by Blzut3 » Thu Jul 10, 2014 21:19
Well for a number of things, you don't need to modify the source code at all. In fact, hacking on the source code is kind of discouraged. New enemies, pickups, decorations, etc can be added with DECORATE scripts (see wiki). There are a variety of other script languages in ECWolf for configuring other parts of the engine. Poke around the txt files in ecwolf.pk3 and you can get an idea of what's there.
The wiki contains a mostly complete reference to what features are available in ECWolf. The problem is that it's mostly written by me, so it's not exactly new comer friendly. Because of that, I would highly recommend getting your feet wet by modding for ZDoom. The transition from ZDoom to ECWolf modding is really easy to do since there's just a few syntax additions and then you have to get over the fact that ECWolf is a much more primitive engine. Additionally, ZDoom modding has a much longer history and larger user base so tutorials and stuff are more widely available.
The hard way would be to consult tutorials on getting started with ZDoom and trying to apply them to ECWolf. The thing you'll have to learn on your own are
map translators so you can reference your custom things in your maps.
If you want to get into engine programming and hack on ECWolf directly, I could always use help. Even if you're fluent with C++ (which from the sound of it, you're just starting), I would highly recommend starting with creating mods for the scripting languages. That'll give you a basic idea on how things work in the engine, and you'll be able to set reasonable goals for yourself.
That's about all I can give as an overview. If you have more specific questions let me know, I'm happy to answer them.
Well for a number of things, you don't need to modify the source code at all. In fact, hacking on the source code is kind of discouraged. New enemies, pickups, decorations, etc can be added with DECORATE scripts (see wiki). There are a variety of other script languages in ECWolf for configuring other parts of the engine. Poke around the txt files in ecwolf.pk3 and you can get an idea of what's there.
The wiki contains a mostly complete reference to what features are available in ECWolf. The problem is that it's mostly written by me, so it's not exactly new comer friendly. Because of that, I would highly recommend getting your feet wet by modding for ZDoom. The transition from ZDoom to ECWolf modding is really easy to do since there's just a few syntax additions and then you have to get over the fact that ECWolf is a much more primitive engine. Additionally, ZDoom modding has a much longer history and larger user base so tutorials and stuff are more widely available.
The hard way would be to consult tutorials on getting started with ZDoom and trying to apply them to ECWolf. The thing you'll have to learn on your own are [url=http://maniacsvault.net/ecwolf/wiki/Map_translator]map translators[/url] so you can reference your custom things in your maps.
If you want to get into engine programming and hack on ECWolf directly, I could always use help. Even if you're fluent with C++ (which from the sound of it, you're just starting), I would highly recommend starting with creating mods for the scripting languages. That'll give you a basic idea on how things work in the engine, and you'll be able to set reasonable goals for yourself.
That's about all I can give as an overview. If you have more specific questions let me know, I'm happy to answer them.