by Blzut3 » Sat Nov 18, 2017 5:43
Out of all of them the Jaguar version is most likely to be supported since it's all contained in a WAD file which ECWolf can already load. So once Mac Wolf is complete it'd be relatively easy to support it. Adam Biser made a tool to rip all the resources from the SNES ROM so again that one would be fairly easy to support at this point, and with all that it would kind of make sense to finish it off with 3DO which while I don't have a complete reference on how to get to the resources it is really similar to the Mac version. But like I said not really a priority, just something that might be fun to do.
All of the differences can be implemented in mods, so there really is no need for menu options on this. I don't really have a good relatable way to explain it, but I've worked on ZDoom and Zandronum long enough to know that little game specific enhancement features turn into warts from the developer pov. In those cases most of them were implemented before flexible modding was available, but ECWolf benefits from this hindsight.
To attempt to explain it lets take your rotations option (which I assume you mean removing the 360 degree FOV, not actually rotations since that's entirely determined by what sprites are available*). In order to add such option I would need to add code to a few places to check the new additional flag resulting in additional branching which will inevitably be poorly tested. Secondly I would need to somehow make it only apply to built in actors which could be done a few ways, none of which I would consider clean. If it is not limited then I would need to do an impossible task of determining mod author intention since it's possible the FOV was increased for an actor that logically has a 360 degree fov. Could be worked around with more magic numbers, but it could also just be a mod that replaces the relevant actors and provides additional sprites leaving out the mess altogether.
Going the other way has similar complications. What actors do you remove the rotations from? A decorative object with rotations in a mod shouldn't be affected.
I actually did implement something like what you're asking for in the S3DNA re-release. In the menu you can change the sprite scaling on the weapons to match the size of the weapons in the SNES version. This is not in mainline ECWolf since I don't like the hack that I needed to do for it at all, but it was necessary for the commercial release where users can't be expected to load a mod.
Out of all of them the Jaguar version is most likely to be supported since it's all contained in a WAD file which ECWolf can already load. So once Mac Wolf is complete it'd be relatively easy to support it. Adam Biser made a tool to rip all the resources from the SNES ROM so again that one would be fairly easy to support at this point, and with all that it would kind of make sense to finish it off with 3DO which while I don't have a complete reference on how to get to the resources it is really similar to the Mac version. But like I said not really a priority, just something that might be fun to do.
All of the differences can be implemented in mods, so there really is no need for menu options on this. I don't really have a good relatable way to explain it, but I've worked on ZDoom and Zandronum long enough to know that little game specific enhancement features turn into warts from the developer pov. In those cases most of them were implemented before flexible modding was available, but ECWolf benefits from this hindsight.
To attempt to explain it lets take your rotations option (which I assume you mean removing the 360 degree FOV, not actually rotations since that's entirely determined by what sprites are available*). In order to add such option I would need to add code to a few places to check the new additional flag resulting in additional branching which will inevitably be poorly tested. Secondly I would need to somehow make it only apply to built in actors which could be done a few ways, none of which I would consider clean. If it is not limited then I would need to do an impossible task of determining mod author intention since it's possible the FOV was increased for an actor that logically has a 360 degree fov. Could be worked around with more magic numbers, but it could also just be a mod that replaces the relevant actors and provides additional sprites leaving out the mess altogether.
Going the other way has similar complications. What actors do you remove the rotations from? A decorative object with rotations in a mod shouldn't be affected.
I actually did implement something like what you're asking for in the S3DNA re-release. In the menu you can change the sprite scaling on the weapons to match the size of the weapons in the SNES version. This is not in mainline ECWolf since I don't like the hack that I needed to do for it at all, but it was necessary for the commercial release where users can't be expected to load a mod.