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 »

At this time ECWolf lacks a Z-axis so the only way to change the height is to offset the sprite. Also, for forwards compatibility you should always fill Z-height parameters with 0.
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Sgt. Shivers
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Sgt. Shivers »

Whats the NOP on some actions mean?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

No OPeration. Means the action does nothing. It might be because it isn't implemented yet, or because it is designed to be a dummy function that does nothing.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Sgt. Shivers »

Thanks for clearing that up, I was wondering if it was messing up my code but it wasn't.
Blzut3
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

Gez wrote:No OPeration. Means the action does nothing. It might be because it isn't implemented yet, or because it is designed to be a dummy function that does nothing.
In this case it's a dummy function that does nothing. As you probably are aware, ECWolf has two slots for actions in a state. The first one behaves like it does in ZDoom, the second one is executed for each tic (or rather half tic). Thus NOP is used to skip over the action pointer and use the thinker slot.

You could of course end every state in NOP NOP if you wanted, but what's the point. :P
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

Poetry.

Code: Select all

Actor NOPE
{
    States
    {
    Spawn:
        NOPE NOP 3 NOP NOP
        Loop
    }
}
janiform
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by janiform »

I've been meaning to try this for a while. Are gamepads supported?
Blzut3
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

They should work. I haven't tested the code in a long while though, so be sure to report any issues you come across on the bug tracker.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by janiform »

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

Post by mallo »

Is there any UWMF tutorial/example? I found the documentation, but it lacks some kind of example. (I understand a few things, but can't find how to put tiles on the map.)
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by janiform »

I noticed some issues with controller support and added them to the bug tracker. The port is really promising.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by mallo »

UPDATE: I tried making maps myself. Works. But I can't figure out how to use other planes than the first one. Are these not made yet?

Of course, I will try to make some basic tutorial on creating maps. For wiki.
Also, let me learn a bit more C++ and I'll try to make some basic Message Trigger.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

mallo wrote:Is there any UWMF tutorial/example? I found the documentation, but it lacks some kind of example. (I understand a few things, but can't find how to put tiles on the map.)
A complex UWMF map would be really difficult to make by hand. There's currently no editor available for it either.

The current suggested method for making maps is to use WDC or HWE and write a map translator.
jute wrote:I noticed some issues with controller support and added them to the bug tracker. The port is really promising.
Thanks. Just to make a quick note about your bug. I should be able to add support for binding the trigger axis, but opening the menu on the controller might need wait until the input system is refactored.
mallo wrote:UPDATE: I tried making maps myself. Works. But I can't figure out how to use other planes than the first one. Are these not made yet?
If you're referring to 3D UWMF planes, then no. Only the first plane is supported at the moment. Technically speaking ECWolf is capable of rendering walls on other planes, but it can texture map one floor/ceiling for the time being.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Sgt. Shivers »

Does ECWOLF support HD sprites? E.g. setting the scale to 0.5 or something for the sprites? Or will I have to resize my graphics to fit within 64x64 pixels?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

It does. I believe setting scale in decorate requires the development version of ECWolf though. The stable version of ECWolf does support scaling through TEXTURES though. ECWolf does not require sprites to be square either, in fact for optimal rendering speed they should be cropped.

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