How's dev on ECWolf coming along?

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Re: How's dev on ECWolf coming along?

by Rachael » Mon Dec 31, 2018 21:27

Master O wrote: Fri Dec 21, 2018 20:44 How about now? :D
Please don't pester him like that. He's a very busy man and rarely has time for hobby projects - trust and believe that when he has time available he'll get to it.

Re: How's dev on ECWolf coming along?

by Master O » Fri Dec 21, 2018 20:44

Blzut3 wrote: Sat Dec 08, 2018 23:37 Have been occupied with other things since that update, so nothing noteworthy to report.
How about now? :D

Re: How's dev on ECWolf coming along?

by Blzut3 » Sat Dec 08, 2018 23:37

Have been occupied with other things since that update, so nothing noteworthy to report.

Re: How's dev on ECWolf coming along?

by Master O » Thu Dec 06, 2018 2:40

Blzut3 wrote: 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.
Anything new since then in ECWolf in generally? You have also mentioned elsewhere that the next game to receive support in ECWolf would be Blake Stone: Planet Strike, as it's fully open source.

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?

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