Guides

Discovering how much memory is available

From Guide: Saving Memory in DOS

While it is advised that you read it for a better understanding of why we perform these exercises, MCS' tutorial linked on the last page has an important guide for finding out how much memory you have.

How to create a Game Profile

From Guide: How to use Wolf3D.net

Creating a profile for the game you've either made or are making is relatively simple. First, go to the Games Browser by clicking GAMES on the menu bar. On that page, locate the Create Game button:

Firing Projectiles

From Guide: Add a Rocket Launcher (Wolf4SDL)

This part of the guide utilizes Richter Belmont's code tutorial from DieHard Wolfers, which can be found here. In WL_AGENT.C again, this time we want to go back up to the top of the file and add a definition:

Good Practices

From Guide: Game Release Preparations

There are a number of considerations to be made in ensuring your game is ready for release, that can be generally referred to as "good practices". This is a simple checklist you can go through to ensure your game releases cleanly.

Planning your geometry

From Guide: Creating fake geometry in ECWolf/LZWolf

To begin, let’s think about a cool 3D feature we’d like to add. In the area I showed in the introduction, let’s say I’d like to add some sloped supports leading into the light fixtures on the ceiling, like so:

Adding the Map Definition

From Guide: Add a Rocket Launcher (Wolf4SDL)

The player needs to be able to find the rocket launcher when it's eventually implemented, so we'll need add the map definitions to the code as well as add it to our Wolf Editor. Open WL_GAME.C, and scroll down to the ScanInfoPlane function.

The Map Editor

From Guide: Using WDC for your Wolf3D Project

If you are simply looking for how to export maps for ECWolf, that is covered in Dunkelschwamm's ECWolf Mapping Guide. The first screen you will typically see on opening a project in WDC is the Map Editor:

Section 1: The map

From Guide: MapEdit - DOS Map Making

The first and largest part of MapEdit, is of course the map itself.

Where to publish

From Guide: Game Release Preparations

Your game is ready. It's time to upload it. Where can you go?

Adding the new weapon's statusbar image

From Guide: Add a Rocket Launcher (Wolf4SDL)

With the addition of a new weapon, we'll need a new image for the statusbar to display.

Setting Up The Files

From Guide: Setting up the DOS Wolf3D source code

First thing we have to do is get all the files ready to use.

Adding your elevator to the XLAT

From Guide: ROTT-style Elevators

First, you must add an elevator tile. You need one for each set of elevators. Somewhere in your XLAT file under “things”, add the line “elevator 300;” Example:

Conclusion

From Guide: Using WDC for your Wolf3D Project

Those are the basic elements of WDC that you need to understand to be able to create a Wolf3D project. In the video included on this page, I take you through the steps in making your first map within WDC.

Setting up a MacenWolf Project in WDC

From Guide: Using WDC for your Wolf3D Project

MacenWolf is a source port built off of Wolf4SDL, designed to recreate the Mac Wolf3D experience as closely as possible from within Windows. It has since then been used as a base to port the many releases in the Mac Wolf3D community.

Section 3: Live Information and Hotkeys

From Guide: MapEdit - DOS Map Making

The third section of the screen is small and fairly straightforward

How to add content to your Game Profile

From Guide: How to use Wolf3D.net

Now that you have a profile for your game, you'll want to put content from your game on there for people to see and download. On the sidebar for your game, you'll see two buttons; Add Media and Add Game Files:

Running your program in DosBox

From Guide: How to run programs in DosBox

Assuming you are currently in your successfully mounted drive in DosBox, all that is left to do is run your program. All you need to do is enter the name of the executable to start it up! If you know the name (In this case, WOLF3D.EXE), then you can type it in manually.

Community Projects (Alpha)

From Guide: How to use Wolf3D.net

Users are able to coordinate Community Projects (Games being developed that are open to contributions from the public) from within Wolf3D.net.

Mounting a drive to DosBox

From Guide: How to run programs in DosBox

DOSBox requires you to point it to the folder with your DOS-compatible files inside. To accomplish this, we do something called "mounting" a drive. To do so, you enter a command into DosBox in the following format: mount <LETTER> <DIRECTORY>

Adding Weapon Sprites

From Guide: Add a Rocket Launcher (Wolf4SDL)

When adding a weapon, you will need to add multiple sprites to the game:

The way WDC handles replacing and adding new items

From Guide: Using WDC for your Wolf3D Project

In WDC, most commonly and uncommonly edited elements of the game are altered in virtually the same way (This goes for the sprites for Walls and Objects, as well as sounds, music, fonts, Read This pages and virtually every other element of the game).

Uploading Game Resources

From Guide: How to use Wolf3D.net

Wolf3D.net has a fully functioning Gallery system, organized into two sections; one for sprites and art, and the other for game resources like ECWolf items, music and source code. Click the GALLERY button in the main menu bar to visit the Gallery.

Changing some variable types

From Guide: Saving Memory in DOS

Chris Chokan of the DieHard Wolfers Message Board worked out that since character speeds and tile coordinates have set limits, some variable types may be changed to more efficient sizes in the Thinking Actor Structure, saving 

Setting up DosBox

From Guide: How to run programs in DosBox

If you haven't already, download and install the latest version of DosBox to your preferred location. When you've done this, run the program. Windowed or full screen, you should see a window similar to the following:

Section 1: “include” and Feature Flags

From Guide: The Anatomy of an XLAT File

First important thing to know is the “include” function. If you wanted to, say, only add a remote door, or a few new tiles and still use the original Wolfenstein 3D XLAT, you can use this function. Example: