[ECWolf] Dangerous Drake

Advanced Wolfenstein 3D source port based upon Wolf4SDL and ZDoom.
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JamesKX2
Posts: 3
Joined: Sun Jul 13, 2014 19:38

[ECWolf] Dangerous Drake

Post by JamesKX2 »

Image
Dangerous Drake
A Mod for ECWolf

The story is made here :
Image

Im making this for fun and stuff :chaingun: :mrgreen:

Goal : is to make this mod a fun arcade shooter with addons aswell.

What's made so far?
Spoiler:
Developers
Bryan James (JamesKX2)
Trevor James (Trevor0402)
SyluxEdge

More comming soon.
Last edited by JamesKX2 on Tue Jul 15, 2014 5:42, edited 1 time in total.
Image Image Image
Dangerous Drake
A Mod for ECWolf
Comming Soon...
Image Image Image
Blzut3
Developer
Developer
Posts: 501
Joined: Sun Jan 24, 2010 22:21

Re: [ECWolf] Dangerous Drake

Post by Blzut3 »

Comparing the screen shot to your avatar, are you currently using the stock Wolf3D palette? Looks like some optimization could be done there, but I'm guessing it's a bit too early to worry about that.

Can't say much else based on what you have so far, but it looks like it could be an interesting mod.
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JamesKX2
Posts: 3
Joined: Sun Jul 13, 2014 19:38

Re: [ECWolf] Dangerous Drake

Post by JamesKX2 »

Blzut3 wrote:Comparing the screen shot to your avatar, are you currently using the stock Wolf3D palette? Looks like some optimization could be done there, but I'm guessing it's a bit too early to worry about that.

Can't say much else based on what you have so far, but it looks like it could be an interesting mod.
The enemy of my avatar was using pngs originally on the PK3 i was using to put the sprites there
but still uses Wolf3D palette

Although we are hoping for the multiplayer feature for ECWolf
so i can start working on 8 directional sprites of the Bosses/Enemies/The Player and others

And as we are making the player's appearance so far
and a better version of the Pistol/Minigun sprites

- Bryan James
Image Image Image
Dangerous Drake
A Mod for ECWolf
Comming Soon...
Image Image Image
RSImage
Posts: 3
Joined: Thu Jul 10, 2014 20:19

Re: [ECWolf] Dangerous Drake

Post by RSImage »

Blzut3 wrote:Comparing the screen shot to your avatar, are you currently using the stock Wolf3D palette? Looks like some optimization could be done there, but I'm guessing it's a bit too early to worry about that.

Can't say much else based on what you have so far, but it looks like it could be an interesting mod.
Does ECWolf allow palette customization/expansion (>256 colors)? If so, how?

JamesKX2, this looks awesome. Any approximate release date yet?
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JamesKX2
Posts: 3
Joined: Sun Jul 13, 2014 19:38

Re: [ECWolf] Dangerous Drake

Post by JamesKX2 »

RSImage wrote:
Blzut3 wrote:Comparing the screen shot to your avatar, are you currently using the stock Wolf3D palette? Looks like some optimization could be done there, but I'm guessing it's a bit too early to worry about that.

Can't say much else based on what you have so far, but it looks like it could be an interesting mod.
Does ECWolf allow palette customization/expansion (>256 colors)? If so, how?

JamesKX2, this looks awesome. Any approximate release date yet?

We were thinking alot either it,ll be standalone or a mod for Wolf3D
After that i decided to be a Wolf3D mod

So, it will be released by either in the end of Summer or late 2014/early 2015
Image Image Image
Dangerous Drake
A Mod for ECWolf
Comming Soon...
Image Image Image
Blzut3
Developer
Developer
Posts: 501
Joined: Sun Jan 24, 2010 22:21

Re: [ECWolf] Dangerous Drake

Post by Blzut3 »

RSImage wrote:Does ECWolf allow palette customization/expansion (>256 colors)? If so, how?
It's limited to 255* colors, but you can replace the WOLFPAL lump with a custom palette. Which would be handy in cases like this one where all of the graphics are expected to be replaced, he could for example change the green colors to be closer to his source images. Even if he intends to mix with some Wolf3D resources, the tone of the palette could still be changed to be less vibrant since judging from the screen shot, the palette is clashing a bit.

* ZDoom and ECWolf eat a palette entry to have a transparent index. This is done entirely behind the scenes so you don't need to worry about it. The only time it makes a difference is if you have 256 unique colors in your palette, in which case the engine will be forced to decide which color to throw out of the palette. Because of this, I recommend that the palette contain at least one duplicate. It doesn't matter where or what that duplicate color is.
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