Problem with new walls in wolf3d

Advanced Wolfenstein 3D source port based upon Wolf4SDL and ZDoom.
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Moderator: Blzut3

Serd

Problem with new walls in wolf3d

Post by Serd » Thu Oct 31, 2019 20:48

Hello. I added all the walls from Spear of destiny (those "Extra walls" which have beem added oryginally by ID only in SOD) to my Wolfenstein 3d. When I run my editor (Chaos edit, Havoc) i can see the new walls in ditor's TEXTURES section, but when i start ECWOLF (Ecwolf 1.3.3) i can't see new walls. :( Why? I come from Poland, Europe, so i'm sorry for my english, which isn't the best ...

Blzut3
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Joined: Sun Jan 24, 2010 22:21

Re: Problem with new walls in wolf3d

Post by Blzut3 » Fri Nov 01, 2019 0:08

Spear of Destiny uses a different map translator. You could add the following to a mapinfo script.

Code: Select all

gameinfo
{
    translator = "xlat/spear.txt"
}
You can also specify the translator per map definition. (Same keyword.)

This will change a few things:

Code: Select all

things
{
        // oldnum, class, angles, patrol, minskill
        {33,  Skewer,          0, 0, 0}
        {38,  CageWithGore,    0, 0, 0}
        {45,  CageWithSkulls,  0, 0, 0}
        {63,  RedCeilingLight, 0, 0, 0}
        {67,  CowCarcass,      0, 0, 0}
        {68,  WellWithBlood,   0, 0, 0}
        {69,  SatanStatue,     0, 0, 0}
        {71,  BrownColumn,     0, 0, 0}
        {72,  ClipBox,         0, 0, 0}
}
So you'll not be able to use both the Spear textures and the Wolf3D things normally occupied by those numbers without writing a custom translator.

Out of curiosity, why not just start with Spear as the base game?

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