ECWolf 1.2 Released

Post a reply


This question is a means of preventing automated form submissions by spambots.
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
[flash] is OFF
[url] is ON
Smilies are ON

Topic review
   

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

Expand view Topic review: ECWolf 1.2 Released

Re: ECWolf 1.2 Released

by Blzut3 » Thu Aug 01, 2013 11:33

I'm able to reproduce the issue with the released build, but not with my latest development build. I'll probably have 1.2.2 out in the next few days, but in the mean time can you give the latest development build a quick test? http://devbuilds.drdteam.org/ecwolf/ These builds may or may not be able to load your save, so just warp to MAP19.

Re: ECWolf 1.2 Released

by 8bitwizard » Thu Aug 01, 2013 5:47

Hi there. New user and I LOVE ecwolf. It's really breathed some new life into the game.
I've experienced a crash that occurs anytime I defeat the boss for chapter two (the doctor).
After he dies, the Death Cam appears replaying his defeat.
The game crashes every time and I cannot progress.
This happens in both windowed mode and fullscreen regardless of resolution.

Anyone else having this?

Re: ECWolf 1.2 Released

by Gez » Thu Jul 11, 2013 10:06

Blzut3 wrote:Does this provide any particular advantage over shipping with a bat file to go into portable mode?
Not really. (Except when using a debugger that launches the exe directly.)

Re: ECWolf 1.2 Released

by Blzut3 » Wed Jul 10, 2013 21:30

Vados wrote:By the way, how to turn on mouse look forever? I like it. I mean by that tab + m.
It's an unfinished feature so there's no way currently. I guess I could add a hidden option to enable it permanently for the few people that want it on. Just remember that the freelook is just a visual effect at the moment.

Re: ECWolf 1.2 Released

by Vados » Wed Jul 10, 2013 20:47

Blzut3 wrote:Ahh. Still either way doing it automatically like that seems too restrictive or would cause too many false positives.
As I see it, it's easier to use the standard mechanism of ZDoom.
Blzut3 wrote:As far as Gez's suggestion, hmm... Does this provide any particular advantage over shipping with a bat file to go into portable mode?
I do not know. I believe that the bat file/link - it's redundant.

By the way, how to turn on mouse look forever? I like it. I mean by that tab + m.

Re: ECWolf 1.2 Released

by Blzut3 » Wed Jul 10, 2013 20:33

Vados wrote:Maybe I don't correctly put it. Under the root directory, I would like to say a directory with ecwolf.exe etc.
Ahh. Still either way doing it automatically like that seems too restrictive or would cause too many false positives.

As far as Gez's suggestion, hmm... Does this provide any particular advantage over shipping with a bat file to go into portable mode?

Re: ECWolf 1.2 Released

by Gez » Wed Jul 10, 2013 14:47

SLADE 3 looks for the presence of a file simply named "portable" in the exe's directory. If so it is treated as a portable install and the config folder is created in the same directory; otherwise %APDDATA% is used.

Re: ECWolf 1.2 Released

by Vados » Wed Jul 10, 2013 12:39

Blzut3 wrote:extract ECWolf to the root directory of removable media
Maybe I don't correctly put it. Under the root directory, I would like to say a directory with ecwolf.exe etc.

Re: ECWolf 1.2 Released

by Blzut3 » Wed Jul 10, 2013 10:33

I see where you're going with the root directory thing, but I'm not sure many people would extract ECWolf to the root directory of removable media. Plus the logic really wouldn't work on OS X and Linux.

As for the cyrillic characters. I've opened a bug report for you. Interesting that it would be able to create the directory just fine...

Re: ECWolf 1.2 Released

by Vados » Wed Jul 10, 2013 10:07

jm2k7 wrote:Okay, so everything is saved in "%appdata%\ecwolf" within the files are "ecwolf.cfg" and "savegam0.ecs", would be nice if those files are in the folder of the game to make the game more portable. :cheers:
To store the saves and config in the game folder I'm using now bat-script this content:

Code: Select all

start ecwolf.exe --config ecwolf.cfg --savedir .\
Blzut3 wrote:The config file is in AppData since under Vista and up (and every server variant of Windows I believe) certain parts of the file system are read-only. Thus Microsoft recommends that all user settings be stored in the user's directory like it is for Linux and Mac OS X. You'll probably want to keep AppData in mind since it's only going to get used more in the future. ;) If you really must store these things elsewhere there are command line options to do so, but you'll either have to specify them manually every time or use a shortcut/batch file. This is fully intentional for the adformentioned reason.

The save games will probably move to the proper saved games directory once I find the time to, and remember, since I have to account for versions of Windows (<= XP) that don't have it.
If the path to the %APPDATA% contains cyrillic characters, the directory 'ecwolf' is created there, but the configuration and savings are not written. Tested on WinXP SP2. On WinXP SP3 without cyrillic characters in a path everything worked properly.

As for portability, I propose that logic:
the game checks on startup where the configuration file is. If it is within the root directory, do not create anything in %APPDATA% and write savegames in root directory too. If configuration file absent in root directory - use %APPDATA% for config and savings.

Thank you for this amazing port.
At the time of writing using 130709-0838 build.

Re: ECWolf 1.2 Released

by Blzut3 » Sun Jun 30, 2013 4:13

The config file is in AppData since under Vista and up (and every server variant of Windows I believe) certain parts of the file system are read-only. Thus Microsoft recommends that all user settings be stored in the user's directory like it is for Linux and Mac OS X. You'll probably want to keep AppData in mind since it's only going to get used more in the future. ;) If you really must store these things elsewhere there are command line options to do so, but you'll either have to specify them manually every time or use a shortcut/batch file. This is fully intentional for the adformentioned reason.

The save games will probably move to the proper saved games directory once I find the time to, and remember, since I have to account for versions of Windows (<= XP) that don't have it.

Re: ECWolf 1.2 Released

by jm2k7 » Sun Jun 30, 2013 4:07

Okay, so everything is saved in "%appdata%\ecwolf" within the files are "ecwolf.cfg" and "savegam0.ecs", would be nice if those files are in the folder of the game to make the game more portable. :cheers:

Re: ECWolf 1.2 Released

by Blzut3 » Fri Jun 28, 2013 20:52

That's not a bad idea. I'll probably hold off on implementing it until I use ZDoom's ini code (or something similar) though.

Re: ECWolf 1.2 Released

by Enjay » Fri Jun 28, 2013 12:15

As a matter of interest, does ECWolf do what ZDoom does with a zdoom.ini file? i.e. if there is a file called zdoom.ini in the zdoom directory, settings will be copied from that file when the username ini is created. I use a stripped down zdoom ini that contains only my important settings so, on the occasions when I need to delete zdoom-username.ini, the important stuff is automatically put back when ZDoom is run.

Re: ECWolf 1.2 Released

by Blzut3 » Fri Jun 28, 2013 0:49

The settings are in your AppData directory (a typical practice these days). Just go to the address bar in the file manager and type "%AppData%\ecwolf" (without quotes). You should be able to find the cfg in there.

You could also use the --config command line switch on a shortcut or batch file if you prefer to store it elsewhere.

Top