- Next/Previous Weapon controls.
- Keypad scancode support (KP are unique keys).
The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
Forum rules
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.
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
At the moment, only two things I can think of that I need:
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
It seems a bit slow on the menu screens, especially at higher resolutions (the menu comes to a crawl when I put it at my default resolution 1600x900).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Yeah, eventually I need to rewrite the menus to be based on a constant game timer instead of steps.
You might want to put these in the tracker.NeuralStunner wrote:At the moment, only two things I can think of that I need:
- Next/Previous Weapon controls.
- Keypad scancode support (KP are unique keys).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
I actually only noticed slowdowns in fullscreen mode, regardless of resolution. 1280x800 windowed runs fine (albeit partly offscreen).BlueFireZ88 wrote:It seems a bit slow on the menu screens, especially at higher resolutions (the menu comes to a crawl when I put it at my default resolution 1600x900).
Done.Blzut3 wrote:You might want to put these in the tracker.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
And mousewheelup/down binding support added (if it isn't already there).NeuralStunner wrote:
- Next/Previous Weapon controls.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
It isn't. Posted it to the tracker.Enjay wrote: And mousewheelup/down binding support added (if it isn't already there).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
sorry for the bump but how do I make custom enemies and maps for this
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
For maps you use WDC, then export them, then insert them into a wad with two lumps. One is the map header and the other is a PLANES lump which will hold that data. Until you're ready to release, however, you can just use the gamemaps file directly.
For enemies you use DECORATE. The wiki should currently have a decent amount of information on that. You'll need to use a map translator to put your new enemies in the maps though. Copy the xlat/wolf3d.txt file for your base and refer to the wiki for basic syntax.
For enemies you use DECORATE. The wiki should currently have a decent amount of information on that. You'll need to use a map translator to put your new enemies in the maps though. Copy the xlat/wolf3d.txt file for your base and refer to the wiki for basic syntax.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
One of the things about Wolf3D that keeps grinding my gears are the controls.
Can I suggest that (besides improved mouse support) you implement an option for player inertia? It doesn't even have to be floaty Doom-style, Quake-style would be a massive improvement already.
Echo-ing the requests for an automap, too. That would improve the game massively.
Also, hi everyone, I'm new
Can I suggest that (besides improved mouse support) you implement an option for player inertia? It doesn't even have to be floaty Doom-style, Quake-style would be a massive improvement already.
Echo-ing the requests for an automap, too. That would improve the game massively.
Also, hi everyone, I'm new
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
A_Jump isn't working, i mean, I made:
(or something similiar)
but it kept on going into "Blurgh". So out of curiousity i adden "stop" after Spawn and now nothing's appearing. Is something wrong with my code, or is it an error of A_Jump?
Sorry for my english.
Code: Select all
Spawn:
blah a 0 A_Jump(256, "Blurgh", "Bleargh")
Blurgh:
You stink
stop
Bleargh:
I hate you
stop
but it kept on going into "Blurgh". So out of curiousity i adden "stop" after Spawn and now nothing's appearing. Is something wrong with my code, or is it an error of A_Jump?
Sorry for my english.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
It would be nice if you posted your actual code instead of code that is half nonsense. "Summarizing" code in such a manner just adds ambiguity.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Whoops, sorry.
Code: Select all
Actor MachineGunSpawner replaces MachineGun
{
States
{
Spawn:
TNT1 A 0 A_Jump(256, "Bootspork", "LargeZorcher")
stop
Bootspork:
TNT1 A 1 A_SpawnItem("Bootspork",0,0,0,0)
TNT1 A 0
stop
LargeZorcher:
TNT1 A 1 A_SpawnItem("LargeZorcher",0,0,0,0)
TNT1 A 0
stop
}
}
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
This may be the problem. Set the frame duration to 0.5 and see if that works.TNT1 A 0 A_Jump(256, "Bootspork", "LargeZorcher")
Also you could simplify the jump like so:
Code: Select all
Actor MachineGunSpawner replaces MachineGun
{
States
{
Spawn:
TNT1 A 0.5 A_Jump(128, "LargeZorcher")
TNT1 A 0.5 A_SpawnItem("Bootspork",0,0,0,0)
TNT1 A 0
stop
LargeZorcher:
TNT1 A 0.5 A_SpawnItem("LargeZorcher",0,0,0,0)
TNT1 A 0
stop
}
}
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
does ecwolf inherit the doomism where the function in the first spawn state isn't executed? I have no idea.