ECWOLF.*** - vanilla mod compatibility file question

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Expand view Topic review: ECWOLF.*** - vanilla mod compatibility file question

Re: ECWOLF.*** - vanilla mod compatibility file question

by AstroCreep » Mon Jun 29, 2015 23:33

It kind of throws a monkey wrench in my gears. What I was going to do was use Mac levels, so I didn't have to rebuild them. I guess I still could, it just would still require a pk3 AND the original levels to be dragged onto ECWolf. Was kinda tryin to go for a 1 file solution lol

Re: ECWOLF.*** - vanilla mod compatibility file question

by Blzut3 » Mon Jun 29, 2015 22:01

No. I don't believe I have any intention for it to work with them as well, since ECWolf should be compatible with them out of the box. (The whole point of the feature is to allow people to convert mods to ECWolf without modifying the distribution data.)

Re: ECWOLF.*** - vanilla mod compatibility file question

by AstroCreep » Mon Jun 29, 2015 21:56

Ok. Can it be done with Mac scenarios at the present? (dev version only of course)

Re: ECWOLF.*** - vanilla mod compatibility file question

by Blzut3 » Mon Jun 29, 2015 21:55

If you have a mod with the extension .asd, your main zip should have the following contents:

Code: Select all

audiohed.asd
audiot.asd
ecwolf.asd
gamemaps.asd
maphead.asd
vgadict.asd
vgahead.asd
vgagraph.asd
vswap.asd
Any other files will be ignored and you should be able to leave out any that are not needed. ecwolf.asd can be any supported file format of your choice and it will be loaded after the data files. It can have anything in it.

If this doesn't work then there's a bug.

ECWOLF.*** - vanilla mod compatibility file question

by AstroCreep » Mon Jun 29, 2015 21:50

Ability to load vanilla mods embedded in a zip file if they have a file named ecwolf with the extension of their data files.
This would be very useful to me, but I can't figure out what I gotta do to make these files work. Does the file have to be blank or does it need a script in it? I'm confused lol

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