Spoiler:
Where exactly it appears is always random, but 9 times out of ten I have to enter the options and unlock the mouse just so I can move the window into a less insane place. I used to think it had something to do with where my mouse cursor was at launch, but it soon became clear that is totally unrelated. I can have it at the top of the screen and the game will still sink halfway below the taskbar.
I don't get it.
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
Is there a way to prevent this from happening at boot?
Spoiler:
Last edited by Dr. Shotgun on Mon Mar 12, 2018 6:50 pm, edited 1 time in total.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Given your resized image I can't quite make it out, but are you still using 1.3.2? 1.3.3 uses SDL2 and should center the window.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Removed the resize.Blzut3 wrote:Given your resized image I can't quite make it out, but are you still using 1.3.2? 1.3.3 uses SDL2 and should center the window.
I only downloaded this a few months ago. I'm not sure which version that is; when I open the file details it says version "0.0.0.0" for some reason.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Considering 1.3.3 was released in 2016 I'm doubting that you really only downloaded a few months ago (unless you downloaded it from an unofficial source for some reason). The version is in the title of the window and also shown on the first screen of the game.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Yeah, it's 1.3.2.
I don't know how that happened. I only got Wolfenstein a few months ago off of GoG. And I downloaded right from the ECWolf page, though I do recall getting confused. I don't remember how or why since the link is right there but...
I don't know how that happened. I only got Wolfenstein a few months ago off of GoG. And I downloaded right from the ECWolf page, though I do recall getting confused. I don't remember how or why since the link is right there but...
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Sorry for the double post (but in my defense it's been about two months), but what is the status of old mods for ECWolf? I know the page says it's not compatible with wolf4SDL mods, but what about mods for DOS Wolfenstein, such as End of Destiny (which never got a Wolf4SDL port unlike its predecessor)?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
The FAQ entry on Wolf4SDL mods also applies to DOS mods. If the mod ships with an exe then it's not a vanilla mod and thus not compatible with ECWolf. If it runs on an unmodified wolf3d.exe then it can work.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
How does ECWolf handle palettes? Is it possible to replace it or currently it's not supported?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
The palette code is from ZDoom. Only differences are you'd want to replace WOLFPAL/SPEARPAL/NOAHPAL depending on the game you're modding instead of PLAYPAL and that the COLORMAP lump supports 64 levels of brightness on top of the Doom style 32.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
As someone who hasn't played the original DOS release of Wolfenstein 3D, I have to ask if the patrolling AI's pathfinding is supposed to result in them bunching up against a wall or if that's a bug in ECWolf.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
I have a question about the floor/ceiling textures. For some reason it is not working in my map (nothing shows up). 3rd plane is enabled, id of the flat is 1.
The texture is named FLAT01 (in flats folder) and defined in translator file like this :
The texture is named FLAT01 (in flats folder) and defined in translator file like this :
Spoiler:The mapinfo looks like this :
Spoiler:Am I missing something ?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Yeah, I'm not sure what bunching up you're referring to specifically, but there are a few things that cause that. First is that many of the patrol paths are not setup properly so they'll just end at a wall. There is also the case where dogs are placed on a patrol path with guards and they catch up to the guards and stop dead in their path (guards following when they eventually loop around). Thirdly if you're referring to chasing guards then the code that handles what to do if a wall is hit while you're out of sight favors one direction.Dr. Shotgun wrote:As someone who hasn't played the original DOS release of Wolfenstein 3D, I have to ask if the patrolling AI's pathfinding is supposed to result in them bunching up against a wall or if that's a bug in ECWolf.
A map definition to use your new translator. Or change the translator property in the gameinfo block if you want to affect every map including the already defined ones.Lautum wrote:Am I missing something ?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
I did that and it gave me this error in the console : "No tiles found for translation!" I don´t want to add new tiles yet, so should I make an empty block in xlat ?Blzut3 wrote: A map definition to use your new translator. Or change the translator property in the gameinfo block if you want to affect every map including the already defined ones.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Now your issue is that your translator is just the flats. You can include the original translator by just doing:
Code: Select all
include "$base"
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Thank you.Blzut3 wrote:Yeah, I'm not sure what bunching up you're referring to specifically, but there are a few things that cause that. First is that many of the patrol paths are not setup properly so they'll just end at a wall. There is also the case where dogs are placed on a patrol path with guards and they catch up to the guards and stop dead in their path (guards following when they eventually loop around).Dr. Shotgun wrote:As someone who hasn't played the original DOS release of Wolfenstein 3D, I have to ask if the patrolling AI's pathfinding is supposed to result in them bunching up against a wall or if that's a bug in ECWolf.