ECWolf 1.2 Released

Advanced Wolfenstein 3D source port based upon Wolf4SDL and ZDoom.
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ECWolf 1.2 Released

Post by Blzut3 » Tue Jun 11, 2013 7:41

Doing things a little differently today. The accouncement is on my weblog. But in short ECWolf 1.2 is now available and be sure to update your mods.

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Re: ECWolf 1.2 Released

Post by mallo » Tue Jun 11, 2013 23:17

Great!

How do touchpads and other 4th plane stuff work? :P

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Re: ECWolf 1.2 Released

Post by Blzut3 » Wed Jun 12, 2013 6:03

ECWolf 1.2.1 is now available because I forgot to test the save feature. :oops:
mallo wrote:How do touchpads and other 4th plane stuff work? :P
I'll be covering that in the documentation. Basically you set up a trigger as usual (a regular door or pushwall), then you set the forth plane to an XXYY (hex) coordinate of where the switch or touchplate is to be. Preferably for touchplates you can have a thing there to represent the button, but it's not required unlike in ROTT.

Edit: http://maniacsvault.net/ecwolf/wiki/Map_translator#Info

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Re: ECWolf 1.2 Released

Post by mallo » Wed Jun 12, 2013 14:03

The 1.2.1 zip file is broke for me. (Error in ZIP file!)

I got the triggers work with UWMF. :P (The binary format doesn't seem to work for me)
Oh, and if part of player (1/4?) gets on a way of pushwall, you are stuck until it moves. IF it moves.

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Re: ECWolf 1.2 Released

Post by Blzut3 » Wed Jun 12, 2013 15:02

Are you sure about the 1.2.1 zip? I downloaded it myself and it seems to extract just fine. The md5sum is 873b155908d3e18427efbc265efb03f2. No idea why the 1.2 zip worked, but I figured out why they were smaller than the others. I accidentally used 7z and 7-zip doesn't care about the file extensions. Should be fixed.

Pushwalls acting weird when colliding with the player is kind of known. While the limitations are not quite the same, it's not really any different than pushwalls in ROTT though (It's quite easy to get stuck in that game). Eventually I'll be improving them.

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Re: ECWolf 1.2 Released

Post by jm2k7 » Thu Jun 27, 2013 20:31

hi, a little question. :?:

I just tried the latest version 1.2.1, but it turns out that when I copy "ecwolf" along with a copy of "wolfenstein 3d" to other computer, loses key settings, mouse settings and screen resolution?

is there any way that "ecwolf" generate a "config.cfg" to remain on the configuration changes that you make to the game?.

If I install it on another computer I have to be again configuring settings, if I reinstall the operating system also I have to be making adjustments, because it lacks the config.cfg?

Thank you. :)

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Re: ECWolf 1.2 Released

Post by Blzut3 » Fri Jun 28, 2013 0:49

The settings are in your AppData directory (a typical practice these days). Just go to the address bar in the file manager and type "%AppData%\ecwolf" (without quotes). You should be able to find the cfg in there.

You could also use the --config command line switch on a shortcut or batch file if you prefer to store it elsewhere.

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Re: ECWolf 1.2 Released

Post by Enjay » Fri Jun 28, 2013 12:15

As a matter of interest, does ECWolf do what ZDoom does with a zdoom.ini file? i.e. if there is a file called zdoom.ini in the zdoom directory, settings will be copied from that file when the username ini is created. I use a stripped down zdoom ini that contains only my important settings so, on the occasions when I need to delete zdoom-username.ini, the important stuff is automatically put back when ZDoom is run.

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Re: ECWolf 1.2 Released

Post by Blzut3 » Fri Jun 28, 2013 20:52

That's not a bad idea. I'll probably hold off on implementing it until I use ZDoom's ini code (or something similar) though.

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Re: ECWolf 1.2 Released

Post by jm2k7 » Sun Jun 30, 2013 4:07

Okay, so everything is saved in "%appdata%\ecwolf" within the files are "ecwolf.cfg" and "savegam0.ecs", would be nice if those files are in the folder of the game to make the game more portable. :cheers:

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Re: ECWolf 1.2 Released

Post by Blzut3 » Sun Jun 30, 2013 4:13

The config file is in AppData since under Vista and up (and every server variant of Windows I believe) certain parts of the file system are read-only. Thus Microsoft recommends that all user settings be stored in the user's directory like it is for Linux and Mac OS X. You'll probably want to keep AppData in mind since it's only going to get used more in the future. ;) If you really must store these things elsewhere there are command line options to do so, but you'll either have to specify them manually every time or use a shortcut/batch file. This is fully intentional for the adformentioned reason.

The save games will probably move to the proper saved games directory once I find the time to, and remember, since I have to account for versions of Windows (<= XP) that don't have it.

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Re: ECWolf 1.2 Released

Post by Vados » Wed Jul 10, 2013 10:07

jm2k7 wrote:Okay, so everything is saved in "%appdata%\ecwolf" within the files are "ecwolf.cfg" and "savegam0.ecs", would be nice if those files are in the folder of the game to make the game more portable. :cheers:
To store the saves and config in the game folder I'm using now bat-script this content:

Code: Select all

start ecwolf.exe --config ecwolf.cfg --savedir .\
Blzut3 wrote:The config file is in AppData since under Vista and up (and every server variant of Windows I believe) certain parts of the file system are read-only. Thus Microsoft recommends that all user settings be stored in the user's directory like it is for Linux and Mac OS X. You'll probably want to keep AppData in mind since it's only going to get used more in the future. ;) If you really must store these things elsewhere there are command line options to do so, but you'll either have to specify them manually every time or use a shortcut/batch file. This is fully intentional for the adformentioned reason.

The save games will probably move to the proper saved games directory once I find the time to, and remember, since I have to account for versions of Windows (<= XP) that don't have it.
If the path to the %APPDATA% contains cyrillic characters, the directory 'ecwolf' is created there, but the configuration and savings are not written. Tested on WinXP SP2. On WinXP SP3 without cyrillic characters in a path everything worked properly.

As for portability, I propose that logic:
the game checks on startup where the configuration file is. If it is within the root directory, do not create anything in %APPDATA% and write savegames in root directory too. If configuration file absent in root directory - use %APPDATA% for config and savings.

Thank you for this amazing port.
At the time of writing using 130709-0838 build.

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Re: ECWolf 1.2 Released

Post by Blzut3 » Wed Jul 10, 2013 10:33

I see where you're going with the root directory thing, but I'm not sure many people would extract ECWolf to the root directory of removable media. Plus the logic really wouldn't work on OS X and Linux.

As for the cyrillic characters. I've opened a bug report for you. Interesting that it would be able to create the directory just fine...

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Re: ECWolf 1.2 Released

Post by Vados » Wed Jul 10, 2013 12:39

Blzut3 wrote:extract ECWolf to the root directory of removable media
Maybe I don't correctly put it. Under the root directory, I would like to say a directory with ecwolf.exe etc.

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Re: ECWolf 1.2 Released

Post by Gez » Wed Jul 10, 2013 14:47

SLADE 3 looks for the presence of a file simply named "portable" in the exe's directory. If so it is treated as a portable install and the config folder is created in the same directory; otherwise %APDDATA% is used.

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