ECWolf - Wolfenstein 3D source port for mods
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@ExarKunIv I think the old mods heavily depends in internal file versions - you can say every mod (wl6 based of course) that runs in Wolf4SDL will likely run in ec Wolf.
If you find a method to create proper sky3 file then you can leave here a note.personally will not use the old file hacks
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@cyperghost some do some dont. i have notice the old mods have different SDL files and such with them to make them run so even ecwolf will not run them right.
but i will be looking in to how to unpack the WL6 files and build pk3 files.
since i dont get building programs like you guys, maybe i can take a stab at mods. :P
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@ExarKunIv Yes this would be great. But please don't update only the ones because of the glory of gore and heavy use of old symbols :)
I think the original levels and the whole SoD series alone is it worth.The HighRes mods for the original series are undoubtfull a treasure just for all the original titels. Even some unknown mods of "Super Noah's Ark 3D" are really fun to play and the original titel profits (massive) from modding (the original is well.... obscure?)
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@ExarKunIv Yes if you somehow can manage to extract the file contents of a
wl6
file from a mod and that it compares with the same files that is found inside apk3
file, then yes i believe it should be possible to make it work in ECWolf.If you look inside a ecwolf mod's
pk3
file, you get this file structure (taken from Astrostein 3D mod):- xlat
- Textures
- sprites
- sounds
- music
- maps
- graphics
- actors
- TEXTURES.txt
- SpifRead.txt
- SpifInfo.txt
- sndinfo.txt
- smallfnt.fon2
- SE_READ.TXT
- Ryder.txt
- READ.txt
- mapinfo.txt
- language.txt
- decorate.txt
- BIGFONT.file
@cyperghost I agree that alone the original levels and the whole SoD is worth it too. In fact it is even better than the primary Wolf4SDL port found on RetroPie. :-)
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@ExarKunIv There is a extensive How To create PK3 files available. Indeed you can extract gamedata and put them to pk3 files.
Tutorial part 1 is more usefull of this.
If you confident enough you can use part 2 and create your own (extended) levelset ;) -
@cyperghost cool.
i have found a few things also, but i will take all the help i can get.
always wanted to make my own mod. :)
guess in a way i still might. if it works -
I re-uploaded my Gpi ecwolf.cfg; the changes are that I added the map to select, and the d-pad mode is now select+left (axes mode) which is the better mode to use (Gpi gamepad firmware mode, when setting the controls). The link is still the same: github ecwolf.cfg
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I've installed ecWolf on RetroPie 4.5.1 (current version from 08/2019) and it installs fine with the script. I've attached install logs for @BuZz to check install progress for some errors. Log is here
This script installed for me all SoD Mission Packs (3) Wolfenstein Full version and Noah's Ark 3D, so it's correctly working now ;)@tpo1990 I would suggest for
downloadAndExtract "https://bitbucket.org/ecwolf/ecwolf/get/5065aaefe055.zip" "$PWD"
this seems to look better ;) The script module can be improved for some config screen later. But all in all it's running good.
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@cyperghost Thank you, i will soon correct this in the PR and in the original repo once i have my RPI with me.
Do you happen to know what the
$PWD
trigger does?.
It looks like some variable.All in all. It does look great and it seems to perform well within RetroPie.
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@tpo1990 $PWD means present working directory. The dot is just a relative path. I think the string is just better coding as it's a built in in most shells
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@cyperghost Ah i see. It makes perfectly sense to use built-in strings.
Did you try to install ecwolf before or after the use of
$PWD
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@tpo1990 I installed with the variable. But I wouldn't change so far maybe I'm wrong - I'm not a professional programmer and probably I'm wrong - just wanted to tell my point of view
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@cyperghost Well at least i will test it out my self before making any changes just to be sure.
Me neither. Most of the time it is trial and error. Hopefully it will improve on my part of programming as well. :-)
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@tpo1990 sorry my last post sounded like that I'm not sure if it will work. Of course it works - it was more the point if it's better coding style to use relative or fixed pathes
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@cyperghost No problem. Maybe hhromic can answer this or someone else.
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Hi, I tried to install ecwolf through your shellscript, but the bitbucked link seems to be down. Changing the link in the script to a new download link doesnt work, because then the application of the patch fails.
Anyways, thanks for your commitment to ports! I just sunk my teeth into them and I have lots of fun with the whole thing. Sadly I'm a real noob with *nix and compiling, but I try to learn!
Cheers!
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I've been too lazy to try this so far but I need to sometime.
Would be nice to be able to add a mods menu for other games too.
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@BenMcLean @ecto I have announced this on github already. It is possible to use git as download method now. The patch that I have written still works.
See here: https://github.com/RetroPie/RetroPie-Setup/pull/2811
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@tpo1990 If you don't want the github clone method you can use this snipplet to obtain zip archives....
This will always download the newest archive and auto download newest branch.#!/bin/bash zipfile=$(wget -q -O- https://bitbucket.org/ecwolf/ecwolf/downloads/ | \ grep -Po '(?<=href=")[^"]*.zip(?=")') path="https://bitbucket.org${zipfile}" zipfile=$(basename $zipfile) wget -q $path unzip $zipfile mv ecwolf-ecwolf-${zipfile%.*} ecwolf
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If I copy what you posted above into a ".sh" will it install it and what not. Or is there something else that needs to be done.
I have ecwolf installed on my test setup. But not my main one. So of course right when I was about to get it going...
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