How's dev on ECWolf coming along?

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Expand view Topic review: How's dev on ECWolf coming along?

Re: How's dev on ECWolf coming along?

by Blzut3 » Mon May 28, 2018 23:00

Development builds are here: https://devbuilds.drdteam.org/ecwolf/

As of late I've been mostly taking care of old issues and code rot issues (got to get newer versions of SDL to work). Right now you should be able to setup a net game with "--host 2" on one end and "--join ipaddress" on the other machine. Be sure to --tedlevel and --data for best results. As long as neither machine opens a menu the game should be smooth and in sync throughout the level. If you do open the menu on one machine the other will start dropping frames which is an issue I was in the middle of fixing when I last left off.

Level transitions and what not are still not synced, so what happens after you exit a level is undefined at the moment.

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Mon May 28, 2018 22:17

I give up. Until someone spreads the Mac3D .bin files en mass so they're easily acquirable it's no longer in my interest.

On another note, any progress on ECWolf's mulitplayer functionality? And also, is there any way I can participate in testing it and other parts of the engine?
Is there a repository I can grab proto-builds from?

Re: How's dev on ECWolf coming along?

by Blzut3 » Tue Feb 27, 2018 4:04

That's the one. It should work then.

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Tue Feb 27, 2018 3:36

Unless I'm looking at the wrong configuration file (found in C:\Users\<name>\AppData\Local\ECWolf) I don't know what I'm doing wrong as the value for ShowPreviewGames is 1.

Addendum #1: Is there a specific folder I should put the .bin file(s) in or does the root ECWolf folder suffice?

Re: How's dev on ECWolf coming along?

by Blzut3 » Mon Feb 26, 2018 9:01

The wolfdemo.bin file is the same one I'm using and it shows up fine, so double check that you did set "ShowPreviewGames = 1;" correctly in your cfg.

As of yet the only way that has been validated to get proper bin files is to get a real Mac. There is a super complex way to do it with a real CD and imaging the HFS partition with 7-zip on Windows, then mounting that image in Linux, using obscure knowledge to get the resource fork and then using obscure tools to convert the forks into a macbin. I haven't validated that it actually works though. For the floppy images I don't know any other way than a Mac.

For the full version you need third encounter and the files would be named wolf3d.bin for the main executable and wolflvls.bin for the second encounter level set.

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Mon Feb 26, 2018 8:13

I mean, I have the demo bin linked from the forum post you linked.
As for making binaries from the .dsk files I just spent two hours trying to figure that out.
I tried several different programs that claim to read .dsk files but either actually don't or are so deprecated that they wouldn't work.

Is there a .dsk to .bin converter you recommend for stable conversions?
Are there special names I need to use for the .bin files so ECWolf detects them?

Re: How's dev on ECWolf coming along?

by Blzut3 » Mon Feb 26, 2018 7:33

Yeah most likely your macbins were not generated properly if they're not showing up.

It's not hard to find, but readily made macbins probably won't be available. Outside of ECWolf the installer is more useful, but ECWolf needs the actual game binary.

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Mon Feb 26, 2018 7:24

Lord have mercy. With every other dos and classic mac game being abundantly available, why is Wolfenstein 3D for Mac so sparse to find .bin s of?

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Mon Feb 26, 2018 5:57

Blzut3 wrote:
Sat Feb 24, 2018 7:32
viewtopic.php?f=174&t=6554&start=30

Since then you also need to set ShowPreviewGames to 1 in your ecwolf.cfg.
I fulfilled the prerequisites, and I still can't see Macwolf as an option.

Re: How's dev on ECWolf coming along?

by Blzut3 » Sat Feb 24, 2018 7:32

viewtopic.php?f=174&t=6554&start=30

Since then you also need to set ShowPreviewGames to 1 in your ecwolf.cfg.

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Tue Feb 20, 2018 7:29

Question, how do I get MacWolf3D working in ECWolf?

Re: How's dev on ECWolf coming along?

by Blzut3 » Mon Nov 21, 2016 23:42

ROTT just has a vertical tiling column drawer, so it's able to render levels at any height. However the height is constant for all points in the level. RetroWolf92 seems to recall there being slopes in ROTT, but there are not.

Re: How's dev on ECWolf coming along?

by NeuralStunner » Mon Nov 21, 2016 22:54

It's using a system where planes can be stacked, emulating taller environments. IIRC this is the same way ROTT does it, while other engines (E.G. Raven Engine) used variable floor/ceiling heights in single 2D tilemaps.

Re: How's dev on ECWolf coming along?

by RetroWolf92 » Mon Nov 21, 2016 22:19

NeuralStunner wrote:Part of the problem is that there are a lot of things to work on:
  • Base functionality: Performance, rendering, sound, etc.
  • Game support: Getting Blake Stone, Rise of the Triad, and others to a playable state.
  • Modding support: Bringing in ZDoom features and designing ECWolf-specific ones.
If there were one or more active contributors for each feature set, development would probably rocket ahead.
Rise of the Triad? But I thought that ECWolf wasn't to deviate from parallel floors and ceilings. Or is ROTT the exception?

Re: How's dev on ECWolf coming along?

by LkMax » Sun Sep 11, 2016 4:19

Blzut3 wrote:There is a port of Blake Stone out there at the moment in case you don't want to run it in DOSBox: https://github.com/bibendovsky/bstone/releases This port is based off the Blake Stone source release directly so it should be pretty accurate.
Sweet! This is not ECBlake but is still much better than going through a Dos emulation, the framerate is a lot faster and the resolution is higher.

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