Map editor?

Advanced Wolfenstein 3D source port based upon Wolf4SDL and ZDoom.
[Home] [Download] [HG builds (Win)] [HG builds (Mac)] [Wiki] [Repo]

Moderator: Blzut3

SagMyPants
Posts: 3
Joined: Sun Feb 02, 2014 6:52

Map editor?

Post by SagMyPants »

Any good ones for Linux?

Also does anyone think Wolf3D needs it own version of FreeDoom?
Blzut3
Developer
Developer
Posts: 491
Joined: Sun Jan 24, 2010 22:21

Re: Map editor?

Post by Blzut3 »

As far as I'm aware there are no Wolf3D map editors for Linux. Havoc is working on rewriting HWE using Qt so hopefully that isn't a problem for much longer. In the mean time I believe ChaosEdit and HWE work roughly as well in Wine as they do on Windows. (WDC seems to be more error prone in Wine.)

I'd love to see some stand alone games made for ECWolf. As far as free games using the Wolf3D engine in general goes, there are plenty out there since the Wolf3D community mostly makes stand alone mods (due to the limitations of the old data formats). It would probably be somewhat difficult to find a mod which actually can have a free license attached to it though.
SagMyPants
Posts: 3
Joined: Sun Feb 02, 2014 6:52

Re: Map editor?

Post by SagMyPants »

Was the source code for the Wolf3D engine ever disclosed? Without open source code, a TC still can't be free software like FreeDoom. :(
Blzut3
Developer
Developer
Posts: 491
Joined: Sun Jan 24, 2010 22:21

Re: Map editor?

Post by Blzut3 »

You mean released as GPL? There exists many hints, such as a line in the iOS Wolf3D notes, that John Carmack permitted the use of Wolf3D source code around the same time Doom was allowed to be used under the GPL (the Doom source code has never been repackaged as GPL by id themselves either). Debian even has a confirmation email that Wolf3D is indeed GPL from Carmack in the Wolf4SDL package.

Variants of the engine are also available explicitly as GPL in the Blake Stone and ROTT source releases.
mrugiero
Posts: 5
Joined: Sat Dec 28, 2013 13:24

Re: Map editor?

Post by mrugiero »

SagMyPants wrote:Was the source code for the Wolf3D engine ever disclosed? Without open source code, a TC still can't be free software like FreeDoom. :(
You have some misunderstanding there. You see, FreeDoom implements the game data. You can create a free total conversion if you implement a free engine (like ECWolf), regardless if the original one became open source, as long as your total conversion mod doesn't depend in the assets of the original game. At the same time, even if the source code for the original engine became open source (which is the case for Wolf3D), if your mod depends in the original game data, you need this game data to become open source to be able to distribute it really freely (otherwise, you can distribute your modifications as long as the EULA doesn't prohibit that, and only users who own a copy of the game can use it). Game data is not free, although it's available in a repo from John Carmack, he explicitly asks not to use it if you don't own a copy (he made it available mostly for convenience in the repository for a port to iOS he did based on someone else's source port called Wolf3D Redux).
However, the original release of vanilla engine was with a custom license that disallowed commercial use. They later released it as GPL.
SagMyPants
Posts: 3
Joined: Sun Feb 02, 2014 6:52

Re: Map editor?

Post by SagMyPants »

Thanks for the explanation.
Post Reply

Return to “ECWolf”