How's dev on ECWolf coming along?

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

Moderator: Blzut3

Banjo
Posts: 11
Joined: Tue Aug 16, 2016 7:06

Re: How's dev on ECWolf coming along?

Post by Banjo » Fri Sep 02, 2016 9:02

As much as I am having a blast with Wolfenstein 3D all over again thanks to ECWolf, I am totally psyched for eventual Blake Stone support... I somehow missed those games (and Operation: Bodycount) in my childhood, going from Wolf3D to Doom then Duke3D, and just realized I have them on GOG but never played them! I intend to hopefully wait for ECWolf support, but it will be very cool to play new Wolf3D-style games I've never experienced before! :)

Blzut3
Developer
Developer
Posts: 406
Joined: Sun Jan 24, 2010 22:21

Re: How's dev on ECWolf coming along?

Post by Blzut3 » Sun Sep 04, 2016 18:47

I would recommend getting started with the games now instead of waiting. There will no doubt be conversion bugs early on so it's useful for people to have some familiarity with the game in order to point out what's wrong.

There is a port of Blake Stone out there at the moment in case you don't want to run it in DOSBox: https://github.com/bibendovsky/bstone/releases This port is based off the Blake Stone source release directly so it should be pretty accurate.

User avatar
LkMax
Posts: 20
Joined: Thu Jan 28, 2016 13:52

Re: How's dev on ECWolf coming along?

Post by LkMax » Sun Sep 11, 2016 4:19

Blzut3 wrote:There is a port of Blake Stone out there at the moment in case you don't want to run it in DOSBox: https://github.com/bibendovsky/bstone/releases This port is based off the Blake Stone source release directly so it should be pretty accurate.
Sweet! This is not ECBlake but is still much better than going through a Dos emulation, the framerate is a lot faster and the resolution is higher.

RetroWolf92
Retro Gamer + Wolfenstein 3D 1992 = RetroWolf92
Posts: 20
Joined: Mon Mar 02, 2015 20:48

Re: How's dev on ECWolf coming along?

Post by RetroWolf92 » Mon Nov 21, 2016 22:19

NeuralStunner wrote:Part of the problem is that there are a lot of things to work on:
  • Base functionality: Performance, rendering, sound, etc.
  • Game support: Getting Blake Stone, Rise of the Triad, and others to a playable state.
  • Modding support: Bringing in ZDoom features and designing ECWolf-specific ones.
If there were one or more active contributors for each feature set, development would probably rocket ahead.
Rise of the Triad? But I thought that ECWolf wasn't to deviate from parallel floors and ceilings. Or is ROTT the exception?

User avatar
NeuralStunner
O'Neill with it.
Posts: 252
Joined: Tue Dec 29, 2009 3:46
Location: IN SPACE
Contact:

Re: How's dev on ECWolf coming along?

Post by NeuralStunner » Mon Nov 21, 2016 22:54

It's using a system where planes can be stacked, emulating taller environments. IIRC this is the same way ROTT does it, while other engines (E.G. Raven Engine) used variable floor/ceiling heights in single 2D tilemaps.
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs

Blzut3
Developer
Developer
Posts: 406
Joined: Sun Jan 24, 2010 22:21

Re: How's dev on ECWolf coming along?

Post by Blzut3 » Mon Nov 21, 2016 23:42

ROTT just has a vertical tiling column drawer, so it's able to render levels at any height. However the height is constant for all points in the level. RetroWolf92 seems to recall there being slopes in ROTT, but there are not.

RetroWolf92
Retro Gamer + Wolfenstein 3D 1992 = RetroWolf92
Posts: 20
Joined: Mon Mar 02, 2015 20:48

Re: How's dev on ECWolf coming along?

Post by RetroWolf92 » Tue Feb 20, 2018 7:29

Question, how do I get MacWolf3D working in ECWolf?

Blzut3
Developer
Developer
Posts: 406
Joined: Sun Jan 24, 2010 22:21

Re: How's dev on ECWolf coming along?

Post 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.

RetroWolf92
Retro Gamer + Wolfenstein 3D 1992 = RetroWolf92
Posts: 20
Joined: Mon Mar 02, 2015 20:48

Re: How's dev on ECWolf coming along?

Post 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.

RetroWolf92
Retro Gamer + Wolfenstein 3D 1992 = RetroWolf92
Posts: 20
Joined: Mon Mar 02, 2015 20:48

Re: How's dev on ECWolf coming along?

Post 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?

Blzut3
Developer
Developer
Posts: 406
Joined: Sun Jan 24, 2010 22:21

Re: How's dev on ECWolf coming along?

Post 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.

RetroWolf92
Retro Gamer + Wolfenstein 3D 1992 = RetroWolf92
Posts: 20
Joined: Mon Mar 02, 2015 20:48

Re: How's dev on ECWolf coming along?

Post 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?

Blzut3
Developer
Developer
Posts: 406
Joined: Sun Jan 24, 2010 22:21

Re: How's dev on ECWolf coming along?

Post 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.

RetroWolf92
Retro Gamer + Wolfenstein 3D 1992 = RetroWolf92
Posts: 20
Joined: Mon Mar 02, 2015 20:48

Re: How's dev on ECWolf coming along?

Post 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?
Last edited by RetroWolf92 on Tue Feb 27, 2018 4:52, edited 1 time in total.

Blzut3
Developer
Developer
Posts: 406
Joined: Sun Jan 24, 2010 22:21

Re: How's dev on ECWolf coming along?

Post by Blzut3 » Tue Feb 27, 2018 4:04

That's the one. It should work then.

Post Reply

Return to “ECWolf”