ECWolf - Wolfenstein 3D source port for mods
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@tpo1990 Oh.... For me it worked without additonal dot but I've an older version of the RetroPie-Setup. Sorry for bothering you.
About the hexen2 branch ... Yes I know it's a long time ago you setted this PR. Don't know what's wrong here. Maybe you need to explain how the GL binary of hexen works?
About scripting:
Yes there are some don'ts in ParsingLS
ls
is fine if you want to check if the directory contains some data. I considerls
as command for human input, not for mashines.To check for a specfic file/directory you can always use the test command (= [[ ... ]])
and the mother of search is thefind
command but you really need to know the foe.
So the simplest way is imho thefor i in filename
loop.And even the internet is full of errors ;)
Here is a good tip to delete your whole mashine by accident (see last answer) -
@cyperghost No problem, i was not aware that it worked before updating the version of the RetroPie-Setup. At this moment it does not so i will keep the additional dot. :-)
The hexen2 PR was actually reviewed by joolswills and hhromic. hhromic helped me with making the scriptmodule ready so that the PR can be merged with the RetroPie project. hhromic did state that the PR is ready to merge, but no given answer by joolswills yet.
Oh yes the internet can be surprising without a doubt. :-)
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I have updated the install mod script with your best practice and made it work with multiple .pk3 files. It only works for full Wolfenstein 3D .wl6 files. I did get it working for the demo versions as well, but decided not to make that change since it would give you this message when the mod script was used: /home/pi/RetroPie/roms/ecwolf: is a directory. . :-)
Just a little question since i don't know how to do it, how do you highlight text with "red" color in your posts?
For example this line: "ls" -
@tpo1990 The is simple Markdown the red code inside are just backticks
``
with somecode
inside.Yes I saw your script ;)
Yes the script "fails" if there are no pk3 files then*.pk3
will be used as argument.
You can achive a for loop like this, too
for i in file.a file.b
with fixed arguments.- Use
shopt
parameter and use 2.2 - Secure your loops and the output (I prefer this one)
2.1 test the file inside the the loop with[[ -f "$i" ]] || continue
2.2 set a second testcommand like[[ -n "$filenames" ]] || { echo "Error: No additional pk3-files found in $PWD"; exit; }
for i in *.pk3; do [[ -f "$i" ]] || continue mv "$i" "$HOME/RetroPie/roms/ports/wolf3d" filenames="$filenames \"$i\"" done [[ -n "$filenames" ]] || { echo "Error: No additional pk3-files found in $PWD"; exit; }
EDIT:
The escape could be needed in following cases. A pk3-file namedThe best mod.pk3
would be resolved as--file The best mod.pk3
Now you are parsing 3 files to the switch. So it's better to parse--file "The best mod.pk3"
I'm not aware how often pk3 files are splitted by spaces but it's better imho to escape the files. Easiest technique is escaping the quotes, so they are preserved. Or you push the filenames in a new array.
- Use
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@tpo1990 said in ECWolf - Wolfenstein 3D source port for mods:
@SinisterSpatula
I think your modified ecwolf config file could provide useful to those that use the same case and that it is a good idea to add a link to the extra post that i have reserved at the moment, if i may do so with your accept.Yes, of course! :)
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@tpo1990 great work with all of this
i just cant get the mods to lunch with your new mod installer.
i followed the easy instructions but they will not launch.im trying Claw of Eisenfaust and the file looks right
cd "." "/opt/retropie/ports/ecwolf/ecwolf" --data WL6 --file wolf3d_coe_v2.pk3 wait
but it will not launch
any thoughts?side note. any idea on how i can check to make sure i have version 1.4 cuz i have no clue
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@ExarKunIv There are several errors made due the script output.
any thoughts?
Yes tons of, let's inspect!
- Is the data of the vanilla Wolfenstein really in the BaseDir? ... means
/home/pi/retropie/roms/ports/wolf3d
? Or is it in a subfolder? If yes then change thecd .
to next directory.... maybecd wolf3d
again. - Furthermore the file extension
WL6
could bewl6
, take a look in your gamedata how the extension looks. - The wait command is wrong. It should be
wait $!
Furthermore post always the output of
/dev/shm/runcommand.log
in pastebin or some other snippet viewer https://dpaste.de/I think the modscript should be a bit more mocked up with better detection what happens there.
- Is the data of the vanilla Wolfenstein really in the BaseDir? ... means
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most of your thoughts are along mine as well.
but it seems i had the vanilla wolf in the wrong folder.
guess i missed that part on the readme,
opps.
well with me being a dumbass out of the way.everything is working great.
i even have the HD wolf going,Very amazing work, both you @cyperghost and @tpo1990
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@ExarKunIv Thanks for your response ;)
@tpo1990
There is need for some bugfixing ;)
I post here a "new" script to not mess up the forum - it will expire after a few dayshttps://dpaste.de/wiKv
https://dpaste.de/7MFJ
It's using the quotations around every pk3 file, hope this works as expected ;)EDIT:
@tpo1990
Why not extend the questions to path and extension?
Then it's 100% working in every situation because the user has to setup ;) -
@SinisterSpatula Thank you i will add a link to your post in the
Extra
section of the topic, so that anyone with a GPI case will find it. :-)@ExarKunIv Thank you. Great that you got it working again after checking your files and folders for ECWolf.
@cyperghost Good to know thanks. Now i can more easily mark the code.
Alright so i followed your dpaste link and added the changes. While i tested out the new changes, i noticed that the mod script would exit immediately without notifying the user that no pk3 files has been found.
What i did to prevent this is by adding a sleep timer with the
sleep 10s;
. This will notify user for 10 seconds and then it will exit the script with theexit;
parameter. Success.I have uploaded the changes to my ECWolf git repo for anyone to try out.
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@tpo1990 Fine ;) Will you set a PR for the scriptmodule?
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@cyperghost Yes. That is what i intend to do :-)
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@tpo1990 Wolfenstein IS classic gaming - plus this scriptmodule is really easier to setup than the Wolf4SDL version ;) I think it'll accepted
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@cyperghost Yes. It's a live. The PR has been created for RetroPie project.
https://github.com/RetroPie/RetroPie-Setup/pull/2811
Edit: Now all there is left to do is fingers crossed and hopefully it will be accepted for merging. ;-)
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@cyperghost and @tpo1990
now that i have sorted out my one problem. this is great, just one question
i have come across some nice mods, but they are not in pk3 form, they seem to be in there own standalone game.
With their own WL6 and SOD files.is there a way to use ecwolf to play these
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@ExarKunIv I don't know. You can try on your own and give back report.
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@ExarKunIv I have not tried it out. Can't say if it works or not. If you can somehow extract the file contents of the mod's wl6 and sod files, you could maybe import/archive it into a pk3 file that ECWolf would be able to use.
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@tpo1990 ok i did not think about extracting the files from the WL6.
but i did look into building pk3 files.
i will do some digging.
as i have come across a lot of the mods seem to be their own standalone games.
not many are in pk3 version, compared to being their own gamebut still
i have a good list going. will update with it soon -
@ExarKunIv I tried some mods in WL6 format and they work. But the pk3 files should be better because the "old" mods needs own directory ... this is no problem so far by simply editing the
.ecwolf
files.I tried Alexstein and Dreams of a Madman.
DoM crashed from time to time. -
@cyperghost same here, some work and some dont when it comes to the .WL6 files.
and the pk3 is just so easy
so far i have tried
Wolf3D_Demolition
Coffee break
wolfpak2
Wolfenstein Missions First Encounter
Claw of Eisenfaust
Escape from Totenhaus
Wolfenstein 3D - Fourth Encounter
Halten Sie
and Wolf3d HiRes that you posted beforeso far they all work for the first level at least
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