This assumes you've started a new Wolf4SDL project that successfully builds. If you haven't yet, then click here to start.
Navigate to VERSION.H
in your project, and look for the following lines (Some may be missing or slightly different)
//#define USE_FEATUREFLAGS // Enables the level feature flags (see bottom of wl_def.h)
//#define USE_SHADING // Enables shading support (see wl_shade.c)
//#define USE_DIR3DSPR // Enables directional 3d sprites
//#define USE_FLOORCEILINGTEX // Enables texture-mapped floors and ceilings (see wl_plane.c)
//#define USE_MULTIFLATS // Enables floor and ceiling textures stored in the third mapplane
//#define USE_HIRES // Enables high resolution textures/sprites (128x128)
//#define USE_PARALLAX 16 // Enables parallax sky with 16 textures per sky (see wl_parallax.c)
//#define USE_SKYWALLPARALLAX 16 // Enables parallax sky on walls with 16 repeats of sky texture
//#define USE_CLOUDSKY // Enables cloud sky support (see wl_cloudsky.c)
//#define USE_STARSKY // Enables star sky support (see wl_atmos.c)
//#define USE_RAIN // Enables rain support (see wl_atmos.c)
//#define USE_SNOW // Enables snow support (see wl_atmos.c)
//#define FIXRAINSNOWLEAKS // Enables leaking ceilings fix (by Adam Biser, only needed if maps with rain/snow and ceilings exist)
//#define VIEWMAP // Enables the overhead map
Assuming you want to use all the core feature flags (except for parallaxing skies), you would uncomment the lines (remove the //
) for USE_FEATUREFLAGS
, USE_SHADING
, USE_CLOUDSKY
, USE_STARSKY
, USE_RAIN
and USE_SNOW
.
Note: If you are using an old version of Wolf4SDL in Code::Blocks (It uses .CPP files instead) then this section of code will look slightly different. These older versions may also require you to manually add additional files to the project for each feature. These are mentioned in the commented section of any feature that requires this step.
To add the required files to your project, go to Project
→Add Files
, and select them. Make sure to save your project so it remembers those files were added!
Note 2: HIRES is no longer a supported preparameter in recent builds of Wolf4SDL. Instead, support is handled a different way (See the step High Resolution Textures in current builds of Wolf4SDL)
Once you've uncommented the lines for features you want to implement (and added files to the project if required), you should be able to compile your source code.
Some of the features in the list will require additional changes to the game files to be able to run. For example, Parallaxing Skies will need graphics to use for the visuals of the sky itself.