OpenWolf3D

OpenWolf3D

Postby fervi » 07 Sep 2017, 09:08

Hello.

We have an open source Wolfenstein 3D engine, so we could do assets. Unfortunately I can not find tools to analyze them (tools must be FLOSS). Maybe someone of you once got a project to modify Wolfenstein 3D files?

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Re: OpenWolf3D

Postby c_xong » 07 Sep 2017, 13:13

http://www.wolfenstein3d.co.uk/utilities.htm

Why do the tools have to be FLOSS? I mean it's obviously preferable, but that shouldn't stop you from making FLOSS assets.
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Re: OpenWolf3D

Postby fervi » 07 Sep 2017, 21:49

Let's see, for the time being I'm doing another big project, but I'm interested. However, the lack of such tools conflicts with the basic principles of GNU - 1 and 3.

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Re: OpenWolf3D

Postby c_xong » 08 Sep 2017, 02:53

Well, apparently TED5 can edit those maps and is open source: http://www.shikadi.net/moddingwiki/TED5. It requires dosbox, not sure how easy it is to use.
If you are interested in improved open source tools, you should get in touch with the folks at http://www.shikadi.net/Main_Page, I'm sure that they'd be interested in for example a Wolf3D editor for Camoto.
If you want to extend the game with new map features, my advice (from doing the same with C-Dogs SDL) is to use the latest/greatest from the ground up, for example consider writing plugins for Tiled to export maps, add spritesheet support and so on.
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Re: OpenWolf3D

Postby leilei » 08 Sep 2017, 03:47

The issue with Wolf3D editing is that the engine is hardcoded to offsets of specific data files - the majority of fan productions on the engine usually directly derive on existing copyrighted game data and there isn't a project that's built from scratch. This problem is what led to id creating the .WAD format for their next game to avoid the derivation issues.

You'd have to rework an engine to use only external data files (tga, wav, etc) and such that no longer has vanilla engine compatibility at that point.


(and there's the typical creativity problem. don't call it OpenWolf3D or XXXXWolf3d or even w*lf3d please. Zenimax holds this IP as one of their bigger brands)
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Re: OpenWolf3D

Postby Technopeasant » 07 Jul 2019, 04:04

Not to mention, and just to clarify, that Wolfenstein is not actually free software. It was never released under the GPL. You would be better off using any number of truly free raycasters for a libre project.

See the actual license here: https://github.com/id-Software/wolf3d
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Re: OpenWolf3D

Postby Technopeasant » 10 Jul 2019, 02:03

Though just to immediately contradict myself, it looks like you could do it from a GPL code stack if you used the web or iOS version as a base. Point (partially; you still need to mind your code heritage) withdrawn.

This is all rather complicated then...

https://www.doomworld.com/forum/topic/6 ... pl-or-not/

Might still be better off just using a modernized ray-caster...
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