Hello, first off I'd like to thank you for making such an useful port of wolf3d, it's really making things a lot easier for me.
I'm trying to make a standalone Iwad, and i read on another thread the requirements, but how do i make the editor recognize my actors so i can place them on the map with the editor? (I'm using ChaosEdit and HWE)
also I tried implementing damagetypes but it din't work, are they a planned feature, or is there some other way of doing it?
another thing I'd like to know about is weapon dropping, do i have to do it with takeinventory and spawnitemex or will there be a built in function for that too?
Thanks in advance.
A few questions regarding EcWolf
Moderator: Blzut3
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Re: A few questions regarding EcWolf
You need to add the actor to the thing table in your map translation script. Then you configure the editor to place those numbers.Static wrote:how do i make the editor recognize my actors so i can place them on the map with the editor? (I'm using ChaosEdit and HWE)
It's on the to-do list. Right now all that's supported is normal and extreme deaths.Static wrote:also I tried implementing damagetypes but it din't work, are they a planned feature, or is there some other way of doing it?
Weapon and other item dropping is done with the dropitem property. If you mean drops like the SS Nazi where it drops the weapon only if you don't have it, then that's the DROPBASEDONTARGET flag.Static wrote:another thing I'd like to know about is weapon dropping, do i have to do it with takeinventory and spawnitemex or will there be a built in function for that too?
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Re: A few questions regarding EcWolf
Thanks for the quick reply! by weapon dropping i meant having a weapon in your inventory and dropping it on the ground via pressing a button.
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Re: A few questions regarding EcWolf
Ahh, yeah A_TakeInventory and A_SpawnItemEx is how that would be done.
In the future there might be a native drop item console command like ZDoom has, but in the near future no.
In the future there might be a native drop item console command like ZDoom has, but in the near future no.
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Re: A few questions regarding EcWolf
I have my own questions about ECWolf
Wasnt there an option to disable that horrid sound made when bumping into or using walls?
This one is for AstroCreep
How easy is it to convert Laz Rojas's Mac stuff into ECWolf mods?
Wasnt there an option to disable that horrid sound made when bumping into or using walls?
This one is for AstroCreep
How easy is it to convert Laz Rojas's Mac stuff into ECWolf mods?
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Re: A few questions regarding EcWolf
Well, it's pretty simple for mods such as Laz's, because those tend to replace all of the resources. At the minimum to keep ECWolf from crashing you will require a tile8 file, a large font and a small font file, and a 3rd Encounter palette file (can be found here. You will also need to extract the sounds (I used SoundExtractor within SheepShaver) from the original mod and insert them into the fix pk3. From there you will have to add resources the mod does not replace (graphics and such.) Another difference is the status bar - it is much easier to use the PC status bar graphics (or an edit in the same layout), because since this is loading on the PC version, it uses the layout of the PC version. I also highly recommend ripping the graphics from the original mod and putting them into the fix pk3, because this (for some reason) reduces lag.
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Re: A few questions regarding EcWolf
Not an option, you can load a mod which uses SNDINFO to replace the sound with NULL thus effectively disabling it.Cyberdemon2006 wrote:Wasnt there an option to disable that horrid sound made when bumping into or using walls?
Code: Select all
world/hitwall NULL
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Re: A few questions regarding EcWolf
I'm not exactly sure how to make a mod that does that, can you do it for me?Blzut3 wrote:you can load a mod which uses SNDINFO to replace the sound with NULL thus effectively disabling it.Code: Select all
world/hitwall NULL
Could I put it in an autoload folder, the same way you do with Skins for ZDoom?
Thanks in advance
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Re: A few questions regarding EcWolf
The simplest way would be to put that in a file called sndinfo.txt and load it with ecwolf. With the development versions you can edit the cfg file (in your %AppData%) to autoload it.