Guides
Section 4: Flats (aka 3rd plane)From Guide: The Anatomy of an XLAT FileBy default, ECWolf has the 3rd and 4th planes enabled. The 4th plane is used as ROTT’s 3rd plane - the information plane, which is used for switches, touch plates, and other features transplanted from ROTT. |
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Picking a version of MapEditFrom Guide: MapEdit - DOS Map MakingThere are many different versions of MapEdit (There are 18 known public versions!), and each has their own compatibilities with different versions and games. |
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How to add content to your Game ProfileFrom Guide: How to use Wolf3D.netNow 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: |
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The Map EditorFrom Guide: Using WDC for your Wolf3D ProjectIf 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: |
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Section 2: The Tile ListFrom Guide: MapEdit - DOS Map MakingThe Tile List is located on the right hand side of the screen, and contains all the things that can be added to the map. |
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Step 3: Adding switches and doors to your mapsFrom Guide: Switch-Activated DoorsOpen up your favorite map editor (I use WDC) and make a new project. Set MAXPLANES to 4 in the Project Information tab |
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Section 1: The mapFrom Guide: MapEdit - DOS Map MakingThe first and largest part of MapEdit, is of course the map itself. |
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Activating the features in the engineFrom Guide: Enabling Feature Flags (High Resolution Textures, Cloudy Skies, etc)This assumes you've started a new project in Code::Blocks 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. |
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Game Collections (Beta)From Guide: How to use Wolf3D.netCreating an account allows you to create games and upload content to the website, and to get the most out of the website. |
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The tools you'll needFrom Guide: Setting up the Wolf4SDL Source CodeEditing Wolf4SDL is fairly straightforward. You'll only need two things: |
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Adding the object to your XLATFrom Guide: Creating fake geometry in ECWolf/LZWolfThere is one more step to perform before the game will recognize this new object. Go into your map translator (colloquially known as “XLAT”), and add a new line in the “things” section. You can specify this however you want. |
Adding the elevators to your mapsFrom Guide: ROTT-style ElevatorsFor this example, I have extended the size of the first level to 128x128 and pasted the second level in the bottom right. |
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Part 1: The BasicsFrom Guide: Mapping for ECWolfNecessary materials checklist: The sourceport: ECWolf for your particular system: |
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Opening your Wolf3D ProjectFrom Guide: Setting up the DOS Wolf3D source codeNow that we're in Borland, it's time to get into the project itself. Click on Project->Open Project in the menu, and type the name of the drive you mounted the source code on (In this tutorial that was the D: drive). Click OK or press Enter, and you should see the following |
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Creating Custom EpisodesFrom Guide: Mapping for ECWolfYou know how to make a single-map mod for ECWolf, but what about entire episodes? Wolf3d had 6 episodes with 10 levels apiece, so surely you too want the power to craft campaigns spanning multiple maps! If so, this is the tutorial for you! |
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Setting Up The FilesFrom Guide: Setting up the DOS Wolf3D source codeFirst thing we have to do is get all the files ready to use. |
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Setting up a MacenWolf Project in WDCFrom Guide: Using WDC for your Wolf3D ProjectMacenWolf 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. |
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Step 1: Defining your triggersFrom Guide: Switch-Activated DoorsYou need to define your triggers and tiles in your XLAT file. In your XLAT file, navigate to the end of the triggers section under “tiles”. You need to define a door that cannot be opened normally and stays open for an indefinite amount of time. |
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Running your program in DosBoxFrom Guide: How to run programs in DosBoxAssuming 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. |
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Scripting the geometry in DECORATEFrom Guide: Creating fake geometry in ECWolf/LZWolfNow comes the part I hate the most: the Decorate code. To simplify the process a bit, here I have provided a little infographic to help you understand how ECwolf/LZwolf understand the coordinates supplied by the most important command we will be using (A_SpawnItemEx): |
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DrawPlayerWeapon and adding the Pickup/CollectibleFrom Guide: Add a Rocket Launcher (Wolf4SDL)First, we'll open WL_DRAW.C and tell the game to treat our SPR_RLAUNCHERREADY sprite as an idle weapon sprite. Scroll down to the DrawPlayerWeapon array and edit the weaponscale array just above it: |
Section 2: Tiles (aka 1st Plane)From Guide: The Anatomy of an XLAT FileThis section of the XLAT defines what goes in the 1st plane, otherwise known as walls and floor codes. These commands will define different walls, triggers, and all sorts of stuff. |
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Running MapEditFrom Guide: MapEdit - DOS Map MakingMapEdit works with map files that are in the same folder as it is. So to use MapEdit to edit your levels, you will need to put MapEdit in the same directory as your game. |
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Game Reviews (Beta)From Guide: How to use Wolf3D.netWhen a game has a Game Profile, registers users are able to leave Reviews for it, commenting on the game experience in long-form. Reviews can be accessed by clicking the "Reviews" button on the Game Profile: |
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Where to publishFrom Guide: Game Release PreparationsYour game is ready. It's time to upload it. Where can you go? |