Page 1 of 2
Halten Sie! - Conversion to ECWolf [UPDATE - 2/24/15]
Posted: Sat Jan 10, 2015 8:43
by AstroCreep
Re: Halten Sie! - Conversion to ECWolf
Posted: Sat Jan 10, 2015 11:17
by Enjay
Downloaded and I will try it later on. Thank you.
Re: Halten Sie! - Conversion to ECWolf
Posted: Sun Jan 11, 2015 19:59
by TheCrimsonEscapade
I forget, what are the command line arguments to run mods in ECWolf?
Re: Halten Sie! - Conversion to ECWolf
Posted: Sun Jan 11, 2015 20:02
by Blzut3
It's --file, of course drag and drop works and thus the --file is optional in most cases.
Re: Halten Sie! - Conversion to ECWolf
Posted: Mon Jan 12, 2015 7:19
by PSTrooper
I wonder how hard it would be to get the actual actors of Trans and DeathKnight working in a Wolfenstein map?
Re: Halten Sie! - Conversion to ECWolf
Posted: Mon Jan 12, 2015 18:31
by AstroCreep
I'm actually having problems loading mods on my mac. Drag and drop doesn't seem to work. You think it'd work from terminal? I seriously hope there's an easier way, as I would really like to test the next thing I'm working on and don't feel like driving through a foot of snow just to get home to my desktop lol
And to answer, PSTrooper's question, it doesn't seem too hard, just harder than ZDoom. The difference is that map translator file. I think something to think about in the future of ECWolf would be a universal map translator file for at least the wolf games, as I know that many people would just like to be able to make maps using the original assets, but would also like to be able to use spear enemies as well. It may make things easier later with things like MacWolf, as maybe the actors from the original wolf could be recycled in MacWolf, since at least the bosses didnt act too differently.
Re: Halten Sie! - Conversion to ECWolf
Posted: Mon Jan 12, 2015 20:15
by Blzut3
The MacWolf actors act a little differently. Mostly in regards to animation frames (no pause while walking). Being based on the SNES branch of the engine there are also a lot of other subtle changes like using bitwise operations instead of division where ever possible (even if the result is not exactly the same). For semi-obvious reasons, MacWolf is closer to S3DNA than DOS Wolf3D.
As for loading on the Mac, it's strange that people are having trouble with drag and drop there. It works for me™. However the terminal does always work. It's a little complicated on the Mac because Apple said so, but you have two options 10.6+.
Code: Select all
open ECWolf.app --args --file <filenamehere>
-- or --
ECWolf.app/Contents/MacOS/ecwolf --file <filenamehere>
Re: Halten Sie! - Conversion to ECWolf
Posted: Wed Jan 14, 2015 4:29
by AstroCreep
Update to the project. See first post.
Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Wed Jan 14, 2015 19:52
by Enjay
I like the hi-res textures but I think the darker lighting detracts from it a little because the cyan doors don't look as good in the darker lighting (IMO). The way that they are colour mapped makes them look as if they have light grey bands across them at the lighter parts versus the darker cyan areas. Both versions are good fun to play though.

Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Sun Jan 18, 2015 2:39
by AstroCreep
@PSTrooper, I loaded up the original wolfenstein e1m9 in SOD just to see what would happen, and Hans appeared to work, although using chopped up frames of
the ubermutant and the officer, so maybe with a little bit of cleanup it will work natively just pasting trans in a wolf map and so on
Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Sun Jan 18, 2015 2:43
by Blzut3
ECWolf does not make any distinction between games as far as actor availability goes. The only difference there is the xlat script. So just changing the xlat and providing the sounds and sprites is enough to port an actor from one game to the other.
However, since this is a port of an existing mod, it's probably best to keep it as it was given. The actors in the Mac version of Wolf3D are slightly different in timings, and ECWolf will support the Mac mission as-is eventually, so it's probably best to model after the PC version anyway.
Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Sun Jan 18, 2015 5:47
by AstroCreep
Really I should have used decorate to have trans/dk's attributes paste over gretel/fatface's. With trans it's unnoticeable since all the grosses are practically clones, but the missles and health is way off for the dk. It really is just kind of ghetto-rigged in there, lol, but that's how it had to be done back in the day if you didnt wanna crack the source open. Next thing I'm doin, I'm using decorate to replace actors I'm not using, that way it works a little bit more like its supposed to, but I don't think I'm gonna mess with this mod anymore lol.
Also, referring to what you said about xlats, I never changed it for the mod I loaded in and yet hans was working, sans assets. Maybe wolf can recognize spear xlat functions?
Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Sun Jan 18, 2015 6:46
by Blzut3
The Spear xlat is more or less a super set of the Wolf3D xlat. A few things were overwritten IIRC, so they're not exactly interchangeable.
Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Sun Jan 18, 2015 7:26
by AstroCreep
Well at least we got Hans lol.
Re: Halten Sie! - Conversion to ECWolf [UPDATE - NOW IN HI-R
Posted: Sun Jan 18, 2015 19:47
by PSTrooper
Interesting. Yeah, I'm all for keeping the mod closer to the original also. If you wanted to update it to use the actual actors, I wouldn't mind.
You seem to be using an old version of the sprite fixing project. I've updated it since then to include pain rotations I made for all the non boss enemies.
Edit, I can't seem to beat map 3 without cheating because there is a guard blocking the pushwall behind the locked door.