The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)

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Blzut3
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

SamVision wrote:How do you turn off the head and weapon bobbing?
I guess I could sneak a movebob setting in the hotfix.
armymen12002003 wrote:hey i gotta question can you convert castle totenkopf sdl version to ecwolf?
From a quick look at screenshots there may not be enough features yet, but I don't really know.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

ECWolf 1.1.1 is now released.

@SamVision, after running 1.1.1 find you cfg file in C:\Users\<youruser>\AppData\roaming\ecwolf\. Find the MoveBob property and set it to 0.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Woolie Wool »

SamVision wrote:How do you turn off the head and weapon bobbing?
It's controlled by the player class/weapon definitions. In the tech demo it is always on. In regular Wolfenstein it is always off.
armymen12002003 wrote:hey i gotta question can you convert castle totenkopf sdl version to ecwolf?
Short answer is no. Long answer is:
Woolie Wool wrote:
wildweasel wrote:Considering that most Wolf4SDL mods contain changes to the source code, conversion may not be as easy as you might imagine...
For many mods, "not as easy" would be "completely impossible" because many mods do completely out of left field hacks that make no sense for anything but the mod itself. For instance, the tracers in Castle Totenkopf SDL hack the shit out of the directional sprites feature of Wolf4SDL to draw a 3D line pointing towards the impact point (not to mention hacking the Wolfenstein gun attack function in numerous other ways). It's a cool effect but do you really want to add multiple new features (new use of directional sprites, new variant of A_GunAttack, etc.) just for one TC that already runs fine on its own engine?

Another example, End of Destiny's Tournament mode. No other mod does this, and it would be horrifically complex to implement, with the savegame rationing and special items and unique status bar counter.

That said, porting older TCs or TCs with relatively few fancy features should be easy. I plan to start working on compatibility patches for Project Totengraeber and The Six Depths of Terrorism after 1.0 is released.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by SamVision »

Woolie Wool wrote:It's controlled by the player class/weapon definitions. In the tech demo it is always on. In regular Wolfenstein it is always off.
Yeah I just figured that out

Image
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printz
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Shouldn't it be off by default? I swear I saw some Doom TCs for DOS with bobbing, though.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

printz wrote:Shouldn't it be off by default? I swear I saw some Doom TCs for DOS with bobbing, though.
What, bobbing?
Woolie Wool wrote:In regular Wolfenstein it is always off.
Isn't that "off by default" enough for you?
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printz
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

I thought he meant vanilla Wolfenstein program when he said regular Wolfenstein.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Hellser »

I've ran into an issue; while attempting to stream ECWolf (no mods, mind you), the Menus seem to get stuck. The process requires me to alt-tab and grab the 'window' with an external program such as SCFH-DSF (which allows screen capturing in the form of a 'video device').

The only example I have is here.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

I can't really think of a reason why that would happen. The closest I've seen to that on Windows is if the game is run in Windowed mode and you alt+tab to another program. Only the area obscured will redraw until the window is moved slightly. This seems to be an SDL issue as I had it happen in DOSBox as well. I know a few people (Bashe and Woolie Wool) have successfully recorded footage from ECWolf, so maybe they can help you out there.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Xaser »

For me, a worse issue occurs with the latest version: In windowed mode, alt-tabbing out will render controls unresponsive forevermore. Clicking back to the window does nothing at all -- I can't control a thing, and I end up having to terminate the process.

A related-ish suggestion: in Windowed mode, could it be doable to do what ZDoom does and auto-center the window to the screen on load? Right now it opens in a default position chosen by Windows, which is somewhere in the upper left (often times extending below the bottom of the screen... ugh), and because of the above issue, I cannot move the window at all. :(

[EDIT] Windows 7, for the record. Dunno what specs you need aside from that, but I'll try n' give on request (if I can remember -- I'm on another computer ATM. Maybe I should try it here...)
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by PlayerLin »

Xaser wrote:For me, a worse issue occurs with the latest version: In windowed mode, alt-tabbing out will render controls unresponsive forevermore. Clicking back to the window does nothing at all -- I can't control a thing, and I end up having to terminate the process.
Get this shit happens since 1.0, the control of game was totally unresponsive after sometimes I ALT-TAB out of the game and back again..., I tried ALT-TAB out again, use CTRL+ESC call the taskbar and mouse cursor(if it missing) again, click other window, click the ECWolf main/console window or whatever else, just randomly click every window I have in the system, and suddenly it goes back to fine, no idea why...

(I'm using WinXP SP3)
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Bashe »

I've had that happen a few times, and it's usually F12 that does the trick. That's the key that captures the mouse within the window, but sometimes it like "restores" the game when it gets stuck. If that doesn't work, then I'm unsure what else it could be.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

What Wolf3D editors are best suitable for ECWolf stuff? Are there any open-source Wolf editors? I think FloEdit is already facing technical obsolescence (can't run it from my 64-bit Windows computer). ChaosEdit can't be downloaded from its home page, it is a dead link. WDC and (maybe) HWE work, but I think they're both closed and Windows only (I can run WDC from Wine in any case). Can you make Wolf maps with SLADE3?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

Wolf mapping is weird and strange, since apparently each editor somehow has its own map format and they don't save it directly in Wolf's own format. I have no idea how this even works.

Anyway, ECWolf is compatible with WDC's format IIRC, and it is also the only editor that was planning to support UWMF.

There are no open-source Wolf map editors. You may try to make one yourself.

SLADE 3 does not include a Wolf map editor. You may try to add one. :)
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

Yes, WDC and HWE will work by themselves. ChoasEdit can be used provided the maps are then opened and exported by the other two. Export in WDC format and then create a wad with a marker lump (MAP01) and then a PLANES lump with that exported data. Alternatively you can use the GAMEMAPS/MAPHEAD file, but I don't recommend distributing maps this way.

They are all closed source although I think there's a good chance WDC 2.0 may be open when it happens. We'll have to wait and find out though.
Gez wrote:Wolf mapping is weird and strange, since apparently each editor somehow has its own map format and they don't save it directly in Wolf's own format. I have no idea how this even works.
It's the exporting that's always in a different format. I'm not sure why it's so difficult to just dump the data as it would go in the GAMEMAPS (although preferrably uncompressed), but instead they chose to make up their own headers. In theory ECWolf could support all of them (they all identify themselves in the header), but that wouldn't be helping the situation. :P Even the ios port uses a different dump format which I may consider supporting in far future.

Edit: A nice feature for Slade would be to open the GAMEMAPS file and covert to ECWolf's WAD structure. ECWolf does this on the fly in file_gamemas.cpp if you need a reference.

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