtopic.php?t=7707 (References http://diehardwolfers.areyep.com/viewto ... 7511#87511)

In short the UAC version may have been an early version of the game which was sent to id Software. We don't know much more than that since the dates on the files is really all we have to go on. Outside of the one sound the changes really only comes down to the final level. I believe the regular version is the better one in that regard as it has a higher quality feel to it. Which given how low quality the expansion packs are in general, any quality is a breath of fresh air.
monstario wrote:The second problem I'm having, I want to create commands for each ECWolf game on Linux, so that I can launch each game with different savedir, config etc. But I can't really figure out which files are required for each game (which I have to load with --data parameter). .WL6 and .N3D files are probably all needed as-is for Wolfenstein 3D and Noah's Ark, but what about SoD and its expansions? Do I infer correctly that I have to always load .SOD files for vanilla Spear of Destiny, and if I want to play an expansion pack, I have to additionally load .SD2 or .SD3 files? Does the order of loading the files matter?
ECWolf automatically loads SOD if you try to load one of the expansion packs with --data.

To redirect ECWolf to search for the game data in another location, you need to modify the BaseDataPaths value in ecwolf.cfg. Which can be found in ~/.config/ecwolf or where ever you specify with --config.
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Korell
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Re: Two questions about ECWolf

Post by Korell »

Blzut3 wrote: To redirect ECWolf to search for the game data in another location, you need to modify the BaseDataPaths value in ecwolf.cfg. Which can be found in ~/.config/ecwolf or where ever you specify with --config.
Hey Blzut3! Awesome, I didn't know about the BaseDataPaths value. I might just have to take a look at that and see if I can modify my ECWolf installation as I currently have two (one stable, one dev build) and am using two copies of the data files. I'm guessing that moving the data files may break saved games, though.
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Re: Two questions about ECWolf

Post by Blzut3 »

Korell wrote:I'm guessing that moving the data files may break saved games, though.
On the development build, should you run into the issue with ECWolf being overly strict on file matching then just use --foreignsave to bypass all of the checks and then load and save the game. You don't need --foreignsave after you resave.
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Korell
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Re: Two questions about ECWolf

Post by Korell »

Blzut3 wrote:
Korell wrote:I'm guessing that moving the data files may break saved games, though.
On the development build, should you run into the issue with ECWolf being overly strict on file matching then just use --foreignsave to bypass all of the checks and then load and save the game. You don't need --foreignsave after you resave.
That worked perfectly. Many thanks.

I do have three mods that refuse to work with the dev version, though.
Operation: Serpent (will not boot)
Spear Revisited (crashes after title screen)
Project Totengraeber - ECWolf Classics Edition (will not boot)

They do load in the stable version, though, but otherwise I would only be using the dev version.
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Re: Two questions about ECWolf

Post by Blzut3 »

Korell wrote:Spear Revisited (crashes after title screen)
The other two are expected since they conflict with the Blake Stone actor definitions. This one however seems to be a Windows only bug. I've filed an issue ticket for you: https://bitbucket.org/ecwolf/ecwolf/iss ... on-windows
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Korell
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Re: Two questions about ECWolf

Post by Korell »

Blzut3 wrote:
Korell wrote:Spear Revisited (crashes after title screen)
The other two are expected since they conflict with the Blake Stone actor definitions. This one however seems to be a Windows only bug. I've filed an issue ticket for you: https://bitbucket.org/ecwolf/ecwolf/iss ... on-windows
Nice. So, for the other two, if it is just actor definitions does that mean that they could easily be fixed using something like SLADE? I can't say I've ever really learnt much in the way of DECORATE or ZScript but I've fixed a couple of Doom mod issues before. If it's easy enough to identify where the error is and resolve it then I might be able to give it a try, but I've never looked into Wolfenstein 3D or ECWolf mods before.
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Re: Two questions about ECWolf

Post by Blzut3 »

Sorry for the late reply, I haven't been browsing this forum very often.

Fixing the conflicts isn't hard although it's not straightforward if you don't have even the most basic understanding of the scripting languages. The gist is you need to change the name of the actors that conflict and then update anything that may reference them. In most of the cases just doing a find and replace across the decorate scripts and the map translators should be enough. There's a chance of false positives in the find/replace so that's why I say it's not straightforward.
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