ECWolf - Wolfenstein 3D source port for mods
-
@cyperghost Hey sorry for not answering. I am still alive :-). I am on my on vacation and have had some house duties to complete.
That is some nice progress you have made there. I have not had the time to test it. I will test it very soon. According to your fork it looks very good. Did you send me a pull request to my github repository of ECWolf?
Still my hexen2 PR has not been merged with the RetroPie Project yet and that was months ago. I wonder if Jools Wills has his hands full with patching/updating the RetroPie Project.
-
@tpo1990 said in ECWolf - Wolfenstein 3D source port for mods:
Hey sorry for not answering. I am still alive :-).
Fine, I rather thought you gave up retrogaming.
ccording to your fork it looks very good. Did you send me a pull request to my github repository of ECWolf?
No I didn't send you a PR, I think it's better if you release the script module. Feel free to use the scripts and patchfile that I've created.
That is some nice progress you have made there. I have not had the time to test it.
I made some changes to
.ecwolf
interpreter.
With theecwolf
-files we are able to create a own system for ES and these give us back a kind of flexibility in usage.PART 1 --- 1:1 interpretation of shell commands (as lines many as you like) PART 2 --- ecwolf commands introduced by double dashes (only one line) PART 3 --- last line as shell commands (only one line)
So for example
echo "We are starting Wolfenstein 3D without pak mods now ..." sleep 5 cd wolf3d_14 echo "Next step is loading wolfenstein files" --data wl6 echo "Thanks for playing...."
-
@tpo1990
I made some more tests
Even the both "Spear of Destiny" mission packs run fine
Just create both directories
* SOD2 for Spear of Destiny - Mission Pack 2 - Return to Danger
* SOD3 for Spear of Destiny - Mission Pack 3 - Ultimate Challengejust use correct parameter set
--data sd2
for Spear of Destiny - Mission Pack 2 - Return to Danger--data sd3
for Spear of Destiny - Mission Pack 3 - Ultimate Challenge
Works 100% with ecwolf :D
-
@cyperghost I would never give up on retrogaming, It is too big a part of my life now, just also need to take care of the vacation with my family :-)
Thanks that is very appreciated. I will take good use of it. I think once we have it all set i could create a pull request and see how it goes with the RetroPie project.
-
@tpo1990 I think it's a solid port of Wolfenstein and I wasn't aware that this can be converted to raspberry so elegant. So only thing I would suggest it to rahter download the whole package with wget and do ZIP extraction than to use
hg
. But that a thing that you decide on your own.I would never give up on retrogaming, It is too big a part of my life now, just also need to take care of the vacation with my family :-)
Yes family first, then retropie projects... I was just a bit confused about your missing actions here. So enjoy your time.
Looking to the future and there may be a chance that ecwolf hopefully makes other great games useable (Rise of the triad, Corridor 7) and therefore a solid port should be considered ;)
As I said .... use the files from my git. The patch to setup the ESC key is a "must" in my opinion. Otherwise it's impossible to quit ecwolf without external keyboard or ssh command as long as you are in an active game (and furthermore, save, load features do also not work)
Consider also that different games use same savegame location and filenames so wolf3d1.4 in std. resolution can't load games from wolf3d1.4 in HQ mode and vice versa. Therefore I used the
.ecwolf
files. These do zip unzip jobs for the related savestates meanwhile.So I uploaded all my
ecwolf
files to github.
They are avaiable here
But maybe it's easier instead of a line to line conversion to just handle this files as full grown scripts and make use of advanced shell commands... let me think about it. -
@cyperghost I think so too. I might make some changes when i have created a pull request, since the scriptmodule must meet the demands of the RetroPie projects guidelines.
Rise of the Triad is already possible through @zerojay RetroPie extras. That game could also be enhanced further with the possibility of mods. I know for a fact that it is possible to get bots working as i have tried it on my windows PC with a special RotT edition. Corridor 7 could be interesting to get working thorugh ECWolf as well as Blake Stone.
I will probably test out your improvements later today, when i have the time. As always by working together we will make it possible. ;-)
-
I'm getting a few issues when trying to compile ECWolf on my RPi2.
The first issue is when the scriptmodule tries to clone ECWolf's repository via hg (Mercurial). It's strangely giving me the following error:
user@leomontenegro:~$ hg clone https://bitbucket.org/ecwolf/ecwolf aborted: error: _ssl.c:510: error:14094410:SSL routines:SSL3_READ_BYTES:sslv3 alert handshake failure
I don't know if it's some kind of maintenance in Bitbucket, or if it's permanent due to some security changes related to SSL versions. My workaround for this is going to the ECWolf repository's Downloads section, and then clicking on the link Download repository. Luckily, this should give me the source code, so I can proceed with the other steps manually. However, with the "build_ecwolf" function not working, users trying to install ECWolf through this scriptmodule won't succeed on that task.
The second issue is about @cyperghost's patch for mapping ESC key to controller. After downloading source code via browser from bitbucket (since I got the SSL error above), I tried applying the patch. However, it gave me the following error:
user@leomontenegro:~/zxc/ecwolf-ecwolf-5065aaefe055$ patch -p0 -i wl_play_patch.diff patching file ./src/wl_play.cpp Hunk #1 FAILED at 73 (different line endings). 1 out of 1 hunk FAILED -- saving rejects to file ./src/wl_play.cpp.rej
I don't know if it's something strange in the patch itself, or if the guys on ECWolf's repository commited some changes that breaks the patch. But since the changes inside the patch are minimal, I simply edited wl_play.cpp and made the changes by myself. Hopefully, it should work.
-
@Solid-One no it's the file format of the cpp file or the patch file.
EDIT: USE INSTRUCTIONS IN NEXT POSTING ---> here
I rather think it's better to transform the patch file then to change the format of the source file.
Try
dos2unix ./src/wl_play.cpp
and if this does not work apply the same command to patchfile itselfdos2unix wl_play_patch.diff
... how did you get the patch? By copy or paste or by wget command?EDIT:
works like descriped!
The source code is written in windows style :(
I prepared the patch on unix system - therefore the mismatch but as long as there is no official PR I don't know if there is a difference between wget-zip download or hg git download :p -
Okay .... extract the zip you've obtained
- Get main code
wget https://bitbucket.org/ecwolf/ecwolf/get/5065aaefe055.zip
- unzip with
unzip 5065aaefe055.zip
- Enter main directory
cd ecwolf-ecwolf-5065aaefe055
- Download patch file
wget https://raw.githubusercontent.com/crcerror/ECWolf-RPI/master/ecwolf_keyboardpatch.diff
- Patch source
patch -p0 -i ecwolf_keyboardpatch.diff
- Prepare with
cmake . -DCMAKE_BUILD_TYPE=Release -DGPL=ON
- Compile with
make
--> ecwolf binary will be created
It's complete now ;)
I just needed dependencies
sudo apt install libsdl2-mixer-dev libsdl2-net-dev
You will see if you compile if you need more.@tpo1990 maybe you can add "Manual install to first or seconds topic"
And for your scriptmodule you can add a helper script like thisfile ./src/wl_play.cpp | grep -q CRLF && unix2dos wl_play_patch.diff
If true then convert patch file with unix2dos, if not true then apply patch directly.Then there are 2 new keys/buttons you can assign to ESCAPE GAME and PAUSE GAME
- Get main code
-
How can I get the codes of my joystick (Sf30 pro) to configure it manually in ecwolf.cfg.
From the menu it does not work for me.
-
@cyperghost I got the patch from your link above, from a github repository.
Anyway, I've analysed the changes you made in wl_play.cpp, and since it were only a dozen lines of code, I've simply changed that file manually, by myself, copying and pasting the additional lines.
After that, I've compiled the file and tested on my PS2 controllers. I confirm that the new controls showed just like on the images you posted, and after mapping Start button to "ESC Game", I could navigate on menus just fine.
Thanks for the patch and the instructions. Now gotta test some mods in ECWolf.
@snock Have you included cyberghost's patch before compiling ECWolf? If true, then there's no need of editing ecwolf.cfg, since you'll be able to do that from the menus.
But if you haven't, then you probably won't have luck by trying to edit ecwolf.cfg manually.Even if you manage to get the codes of your joystick, and the command names, in order to try binding them manually through ecwolf.cfg, it probably won't work, because currently ECWolf has no way of allowing mapping custom buttons to ESC key. The game will simply ignore that command.
In summary, try applying the cyberghost patch before compiling. That should do the trick.
-
@Solid-One
I have applied it correctly since it leaves the options menu as in the last image but in white. I use attractmode as gui maybe that's it.When I press A to change (from the remote control that key is assigned), on the other hand to modify the keys using a keyboard without problem.Editing the file I got to change the right and left looking keys since I came out with the right stick (up and down).In the end I got it by configuring the file. Executing (jstest / dev / input / js0) putting the codes.
-
@snock Yes you need a keyboard in first instance to map keys. Of course you can also edit wolf.cfg and change values manually but I think it's better to use the gui for configuration.
At least I prior the ecwolf port over the wolf4sdl port.
It's more robust to different game versions and it runs all mission packs and tons of addons. So I think it would be nice (with a good chance of acceptance) to release a PR of this one. -
@cyperghost Probe with keyboard but it does not fail me when configuring the joystick ... modify the * .cfg without problems.
After testing your scripts to add "games" in a word. AWESOME !!. For now I have only had a problem with Astrostein 2 and 3. The 1 works without problems.
pi@retropie:~/.local/share/ecwolf/savegames $ log Parameters: Executing: pushd /home/pi/RetroPie/roms/ports/wolf3d; /opt/retropie/ports/ecwolf/ecwolf.sh "/home/pi/RetroPie/roms/ports/wolf3d/Astrotein 2.ecwolf"; popd ~/RetroPie/roms/ports/wolf3d ~ unzip: cannot find or open /home/pi/.local/share/ecwolf/savegames/wolf3d-astrostein2_fix_PC.zip, /home/pi/.local/share/ecwolf/savegames/wolf3d-astrostein2_fix_PC.zip.zip or /home/pi/.local/share/ecwolf/savegames/wolf3d-astrostein2_fix_PC.zip.ZIP. ---------------------------- ECWolf ---------------------------- ecWolf babel file : /home/pi/RetroPie/roms/ports/wolf3d/Astrotein 2.ecwolf shell start cmd : cd wolf3d_14 ecWolf cmd line : --data wl6 --file ../addons/Astro2_Data.bin ../addons/astrostein2_fix_PC.pk3 shell onend cmd : zip -mj -q /home/pi/.local/share/ecwolf/savegames/wolf3d-astrostein2_fix_PC.zip /home/pi/.local/share/ecwolf/savegames/savegam*.ecs basedir emulators : /opt/retropie/ports/ecwolf current directory : /home/pi/RetroPie/roms/ports/wolf3d/wolf3d_14 ---------------------------- ECWolf ---------------------------- W_GetNumForName: TITLEPAL not found! ReadConfig: Reading the Configuration. IWad: Selecting base game data. W_Init: Init WADfiles. adding /opt/retropie/ports/ecwolf/ecwolf.pk3, 99 lumps adding ./audiot.wl6, 288 lumps adding ./gamemaps.wl6, 120 lumps adding ./vgagraph.wl6, 149 lumps adding ./vswap.wl6, 588 lumps Could not stat ../addons/Astro2_Data.bin No such file or directory adding ../addons/astrostein2_fix_PC.pk3, 199 lumps InitGame: Setting up the game... SDL_Init: Using SDL 2.0.8 VL_ReadPalette: Setting up the Palette... ClassDef: Loading actor definitions. S_Init: Reading SNDINFO defintions. S_Init: Reading SNDSEQ defintions. US_Startup: Starting the User Manager. CreateMenus: Preparing the menu system... DemoLoop: Starting the game loop... zip error: Nothing to do! (/home/pi/.local/share/ecwolf/savegames/wolf3d-astrostein2_fix_PC.zip)
Looking for mods for wolf3d I found many for doom. Is there any way to execute them?
-
@snock I just did test with the Highres mods and some sound mods.
Then I was able to run "Escape from Totenhaus" and "Claw of Eisenfaust" and these run without any problem.
Here you can download tons of modifications: https://www.moddb.com/company/astrocreepThink about the
ecwolf
-files are highly affected to globbing!
So commands likecd "Wolfenstein 3D"
do not work! So avoid white spaces!I expermineted with IFS and loops (yes this works) and sourcing files with a setted trap (yes this works, too) but all in all the
ecwolf
-file now (07/2019) is much easier to use and gives better hints of error detection.In your case there seems only an error in loading the PAK file....
Could not stat ../addons/Astro2_Data.bin No such file or directory
Is
Astro2_Data.bin
available? The file name is case sensitve!EDIT:
I added this info to
Astrostein 2.ecwolf
unzip /home/pi/.local/share/ecwolf/savegames/wolf3d-astro2.zip -d /home/pi/.local/share/ecwolf/savegames/ cd wolf3d_14 --data wl6 --file ../addons/astrostein2_fix_PC.pk3 ../addons/Astro2_data.bin zip -mj -q /home/pi/.local/share/ecwolf/savegames/wolf3d-astro2.zip /home/pi/.local/share/ecwolf/savegames/savegam*.ecs
and used this addon pak from here
Works flawless! I think you wroteAstro2_Data.bin
but in my configuration it isAstro2_data.bin
-- lowercase D -
@cyperghost True ... they were the many of the night and I did not notice in the letter D. Solved.
-
Some optimizations for COMMAND line:
add--extravbls 2
to ecwolfs to each.ecwolf
file inside$HOME/RetroPie/roms/ports/wolf3d
- Reduces CPU usage up to 50%
- Prevents from overheating
Additional optimization:
Main Menu --> Options --> Display Options- Activate Fullscreen
- Activate VSYNC (will save 3-4% CPU on a RPi3)
- Aspect ratio set to AUTO
- Set resolution to 512x384 (0,5x HD)
Additional EXTRA-FUN
Download Noahpak - The Invasion - this needs SUPER NOAH ARCH 3D -
@cyperghost I already tried your instructions with trying to execute the patch but it fails at the step 5: Transform patch code from LF EOL --> CRLF EOL unix2dos wl_play_patch.diff from your post
unix2dos is not recognized as a command on my test RPI setup. Is there another dependency that i need to install first? Maybe i forgot something in the process.
As for getting the source files, wget seems to work great so i think we could change from using hg (mercurial) to wget leaving out the mercurial dependency from the scriptmodule.
-
@tpo1990 You need 'dos2unix' package. But it would be better to transform the patch in correct format. That is also better for a proper PR. As I said use the files that I prepared as you want - This version of Wolf is really great and also easy to setup now.
-
With proper format I mean to patch the file with converted file and then use diff again to recreate the new patch. This would avoid the install of unwanted packages.
Gold way - send the creator a P R but I do not have a bit bucket account
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.