Yeah, that's completely bizarre, but I'm glad it worked!
I'll file away trying it out on a Win 11 VM for a rainy day then.
Since 1.19.414 also has this issue, that means the minor change I made in the installer didn't break Windows 11 support. It just didn't work to begin with... I will try digging around to see whether I can find something about NSIS installers that Windows 11 doesn't like.
Are you able to try running the installer from an elevated command prompt and tell me whether it outputs an error message?
I will also see whether I can setup a Windows 11 dev VM and duplicate the issue.
Here is the virustotal.com scan of the installer: https://www.virustotal.com/gui/file-analysis/YWVmYWY3ZTZlYWY3OTRhMThiYWI3NmZjZGR...
I have not added any malware, secret installs, bloatware, etc.
WDC is at its heart solely a Wolfenstein 3D editor, but I've managed to patch in the ability to edit Rise of the Triad: Dark War maps using the same technique that was used for Nitemare 3D maps. Again, this process isn't very user-friendly.
Since WDC can only edit Wolfenstein 3D's GAMEMAPS style map files, you much first create a Wolfenstein 3D-based project. Then go to Import/Export -> Import Map, find the RTL or RTC file you want to import and hit OK. This will import all 100 maps from the file, which will require you to recompile the GAMEMAPS file using the new settings for Rise of the Triad.
Now go back to File -> Project Information and click the "..." button on the "Map Data File" line. Select the ROTT.wmc file.
Make your changes to the maps. When you're done, go to Map Tools -> Export Multiple Maps and click the right arrow to move your maps from the left to the right side. Click OK, set your file name, and save.
Play the game and try out your new levels!
If you're still interested, I recently wrote a Python script to convert Wolf3D maps to OBJ files: https://github.com/adambiser/wolf3d-map-to-obj
I click "Download Now" on the itch.io page, then "No thanks, just take me to the downloads".
Then I see "WDC-1.18.404.exe" and click "Download" to the left of it.
The save file dialog appears, I select a folder location, and click "Save". I checked the folder and the file is there.
At what point does it not show anything to download for you? I just tried the download myself to see whether perhaps itch.io was glitching.
You need to first compile the data files (File -> Compile All or File -> Compile -> <the file name>) and then run the game from your project's Output Folder.
You might need to change your DOSBox config file for the game to point at the output folder, too, depending on how you have that set up.
I don't have much experience with ECWolf.
Main new feature in this release is the ability to export in UWMF format for use with ECWolf. This feature is somewhat experimental and might go through some changes over the next few releases.
Single letter shortcuts have been added to the map and image editors which will hopefully improve their usability.
The previous version has been left up in case this release has issues.
Several fixes, some for bugs that have been around for a long time:
A few fixes and additions.
Instead of keeping all textures, sprites, and digital sounds in a VSWAP file like Wolfenstein 3D, Corridor 7 keeps its textures and sprites in GFXTILES.CO7 and its digital sounds in AUDIOMUS.CO7. If you change some of the sounds using WDC you may notice that the game no longer loads them correctly.
Whereas Wolfenstein 3D read the digital sound page header information from the last page in the file, Corridor 7 instead has hard-coded values in its EXE that need to be changed to match the AUDIOMUS offset.
EXE Filename | Offset | Original Byte Values | Original AUDIOMUS Offset |
---|---|---|---|
CORR7CD.EXE | 0x3B66A | 44 01 00 40 14 00 | 0x00144000 |
C7.EXE (Floppy Version) | 0x2FE38 | B9 00 00 90 0B 00 | 0x000B9000 |
The first two bytes at the offset represent an int16 for the number of pages in the file. (Remember, these bytes are little-endian.)
The next four bytes are an int32 for the page header offset within AUDIOMUS. Since each page is 0x1000 (4096) bytes, the number of pages in the file is the same as the header offset divided by 0x1000 (or simply remove the last 3 zeroes).
So if you compile the "VSWAP" (as WDC calls it) for your Corridor 7 project, you will get new GFXTILES and AUDIOMUS files. To make sure the sounds work as they should:
I used DOSBox to record sounds from the game and then compared them to sounds extracted from the data while adjusting their sample rate to determine that the sample rate used for digital sounds in Corridor 7 is 9009 Hz instead of 7042 Hz as Wolfenstein 3D uses. This rate corresponds to Sound Blaster frequency divisor value of 145.
It was never intended for WDC to ever edit games other than Wolfenstein 3D and games that use its engine. Nitemare 3D map editing was patched into the editor, but the process isn't very user-friendly (I admit it myself).
Since WDC can only edit Wolfenstein 3D's GAMEMAPS style map files, you much first create a Wolfenstein 3D-based project. Then go to Import/Export -> Import Map, select "Nitemare 3D MAP Files" in the file type drop down, find the Nitemare 3D MAP file you want to edit (MAP.1, MAP.2, or MAP.3), and hit OK.
Now go back to File -> Project Information and click the "..." button on the "Map Data File" line. Select the Nitemare3D-MAPS*.wmc file that matches the MAP file you just imported, ie: Nitemare3D-MAPS1.wmc for MAP.1. It's very important that you do not change any of the map symbols for these file types because the symbol names contain data in them that also gets translated into the MAP file.
Make your changes to the maps. When you're done, go to Map Tools -> Export Multiple Maps and click the right arrow to move your maps from the left to the right side (MAP.1 has 11 maps, MAP.2 and .3 have 10). This still will be easier if you remove all of the non-Nitemare 3D maps from inside the editor. Click OK, set your file name and save. Be sure to use the same file name as your imported!
Play the game and try our your new levels!
I believe the Nitemare 3D can allow for any number of maps, but I'm not sure.