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

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

Post by printz »

Yay, now it works :) And the file size isn't terribly big either. I guess it's good for uploading on the main page?

Two things I'd like to comment:
- why not search for the data files in . (the working directory) as well? That way I won't have to duplicate the Wolfenstein files. Currently I have both WOLF3D.EXE and "Automatic Wolfenstein.app" stored alongside the WL6 files.
- Does it use the SDL OpenGL 2D backend like Eternity does? :P That would let me run it at 2880x1800 resolution on my laptop :P [not that there's serious need for that, considering Wolfenstein levels' simplicity].
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

All right. I'll update the main download.
printz wrote:- why not search for the data files in . (the working directory) as well? That way I won't have to duplicate the Wolfenstein files. Currently I have both WOLF3D.EXE and "Automatic Wolfenstein.app" stored alongside the WL6 files.
You can put them where ever you want. Just edit the BaseDataPaths variable in the cfg. Located at ~/Library/Preferences/ecwolf.cfg.
printz wrote:- Does it use the SDL OpenGL 2D backend like Eternity does? :P That would let me run it at 2880x1800 resolution on my laptop :P [not that there's serious need for that, considering Wolfenstein levels' simplicity].
IIRC Eternity actually has a hybrid OpenGL renderer like ZDoom has for DirectX? ECWolf doesn't do anything like that at the moment. That said, ECWolf has speed issues at high resolutions so I wouldn't recommend running at 2880x1800 anyways until those are resolved.
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printz
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Does ECWolf have support for the Japanese localization of Wolfenstein? I'm asking because I'm thinking of making AutoWolf v1.4-AcTiVision-only too, and direct people to use the patch from your website to upgrade their Wolfensteins, but I wouldn't want to lose the Imagineer/Japanese support (which however I've never got to test).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

I don't have a copy of the Japanese version so no. I would imagine it being about as common as the french version of Doom 2 though? It wouldn't be too hard to support it as well, but as far as I can tell, at the moment, there are no users.

That said if you can find the shareware go ahead and point me to it. If someone has both versions I could probably also include a Japanese to English patch.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by wildweasel »

I only managed to find the Japanese Wolf3D as a hard drive image for the NEC PC-98 computer, if I remember correctly.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Does ECWolf have multiplayer? If so, are there fully rotated sprites for Blazkowicz and the enemies? I'm thinking of importing them into AutoWolf, so I can simulate multiplayer gameplay with AutoWolf bots.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

It does not have net code at the moment. Although I have taken some design choices that should help with this in the future (I've moved the player stats from the gamestate to a payer_t structure for example). The biggest change needed that I can think of off the top of my head is that the actor targets need to actually be tracked. At the moment ECWolf still assumes the player is the target for all monsters.

Fully rotated sprites for the enemies are supported just like they are in ZDoom, ECWolf doesn't distinguish between actor types like Wolf3D did.

As far as the player goes, I don't have the player class animation system fully implemented so it wouldn't have any point. But the framework is there (the player class is a real actor with states and what not just like in ZDoom), the state changes just need to be programmed. So if you wanted to implement a chase cam or something it wouldn't be too hard. Can't say for sure how much work it would be to simulate multiplayer with bots, but the issue in the first paragraph would need to be solved first.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Syfo-Dyas »

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

Post by NeuralStunner »

Blzut3 wrote:(I've moved the player stats from the gamestate to a payer_t structure for example).
So you plan to add microtransactions? ;)
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by NightFright »

I just found this port a few days ago and already think it's the best one there is. :)

One question/request:
I have played the Wolf3D Total Conversion by AFADoomer which has an automap. I know it's there because it is a Doom mod, so it was more or less available already, but actually this is really helpful - especially since the Wolf levels are sometimes really looking very similar wherever you go. Would it be possible to add this eventually to the port?
It is a feature request, and it's something which wasn't in the game initially, so I wouldn't expect this to have higher priority than bugfixes or anything else you have in mind for the near future. Still, I believe it would be a nice thing to see (the purists wouldn't have to use it if they don't want - could even be toggled via ingame menu option since I guess it makes the game easier).
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

NightFright wrote:automap
New FAQ entry:
Will there be an automap?

Yes. While the PC version of Wolfenstein 3D didn't have an automap the Mac version did. Thus ECWolf will have an automap by version 2.0. Some of the other games on the roadmap also feature automaps, so it is an essential feature.

Like in ZDoom, all games will be treated the same so it will not be disabled in the games that don't feature one. It may not be bound to key by default, but it will ultimately be left up to the user to decide to use it or not.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by NightFright »

Great! Thanks a lot, and looking forward to future updates! ^^
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by printz »

Inaccurate Blazkowicz blood health level:
Image
In Wolfenstein, that happens for 4% health or less.
(100 - player_health) / 16 = blood_level.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

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

Post by Sgt. Shivers »

How do I make A_FireCustomMissile no shoot the projectile along the floor?

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