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

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

Post by mallo »

You was gonna ask just what?
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Ghostbreed
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Ghostbreed »

If I could port over stuff like I did with Doom, but in ECW.
I was also gonna ask if mods works with SVN builds, but forgot it.
Blzut3
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

Ghostbreed wrote:if mods works with SVN builds
At this particular moment there haven't been any major engine changes. But per disclaimer on the site, it's not gaurenteed.
mallo
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by mallo »

The map translators doesn't work in WAD files - it just says "GetNumForFullName: *LUMPNAME* not found!".

Also, how do I set BACKDROP to work?
Gez
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

There's movement on the Blake Stone front:
El Oshcuro [developer] wrote:I always manage to tweak the controls quite well for Blake. You have to go back to a time before WASD and go arrow keys and CTL+ALT+SHFT+SPACE to really feel like you did as a kid, but I can understand if it's not holding up for ya.

Maybe some super cool devs will release the Blake Stone source code soon and a GL port will show up with shiny new graphics and mouselook! OMGAD ;-)
mallo
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by mallo »

Gez wrote:
El Oshcuro [developer] wrote:Maybe some super cool devs will release the Blake Stone source code soon and a GL still software port will show up with shiny new graphics modding features and mouselook! OMGAD ;-)
Fix'd. :wink:


And by the way, the BACKDROP works, but it HAVE to be 320x200.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

Well obviously ECWolf isn't going to be the GL port with shiny new graphics, but that's not the important part. The important part is source code release.
mallo
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by mallo »

Gez wrote:Well obviously ECWolf isn't going to be the GL port with shiny new graphics
Who knows, who knows? Maybe some day... :wink:
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Ghostbreed
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Ghostbreed »

I'm gonna make Brightmaps when I got the time. eg, soon.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

For ECWolf? No point in doing that.
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Ghostbreed
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Ghostbreed »

Actually there isn't since there's no depth fog...
Gez
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Gez »

Wrong reason. There is depth fog, it's just not used in the normal Wolfenstein levels. You can see it in the tech demo.

But there is not point in doing brightmaps because the engine does not support brightmaps.
mallo
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by mallo »

Maybe he wants to code them in... :P
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Ghostbreed
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Ghostbreed »

Nope, that's too much work ;)
Blzut3
 
 
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Post by Blzut3 »

mallo wrote:Fix'd. :wink:
Hey! ECWolf can do "shiny new graphics!" :P Now if anyone can make shiny new graphics that look as good as the originals is a different story.

Edit: Oh yeah, as far as brightmaps go. It actually wouldn't be all that hard to implement brightmaps into the software renderer. However, there are more important things to do, and I don't know how it would affect renderer speed.

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