A few questions regarding EcWolf

Post a reply

Smilies
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen: :angel: :angry: :beer: :bfg: :chaingun: :cheers: :blergh:
View more smilies

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

If you wish to attach one or more files enter the details below.

Maximum filesize per attachment: 1.5 MiB.

Expand view Topic review: A few questions regarding EcWolf

Re: A few questions regarding EcWolf

by Blzut3 » Tue Aug 11, 2015 21:56

The simplest way would be to put that in a file called sndinfo.txt and load it with ecwolf. With the development versions you can edit the cfg file (in your %AppData%) to autoload it.

Re: A few questions regarding EcWolf

by Cyberdemon2006 » Tue Aug 11, 2015 16:06

Blzut3 wrote:you can load a mod which uses SNDINFO to replace the sound with NULL thus effectively disabling it.

Code: Select all

world/hitwall NULL
I'm not exactly sure how to make a mod that does that, can you do it for me?
Could I put it in an autoload folder, the same way you do with Skins for ZDoom?

Thanks in advance

Re: A few questions regarding EcWolf

by Blzut3 » Fri Aug 07, 2015 7:12

Cyberdemon2006 wrote:Wasnt there an option to disable that horrid sound made when bumping into or using walls?
Not an option, you can load a mod which uses SNDINFO to replace the sound with NULL thus effectively disabling it.

Code: Select all

world/hitwall NULL

Re: A few questions regarding EcWolf

by AstroCreep » Fri Aug 07, 2015 4:52

Well, it's pretty simple for mods such as Laz's, because those tend to replace all of the resources. At the minimum to keep ECWolf from crashing you will require a tile8 file, a large font and a small font file, and a 3rd Encounter palette file (can be found here. You will also need to extract the sounds (I used SoundExtractor within SheepShaver) from the original mod and insert them into the fix pk3. From there you will have to add resources the mod does not replace (graphics and such.) Another difference is the status bar - it is much easier to use the PC status bar graphics (or an edit in the same layout), because since this is loading on the PC version, it uses the layout of the PC version. I also highly recommend ripping the graphics from the original mod and putting them into the fix pk3, because this (for some reason) reduces lag.

Re: A few questions regarding EcWolf

by Cyberdemon2006 » Sun Aug 02, 2015 7:07

I have my own questions about ECWolf

Wasnt there an option to disable that horrid sound made when bumping into or using walls?

This one is for AstroCreep

How easy is it to convert Laz Rojas's Mac stuff into ECWolf mods?

Re: A few questions regarding EcWolf

by Blzut3 » Sun Jul 19, 2015 1:37

Ahh, yeah A_TakeInventory and A_SpawnItemEx is how that would be done.

In the future there might be a native drop item console command like ZDoom has, but in the near future no.

Re: A few questions regarding EcWolf

by Static » Sun Jul 19, 2015 0:22

Thanks for the quick reply! by weapon dropping i meant having a weapon in your inventory and dropping it on the ground via pressing a button.

Re: A few questions regarding EcWolf

by Blzut3 » Sat Jul 18, 2015 5:05

Static wrote:how do i make the editor recognize my actors so i can place them on the map with the editor? (I'm using ChaosEdit and HWE)
You need to add the actor to the thing table in your map translation script. Then you configure the editor to place those numbers.
Static wrote:also I tried implementing damagetypes but it din't work, are they a planned feature, or is there some other way of doing it?
It's on the to-do list. Right now all that's supported is normal and extreme deaths.
Static wrote:another thing I'd like to know about is weapon dropping, do i have to do it with takeinventory and spawnitemex or will there be a built in function for that too?
Weapon and other item dropping is done with the dropitem property. If you mean drops like the SS Nazi where it drops the weapon only if you don't have it, then that's the DROPBASEDONTARGET flag.

A few questions regarding EcWolf

by Static » Fri Jul 17, 2015 23:32

Hello, first off I'd like to thank you for making such an useful port of wolf3d, it's really making things a lot easier for me.
I'm trying to make a standalone Iwad, and i read on another thread the requirements, but how do i make the editor recognize my actors so i can place them on the map with the editor? (I'm using ChaosEdit and HWE)
also I tried implementing damagetypes but it din't work, are they a planned feature, or is there some other way of doing it?
another thing I'd like to know about is weapon dropping, do i have to do it with takeinventory and spawnitemex or will there be a built in function for that too?

Thanks in advance.

Top