The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
This is a pretty good port, thats all I have to say, being able to add new weapons, monsters, anything, without messing with the source code!
Also since apparently posting some mods here is allowed, I will juuuust let this slide in here.
Also since apparently posting some mods here is allowed, I will juuuust let this slide in here.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
I had some questions about UWMF but I guess Blzut3 doesn't check the DRD Forums very often...
Anyway, I'm interested in writing a level generator for fun and ECWolf + UWMF seemed like the lowest barrier of entry.
I've tried creating a UWMF map to see if I understand the format but it's currently bombing after the level loading screen completes.
Is there really no example map anywhere?
Anyway, I'm interested in writing a level generator for fun and ECWolf + UWMF seemed like the lowest barrier of entry.
I've tried creating a UWMF map to see if I understand the format but it's currently bombing after the level loading screen completes.
Is there really no example map anywhere?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Will truecolor PNG be possible at some point in the future?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
@david_a, I do get email notifications there, but I sometimes check the notification on my phone and forget to visit it on my desktop so it sends a new one. This combined with a deadline at work means I indeed missed your post. I would have found it eventually though.
It is not something I have a personal interest in. The Direct3D stuff will be pulled from ZDoom at some point in the future, but I'm not going out of my way to support true color. It's a personal thing in that I like 8-bit software rendering.SamVision wrote:Will truecolor PNG be possible at some point in the future?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
How do you activate weapon bobbing like in the ECwolf Tech Demo?
Thanks in advance.
Thanks in advance.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Add Weapon.BobStyle, BobRangeX and BobRangeY properties to the actors, more on that Here.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
huh, each weapon needs it's own bobbing attribute. Interesting.HazeBandicoot wrote:Add Weapon.BobStyle, BobRangeX and BobRangeY properties to the actors, more on that Here.
Thanks for the info, I'll look into that.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
There are some textures and sprites that I would like to use in a potential mod, but they look terrible in a software renderer no matter how much I alter them. Though I can see why you wouldn't want to implement it.It is not something I have a personal interest in. The Direct3D stuff will be pulled from ZDoom at some point in the future, but I'm not going out of my way to support true color. It's a personal thing in that I like 8-bit software rendering.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Maybe the answer is somewhere in the wiki, but i'm to blind to find it, how much are the vanilla (64x64) weapon graphics upscaled to look the correct size in-game?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Roughly 2.5x. IIRC the scale factor in vanilla is slightly variable since it was a simple scale 64 to the height of the view window. Since the aspect ratio of the view changes slightly so does the scale factor. That said this was more of a factor when comparing Wolf4SDL's two extended view sizes since the aspect change is much more noticeable.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Thanks, i guess i'll stick with 3x sizing then.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
In AFA's TC, a [wiki]TEXTURES[/wiki] scale factor of 0.4 is used, which given how TEXTURES uses inverse scale (larger values mean smaller pixels) does correspond to making it larger by a factor of 2.5.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
And IIRC, that was scaled to approximate a Wolf3D screenshot at 320x200 resolution as closely as possible... So 2.5x is probably your best bet.Gez wrote:In AFA's TC, a [wiki]TEXTURES[/wiki] scale factor of 0.4 is used, which given how TEXTURES uses inverse scale (larger values mean smaller pixels) does correspond to making it larger by a factor of 2.5.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
New 1.3 patch release. I know, nothing exciting, but hey it's about time I fixed the Android build.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
I'm curious about that. I don't remember needing the door to be closed to use the elevator switch.Elevators force close their doors to prevent them from being jammed by corpses rendering levels unbeatable.