UWMF questions

Advanced Wolfenstein 3D source port based upon Wolf4SDL and ZDoom.
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Cleveland Rock
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Re: UWMF questions

Post by Cleveland Rock » Tue Feb 21, 2017 3:00

Currently ECWolf does not implement the entirety of the new format, and no editor is directly capable of creating it. Maps can be created by using the export feature present in WDC and HWE.
I don't seem to have that export feature in WDC.
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Blzut3
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Re: UWMF questions

Post by Blzut3 » Tue Feb 21, 2017 3:58

Don't have my Windows machine at the moment to find it myself, but the latest version of WDC 1.17.393 that was just released has a fix related to WAD/PK3 export so it's definitely in there somewhere.

Cleveland Rock
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Re: UWMF questions

Post by Cleveland Rock » Tue Feb 21, 2017 18:34

Well, that's definitely the version I'm already using…

david_a00
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Re: UWMF questions

Post by david_a00 » Thu Mar 23, 2017 2:20

I worked on my map translator implementation this weekend and got pretty far! Here's a gimmick map I made for fun as a demo (be sure to turn on the No Target cheat):
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There's still some TODOs I have to get through like sound zones.

I ran into a few questions along the way:
  • What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?
  • Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.
  • What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?
  • Tags would never show up in a translated map, right?
Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?

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Re: UWMF questions

Post by Blzut3 » Thu Mar 23, 2017 3:45

david_a00 wrote:
Thu Mar 23, 2017 2:20
What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?
Yes.
david_a00 wrote:
Thu Mar 23, 2017 2:20
Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.
In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.
david_a00 wrote:
Thu Mar 23, 2017 2:20
What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?
It works as a normal zone.
david_a00 wrote:
Thu Mar 23, 2017 2:20
Tags would never show up in a translated map, right?
Tags can show up in a map which uses 4 planes or ROTT RTL maps. The 4th plane is a bit complex (since everything in ROTT seems arbitrary), but the part that ECWolf supports is simple. In the 4th plane you put at the trigger location 0xXXYY which is the coordinates of the activation site (switch or "touch plate").

In UWMF the role of tags is reversed, but ultimately they're interchangeable since you can have multiple triggers in one location. You need to translate that to having the trigger at the activation site pointing to the location of what you want to affect.

See the code after "// Install triggers" in gamemap_planes.cpp.
david_a00 wrote:
Thu Mar 23, 2017 2:20
Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?
It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).

david_a00
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Re: UWMF questions

Post by david_a00 » Thu Mar 23, 2017 22:38

Blzut3 wrote:
Thu Mar 23, 2017 3:45
david_a00 wrote:
Thu Mar 23, 2017 2:20
Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.
In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.
OK, I guess my implementation is correct. The concept seemed odd and I wasn't sure if it was intended that the old trigger could still be activated from other sides.
david_a00 wrote:
Thu Mar 23, 2017 2:20
Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?
It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).
I was mainly curious if the maps could be shoehorned into Wolf 3D. It sounds like... probably? Not that I'm super eager to work on an XLAT like that :)

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Re: UWMF questions

Post by Blzut3 » Fri Mar 24, 2017 1:22

It has been awhile since I looked at the C7 maps, but I do recall them being pretty vanilla (compared to say Blake Stone). Translating the layout of the maps shouldn't be hard. Wall codes and zones should be similarly organized. Once you start talking about the interactions with the map or actors things get really arbitrary.

david_a00
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Re: UWMF questions

Post by david_a00 » Wed Aug 09, 2017 3:14

In the Wolf 3D XLAT, there are a few Door_Open templates with arg3=3 (96 is one of them). Are these supposed to be 101 (both keys)?

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Re: UWMF questions

Post by Blzut3 » Wed Aug 09, 2017 3:21

No, doors for two more keys exist in vanilla. The only thing missing is an actual way to get those keys so ECWolf implements accordingly.

david_a00
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Re: UWMF questions

Post by david_a00 » Wed Aug 09, 2017 3:35

Huh. I ran into this when trying to convert Renovation map 21 which uses some of those tiles. That map also has 11 unknown things, all of which seem to be buried inside of walls. I tried loading the map in WDC but it doesn't know what they are either.

To actually properly use those tile types in ECWolf you would have to define two more keys in LOCKDEFS, wouldn't you?

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Re: UWMF questions

Post by Blzut3 » Wed Aug 09, 2017 3:40

That is correct. Adding two more keys was a popular source mod (probably due to how easy it was), but I think I've heard of mods doing either/both keys so it's going to be a matter of figuring out what the intention was in the original and adding the matching LOCKDEFS and if necessary new actors.

david_a00
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Re: UWMF questions

Post by david_a00 » Wed Aug 09, 2017 3:49

As far as I can tell this level set was made in 1994 so there shouldn't be any weird stuff going on with it... I'll ask the guy who converted if he can figure out what's going on.

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