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

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

Post by Xaser »

I'd reeeeally like to see an editor that makes maps in the native format (preferably contained in a WAD), but of course that's a matter of finding somebody to code it.
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printz
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

I wonder if the modern Wolfenstein 3d editors are closed source, because maybe they copied the RLEW/CARMACIZED map and data compression routines from the Wolf3D source code, whose license wasn't very free back then?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

Doesn't seem to be particularly likely. The editors in use today aren't that old and IIRC the ones that would have been NDA'd were reverse engineered.
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printz
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Heh, I can't run the 1.1.1 downloaded ECWolf on Mac OS X because of SDL compatibility problems.
Spoiler:
NOTE: I recently downloaded the SDL and SDL_mixer source codes from their websites, and installed them from Terminal (using the configure, make and make install procedure). I replaced the packaged libSDL_mixer from ECWolf.app with the new one from /usr/local/lib, and then that was incompatible with the rest of the program:
Spoiler:
Is the packaged SDL_mixer dylib really supposed to look for the SDL dylib installed in my system and not for the SDL framework inside ECWolf.app?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

I have no idea what SDL is doing, it works for me on OS X 10.6 of course. One thing that looks a little suspicious is "0x162000 - 0x1adfc0 +SDL (1.2.14 - 1.2.14)" for 10.7 it should be using 1.2.15. With a fresh bundle there is a script in Contents/MacOS/ecwolf which determines the OS version and swaps in the proper framework then replaces itself with the ecwolf binary. It is, however, possible 1.2.15 just identifies itself as 1.2.14.

What's probably wrong with your SDL/SDL_mixer is you probably compiled for x86_64 instead of i386 (you can also compile a universal x86_64/i386 if you want). The ECWolf binary is i386. You can use the file command to see what arches are in your dylib.
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printz
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

I've tried it on my new MacBook Pro, and again, it fails to find the library. Maybe it works for you because you have libSDL installed in your /usr/local/lib? Or does Snow Leopard act differently?
Spoiler:
Also, any reason for being 32-bit only? Wolf4SDL for OS X is 64-bit.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

Does this work? http://maniacsvault.net/ecwolf/files/ec ... macfix.dmg
printz wrote:Also, any reason for being 32-bit only? Wolf4SDL for OS X is 64-bit.
File size. Having a fat 64-bit/32-bit binary would double the file size and provide next to no benefit since all Intel Macs can run 32-bit apps (early Intel Macs have 32-bit Intel Core processors). In theory 64-bit should work fine on Mac and Windows, but there's just no point to distributing binaries. Ubuntu systems, on the other hand, do not come multi-arch by default (although it's now easy enough to install 32-bit support if needed).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Sgt. Shivers »

You say this supports decorate. Is there anywhere I could find the decorate definitions for ecwolf?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by wildweasel »

Sgt. Shivers wrote:You say this supports decorate. Is there anywhere I could find the decorate definitions for ecwolf?
Yes, and you (technically) already have it: it's in ecwolf.pk3!
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Sgt. Shivers »

wildweasel wrote:
Sgt. Shivers wrote:You say this supports decorate. Is there anywhere I could find the decorate definitions for ecwolf?
Yes, and you (technically) already have it: it's in ecwolf.pk3!
Thanks for letting me know. I don't know how I forgot to check that!
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Blzut3 wrote:would double the file size and provide next to no benefit
I guess so... Probably 64 would make more sense in Doom, where maps can be arbitrarily complex (in Wolf they're capped).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Sadly, it doesn't work this time either:
Spoiler:
Maybe it would work if you provide the SDL_mixer.framework from the DMG here? You can then delete the *.h files from inside the ECWolf.app package if they increase the filesize too much.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Sgt. Shivers »

What map editor would you recommend for this?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

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

Post by Blzut3 »

printz wrote:Maybe it would work if you provide the SDL_mixer.framework from the DMG here? You can then delete the *.h files from inside the ECWolf.app package if they increase the filesize too much.
Huh. I wonder why I have one I compiled myself then...

Try this: http://maniacsvault.net/ecwolf/files/ec ... acfix2.dmg

Edit: Just for fun I checked out how ECWolf works on OS X x86_64 and PowerPC. Both work fine, but the sound is still garbage under PPC.

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