Wow, the game itself is great. Nice work! Certainly worth the wait.
Thanks! Sure took me long enough. Sometimes I can be a mapping machine (I made Episode 2 in two weeks
in 2007), sometimes I can be extremely slow. It's weird.
I'd like to know more about this ECWolf engine. Will it be open source, like Wolf4SDL itself, or is it someone's personal project?
It will be open source, but probably not this version. It's way behind the current version of ECWolf, which itself is a long way from being a full release. But eventually, yes, ECWolf will be open source.
What are all of the new features, or did you list them all in your first post? I read between the lines that there are many more. Is there a website or spec somewhere?
As for the features, I listed most of them in the text file, however ECWolf will eventually have a hell of a lot more. Essentially ECWolf is planned to be a ZDoom for Wolfenstein. It will hopefully make TCs obsolete by making almost all aspects of game behavior controllable by text lumps in the assets, and by allowing resources to be added in the form of PK3 or WAD files instead of WL6 files, eliminating the need for hardcoded indexes.
Here is everything in the cards for ECWolf that I know of:
Features that are implemented in the current code (more advanced than mine):
* ZDoom's texture code (you can use textures of any format ZDoom supports, including PNG, BMP, and Doom texture format), allowing for textures of arbitrary size that can be assigned an index number using a special textures lump.
* Always-on shading
* Game version is selected by the data files you have (i.e. if you install it over SOD it will run Spear without the need to compile it for Spear, the same for 1.1 and foreign versions)
* Rudimentary console
Features to be implemented before first official release:
* DECORATE (basically like ZDoom's, allowing you to define actors, objects, weapons, etc. without touching the code)
* Full widescreen support with aspect correction
* SBARINFO (custom status bars)
* New sound engine with support for MIDI, MOD, and OGG music
* Video mode menu that will remove the need to run the game with the --res flag.
* Always-on third plane
Features that may be implemented:
* ACS scripting like ZDoom (this opens up an almost unimaginable array of modding options)
* Portals (stack sections of level atop each other)
* Doom-style skies (a single large bitmap instead of the multi-part parallax skies, of any size desired)
* New map format with customizable map size, tile sizes, etc.
And who is Blzut3? Sounds like he is a coding whiz. If he's a Wolf3d fan, he should join our forums too!
He is one of ZDoom's primary coders (the others being Randy Heit and Graf Zahl). I'm not sure how much he's interested in joining the forums though, as he wants me to be an intermediary for his patching project.
When I saw the YouTube video, I was excited by how the original gameplay feel was preserved. I was a bit disappointed when playing the download that the gun bobbing has been increased from what is seen in the video, where it was nice and subtle. Now it is a bit fast and jerky, like Corridor 7 on faster machines. Can it be turned off with a key combo? Or at least returned to how it is in the video?
Probably not. I altered BrotherTank's bobbing routine (with Blzut3's help) to behave in all resolutions like it does in 320x200. A more natural Planet Strike-type bobbing might have been better, but I don't know how to do that.
Lastly, the message that pops up after you are done should be done away with. It merely states what is presumably written into the config file, is the same as the message in the stdout.txt file, and is useful only to someone debugging the code, IMO.
I'll have to ask Blzut3 about that. I'm just a tutorial monkey, not a real coder.