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(Please look on page 'Recent News' for newest info)


Saturday, September 5, 2009

Now everything should be moved to this new domaine. My old supplier cancled my old homepage so I bought this adress.
I started out to make a claim on 'www.riseofthetriad,com' but it was allready taken by a profesional adress hijacker, and since I refuse to pay 1000 dollars to get this adress we will have to do with 'www.riseofthetriad.dk'


Thanks

Birger



Sunday, June 12, 2005

Welcome to my new Rise Of The Triads homepage. This page is made for celebrating Winrott download #10000.

Back in the old days I didn’t have much money, but I succeeded to bye a second hand Rise of The Triad pack including 4 diskettes, and played it for hours, having much fun.

But when Windows 95 arrived it was much trouble to play, and the resolution on 320x200 didn’t seem so fancy anymore, so slowly my Rott game play faded out.

Occasionally I looked on the internet for a windows port with better resolution, but never found anything word mentioning.

When the source code was released I was one of the first to download it but the task of porting seemed overwhelming, so it never came to anything useful, because my programming skills wasn’t to good.
I knew a lot about Assembler and some of Visual Basic but C and CPP was a mystery to me for a long time.
Slowly I began to understand C and at a point I managed to get a 400x640 windows version to run but never finished it.

Often I was thinking about transferring the game into a better 3D engine like Duke3D or similar, It would garneted run much better, but it would not be Rott anymore.

And one day I fell over Jonathan Bailey's (JB) name and sended a mail to him to hear how far he was progressing in making a Rott windows port. He was only trying to do some recompiling and some minor adjustment, but we agreed about trying to make a better job done. And so it was

I did most of the programming and JB was testing, coming with suggestions, and was in contact with the user on the forum, and slowly progress was made.

JB's support has been very important to me; I would never have gotten so far without him.

The source code was very hard to understand, since there were almost no comments and other information about program flow.

The worst part was the multiplayer code since real-time debugging is almost impossible. For example I spended 3 days trying to find out why the client was going into a nested loop before I discovered that the error lay in the server part.

But the great day came when I got the first 2 multiplayer to run stable.

Since then a lot of new things and feature have been built in, and the next version of winrott (WinRott version 2.20) is properly going to be the last and final one.

But JB is insisting on a GL model, so that’s our next project.

If anybody have any questions, artikels, news or anything else feel free to send me a mail.

Thanks.

Birger N. Andreasen