![]() With that said, I will say that even in the case of breakage it should not be too much work to port mods to newer versions as they are I plan to start serious backwards compatibility efforts with ECWolf 2.0. Keep full compatibility and continue to move the port forwards. There are simply too many partial implementations for me to While this should imply that your mod will run onįuture versions of ECWolf, I can not promise this for the 1.x series. Backwards CompatibilityĮCWolf is designed to allow complex mods to be created without source code editing. If you have any doubts, look for activity in the repository and check the projects Yes! I have no plans to discontinue this project. There's some restructuring of the engine that would need to be done to reallyĬleanly handle the mouse like ZDoom does. You release it by either pausing or pressing F12 in the game. If you run in a window and enabled windowed mouse support, then the game will capture it until Not especially noticable with stock content, but if you make a mod which plays sounds in the distance Will be fixed when the sound code is redesigned. Not a huge issue since it just means the sounds aren't freed when the program exits and it shouldīe reclaimed by the operating system anyways. This is a result of how Wolf4SDL reads mouse input and has not yet Mouse code only supports three mouse buttons (no scroll wheel). ![]()
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