ECWolf - Advanced Source Port

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Cyanosis
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Post by Cyanosis »

I hope savegames are made separate files again, when I move the folder with ECWolf to say, my backup drive and make a shortcut to it and try to run it from another location the save files are green texted (unusable), since I put ECWolf on the desktop and saved the game from there.
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Post by Blzut3 »

What do you mean by separate files? They are in the saved games directory in your home directory by default (there's a command line parameter to change that -savedir I think). Not sure off hand why ECWolf is rejecting the saves, but it might be sensitive to the location of the game data files (sanity checks to prevent loading saves from other mods/games). If this is the case, then feel free to file a bug report so that I can be sure to remember to look into improving this.
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Post by Cyanosis »

I don't see a saved games folder in ECWolf's folder, and under appdata I can only find the config for ECWolf. I'm using the x64 version of 1.3.1 btw.
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Post by Blzut3 »

There's an actual saved games directory on Vista+: http://maniacsvault.net/ecwolf/wiki/Ver ... story#2014
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Post by Blzut3 »

New release is out. More or less a bug fix release which was made in preparation for launching S3DNA on Steam.

http://maniacsvault.net/entry77
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Post by Blzut3 »

Another patch release is out. Note that one should continue to use the development versions (1.3.99999) if they already are (for Executors latest mods and what not) since this does not contain everything from those builds.

http://maniacsvault.net/entry80
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Post by Cyanosis »

Is there a front end for this or plans for a front end? I can easily get ECWolf to launch through Steam Wolf3D but as far as loading external addons through Steam I'm a bit lost (would like to launch Wolfendoom for example through ECWolf on Steam).

E: Nvm I found a method that works, make a copy of the file(s) you want to use in the main Wolf3D folder that you have a copy of in the base folder and using the launch option --file wolfendoom.pk3 will work.
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Post by Blzut3 »

I have no plans to develop a front end myself, but others are more than welcome to do so. This is an area where I think an external tool can do a better job. I can't remember if ZDL (for ZDoom) added support bits for ECWolf or not.
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Post by Military »

I wonder if animated wall textures are even supposed to be functional at this time? I used some in my mod and they work occasionally, but tend to get stuck on a random frame, potentially forever.
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Post by Blzut3 »

They're supported. 1.3.3 should have fixed the problems with animations freezing, but if not please do open a ticket on the issue tracker with details.
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Post by Sigma64 »

To Blzut3-
Would you object if I started some ECWolf tutorials on this site? I have a fair amount of experience in decorate/mapinfo, and there are only a half-dozen ECWolf tutorials on the whole of the Internet...
The location on the site of these future tutorials is as of yet unknown, with the likelihood of them being put in the Wolfenstein 3D section, but in advance, I would like to ask you; you are the creator of this source port, so your opinions are essential!

-The ever psyched Sigma64
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Post by Blzut3 »

The best place to put them would be on the wiki. Send me an email http://maniacsvault.net/contact and I'll create an account for you (have registration disabled since I have no staff to combat potential spam).
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Post by Sigma64 »

Sounds great! I'll contact you soon.
In the meantime, I have one comment to make: The "reload" function does not appear to work, when the reload key is pressed. I don't know if anyone else would notice this, since I haven't seen any other developers that even use Alt-Fires! (I use them for dual-wielding/Duke-Nukem style kicking...)

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Post by Blzut3 »

I assume you enabled reload in A_WeaponReady?
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ECWolf - Advanced Source Port

Post by Sigma64 »

:-| Truth be told, I hadn't really done any reading on A_WeaponReady. I just assumed that by default it would work. Sorry about that! (I guess I hardly seem like someone who should be on the wiki now...)

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Post by Sigma64 »

An actual bug: ECWolf seems to crash when an entity that is to be replaced is spawned by a randomspawner.
This isn't too major, but it should at least be documented.
Thanks!
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Post by Blzut3 »

Can you make a small example and make sure it gets on the issue tracker? https://bitbucket.org/ecwolf/ecwolf/issues

This reminds me I think you sent me info on a crash before, but I don't remember where.
Last edited by Blzut3 on Tue Jan 30, 2018 6:04 am, edited 1 time in total.
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Post by Sigma64 »

As it turns out, both the randomspawner AND the entity were supposed to replace the same entity. Sorry for wasting your time. I suppose that since I was re-writing all my DECORATE code to find the bug that was crashing my mod constantly, and I had done a great deal of writing that day, I missed this great fallacy.
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Post by Military »

Okay, I really need to ask now. Where should I even download the ECwolf from?! Sure, it's got a whole homepage and stuff, but that one just lets me download ECWolf 1.3.3... which keeps throwing errors about this or that new feature being unrecognized when I'm trying to play mods. My version of ECwolf doesn't even have any Mac wolf3d features supported! And that's just one thing.
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ECWolf - Advanced Source Port

Post by Blzut3 »

Sounds like you're trying to run mods that use development version features. Those are posted here: https://devbuilds.drdteam.org/ecwolf/ (It's linked right under the stable downloads by the way "Nightly builds are also available from DRD Team.")
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Post by Zombie_Plan »

Hi Blzut3! I am super late to the party, but I love that this project exists.

May I ask, is it possible to run mods on the Android port of ECWolf? I'm struggling to work out if there's a custom command that should work, as default Wolf loads no matter what I do.
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Post by Blzut3 »

Yes. It's a bit of a pain though. In the args box you need to add:
--file /sdcard/full/path/to/mod.pk3
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Post by Zombie_Plan »

Blzut3 wrote:Yes. It's a bit of a pain though. In the args box you need to add:
--file /sdcard/full/path/to/mod.pk3
WORTH IT HERE I GO

Thank you very much, sir!
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Post by Zombie_Plan »

Hey Blzut3! I forgot about this at the time, but Kyle's questions on the Discord reminded me; I tried this a few different ways but was actually unable to get mods running on my phone. I'm using the arguement "--file /beloko/wolf3d/SERPENT/serpent1.pk3" which is where/what my file is, but it always runs default Wolf3D. I don't have an SD card, just a lot of internal storage.
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Post by Blzut3 »

Zombie_Plan wrote:I don't have an SD card, just a lot of internal storage.
Android has always used an "emulated sdcard" for internal storage, so the path is always something like /sdcard/0/ or /storage/emulated/0/ (the latter is the case for my Pixel 2). I would recommend getting the Total Commander app and find your file relative to "File System Root."

Edit: Actually I forgot the stable version does have trouble with mods which I believe has something to do with the way the weird version of SDL handles sound. Here's a build of the development version for 64-bit ARM devices http://maniacsvault.net/loosefiles/ecwo ... 7-2347.apk

Note that it does have a fairly significant bug of having difficulties resuming if you switch away from the app. I haven't had time to sit down and solve that. But I can prove that it can load mods: http://maniacsvault.net/loosefiles/androidmods.png

Also note that you'll likely need to remove the stable version of ECWolf before you can install the development version. I think I had to generated a new signing key.
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Post by Zombie_Plan »

Ill try this in a couple of hours and edit this post with if it worked or not :) thanks man
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Post by Blzut3 »

Been a long while since the last stable release but 1.4.0 is out now! https://maniacsvault.net/entry91
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Post by Blzut3 »

1.4.1 is out fixing critical crash picking up Chaingun at times. Additionally a few long standing DECORATE transcription issues with the Fake Hitler actor and a couple other minor things.