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ECWolf - Advanced Source Port
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Cyanosis
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PostPosted: Fri Apr 17, 2015 3:32 pm
   Subject: Re: ECWolf - Advanced Source Port
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I hope savegames are made separate files again, when I move the folder with ECWolf to say, my backup drive and make a shortcut to it and try to run it from another location the save files are green texted (unusable), since I put ECWolf on the desktop and saved the game from there.
Blzut3
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PostPosted: Fri Apr 17, 2015 9:37 pm
   Subject: Re: ECWolf - Advanced Source Port
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What do you mean by separate files? They are in the saved games directory in your home directory by default (there's a command line parameter to change that -savedir I think). Not sure off hand why ECWolf is rejecting the saves, but it might be sensitive to the location of the game data files (sanity checks to prevent loading saves from other mods/games). If this is the case, then feel free to file a bug report so that I can be sure to remember to look into improving this.
Cyanosis
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PostPosted: Sat Apr 18, 2015 12:31 pm
   Subject: Re: ECWolf - Advanced Source Port
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I don't see a saved games folder in ECWolf's folder, and under appdata I can only find the config for ECWolf. I'm using the x64 version of 1.3.1 btw.
Blzut3
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PostPosted: Sat Apr 18, 2015 9:47 pm
   Subject: Re: ECWolf - Advanced Source Port
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There's an actual saved games directory on Vista+: http://maniacsvault.net/ecwolf/wiki/Version_history#2014
Blzut3
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PostPosted: Thu Jun 18, 2015 11:56 pm
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New release is out. More or less a bug fix release which was made in preparation for launching S3DNA on Steam.

http://maniacsvault.net/entry77
Blzut3
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PostPosted: Sat Oct 01, 2016 12:23 pm
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Another patch release is out. Note that one should continue to use the development versions (1.3.99999) if they already are (for Executors latest mods and what not) since this does not contain everything from those builds.

http://maniacsvault.net/entry80
Cyanosis
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PostPosted: Sat Oct 08, 2016 1:26 pm
   Subject: Re: ECWolf - Advanced Source Port
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Is there a front end for this or plans for a front end? I can easily get ECWolf to launch through Steam Wolf3D but as far as loading external addons through Steam I'm a bit lost (would like to launch Wolfendoom for example through ECWolf on Steam).

E: Nvm I found a method that works, make a copy of the file(s) you want to use in the main Wolf3D folder that you have a copy of in the base folder and using the launch option --file wolfendoom.pk3 will work.
Blzut3
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PostPosted: Mon Oct 10, 2016 12:40 pm
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I have no plans to develop a front end myself, but others are more than welcome to do so. This is an area where I think an external tool can do a better job. I can't remember if ZDL (for ZDoom) added support bits for ECWolf or not.
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PostPosted: Mon Dec 05, 2016 6:38 am
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I wonder if animated wall textures are even supposed to be functional at this time? I used some in my mod and they work occasionally, but tend to get stuck on a random frame, potentially forever.
Blzut3
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PostPosted: Tue Dec 06, 2016 7:44 pm
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They're supported. 1.3.3 should have fixed the problems with animations freezing, but if not please do open a ticket on the issue tracker with details.
Sigma64
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PostPosted: Tue Jun 27, 2017 3:05 am
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To Blzut3-
Would you object if I started some ECWolf tutorials on this site? I have a fair amount of experience in decorate/mapinfo, and there are only a half-dozen ECWolf tutorials on the whole of the Internet...
The location on the site of these future tutorials is as of yet unknown, with the likelihood of them being put in the Wolfenstein 3D section, but in advance, I would like to ask you; you are the creator of this source port, so your opinions are essential!

-The ever psyched Sigma64

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Blzut3
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PostPosted: Tue Jun 27, 2017 1:40 pm
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The best place to put them would be on the wiki. Send me an email http://maniacsvault.net/contact and I'll create an account for you (have registration disabled since I have no staff to combat potential spam).
Sigma64
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PostPosted: Wed Jun 28, 2017 2:45 am
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Sounds great! I'll contact you soon.
In the meantime, I have one comment to make: The "reload" function does not appear to work, when the reload key is pressed. I don't know if anyone else would notice this, since I haven't seen any other developers that even use Alt-Fires! (I use them for dual-wielding/Duke-Nukem style kicking...)

-The Ever Psyched Sigma64

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Blzut3
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PostPosted: Thu Jun 29, 2017 6:44 pm
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I assume you enabled reload in A_WeaponReady?
Sigma64
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PostPosted: Fri Jun 30, 2017 3:06 am
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Neutral Truth be told, I hadn't really done any reading on A_WeaponReady. I just assumed that by default it would work. Sorry about that! (I guess I hardly seem like someone who should be on the wiki now...)

-The Somewhat Less Psyched Sigma64
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