|
|
Recent News
Here is version WinrottGL version 1.56
Beside to try to solve all problems in v 1.54 there is a few new things.
1: Stereo thunder.(My idea, disable in the winrottgl sound menu)
2: Minor click problem solved in sound.
3: Exstensive gibs switch in 'Rott menu settings' in the winrottgl menu.(Thanks to JB )
4: Better precache. I have spend a LOT of time to make the precache faster.
5: Sharpen graphics, should be very much improved. I did clock all GFX process routines and
tryed to make them as fast as possible. On my PC it toke about 3 minutes to
start a game w/ sharpen GFX and after the improvements its down to 40 sec.
6: Ridicule sound should work ok now.
7: Wind sound runs ok, switch in 'Rott menu settings'. (Thanks JB)
8: Autorun is somewhat changed, hope you people like it.
9: Pulsating secret pushwalls. (JB thouht it was a good idea)
10: Some minor memory trouble fixed.
11: Size of weapon hopefully ok.
12: Music volumen hopefully ok.
13: Godmode balls problem fixed (again). I thought it was solved but it turned out that
if there was multple flying objects, my fix sometime atached itself to wrong object.
Now I locked the fix to the godball object.
14: All bonus problems fixed.
15: During tracing the code w/ all the above problems I fell over some places where
errors and crashes could occour, made them more safe, so hope to have fixed
some random crashes
16: In soundsettings in the winrottgl menu you can now select water sounds when
running into Healing basin and Waterwalls. (JB's idea)
I really, really hope this version runs fine and dandy. If it should have any correalation to my
time comsuption it should be perfect, hopefully.
Now, there is still one major thing to correct, and that is the multiplayer part.
Since my second PC burned out I havent had the chance to program in multiplayer but
sometime in the future I hope to have enough money to bay a second PC to program and test
multiplayer code
Please look at the GLrott download page for the newest exe's.
Any comments and questions is welcome. Thanks
Birger
There did show up some things to correct i ver. 1.54 so I will do what I can to solve all problems
Here is a list of problems sofar:
1: Size of weapon in menu not working.
2: Automap toggling.
3: Blanking time.
4: Size of weapon.
5: On mercury mode wrong height.
6: Lag on transpart graphics.
7: Godmode stuck ball.
8: Falling of cliff error.
9: Wind error.
10: Luc gibs not working correct.
All this issues are looked into, but if you have a problem which is not on the list please mail me.
I, Birger and Jonathan Bailey, who is helping with testing, are doing all we can to solve all problems
and release the new code as soon as posible.
Any comments and questions is welcome. Thanks
Birger
Here is WinrottGL version 154 with all the new models, some is made by me and some is freeware
Fixes im version 154
1: Intro bugs fixed.
2: A mem leak in sky creation.
3: Extern GFX path error fixed.
4: Raster pos in print text.
5: Keyboard focus wasnt allways given to gl window.
6: Railing can now be models.
7: BONUS BONUS is set to 1000000 now.
8: The other problems with bonus's hopefully fixed, else let me know.
9: In order to separate the full and shareware version savegame, internal header changed
to ROTS in shareware and ROTF for full version instead of ROTT.
For those interested the full packet (source and exe's, 21 mb.) can be downloaded here 'WinrottGL_154_ALL'.
Futhermore I have recived som very interesting new features from Adam which I had planned to
incorperate in the code but there where some trouble so it will have to wait until next release.
Here is a TEST version with Widescreen support, sourcecode to WS is from Adam.
WinRottGL_FL_154_Widescreen.zip'.
Any comments and questions is welcome. Thanks
Birger
I have been planning to reformat my Harddisk, but before doing that I had to save whats worth saving.
Here I came accross some WinrotttGL v152 code which has not been realeased so here it is.
Fixes im version 152
1: Sound conversion from voc to wav should be better, conv code totally rewritten.
2: When looking down and killing a enemy, horrizon was reset.
3: Made a swithc in the ext user settings "AUTO TARGET HORIZON".
4: You can use bmp file graphics in models.
For those interested the EXE can be downloaded here 'WinrottGL_152'.
And the source here 'WinrottGL_152 source'
It has been many months since work was last done on this source so you will have to take it
as it is and hope
it runs better that the previus version
Any comments and questions is welcome. Thanks
Birger
Some people have had some trouble running Winrott and Winrottgl so here is a new
version, which I have called WinrottAPI since it do not use DirectX, SDL or anything
else than the build in Windows API's. It should be able to run on most windows PC's.
There is still some things to fix, buts its playble.
The minus is that it runs a bit slower than the others.
I used the CPP source code from codewiz51. Many thanks to him for all the work in porting it
Check his homepage here:
http://www.codewiz51.com/
For those interested the EXE can be downloaded here 'WinrottAPI'.
And the source here 'WinrottAPI source'
Any comments and questions is welcome. Thanks
Birger
For those interested the newest sourcecode for WinrottGL version 1.48 is ready
for download on the gl rott download page
or get it here.
WinRottGL_SRC_v1.48.zip
Any comments and questions is welcome. Thanks
Birger
WinrottGL version 1.48 w/ ingame multiplayer join (Beta) is ready for download
and test in both the shareware and full version.
Download shareware WinRottGL_Shareware_v1.48 here.
Download full WinRottGL_Full_v1.48 here.
New things which hopefully should fix some problems:
Futhermore there is corrected some minor errors:
loadgame more advanced.
added gl version nb on menu.
add gl savegame preview switch.
add possibility to use old preview picture's.
add to soften old prevview ans save them as glprev.
added a General settings window.
added possibility to change demo record time.
added a smal watermark in gl preview.
fixed the message box been overlaped of the gl preview pic.
loadgame music fixed.
quick loadgame black screen error.
wrong tiles above elev. switch's ect.
new demo code.
sharpen graphisc. (try setting the GL_NEAREST_MIPMAP_NEAREST and Sharpen Graphics modes and judge for yourself.
I thinks it looks somewhat better. The load time of the game is though somewhat longer.)
old sky's can be used again.
interpolate old skys.
loadsky switch (eg. LOADSKY CLOUDS.BMP).
Jonathan Bailey has send me the following email:
----------------------------------------------------
Here's the registry file I used to fix the broken directplay on
my p4 system, just run it and import it. If you want to
post this file on the winrott site, that's fine, but you
might also want to put up a disclaimer stating that no
responsibility will be taken for any registry problems
that might occur. Further instructions for this file would
include things like:
1. Run dxdiag
2. Select 'Network'
3. If the button for 'test directplay' is greyed out and/or
there are errors listed in the display under dxdiag
for directplay, then the user could try downloading
this file and importing/merging it with their registry.
4. Re-installing directx may or may not solve directplay
problems depending on the cause.
Jonathan Bailey
----------------------------------------------------
Download the
regfix here.
Disclaimer:
This software is experimental. There is no responsibility
whatsoever for its use by other parties, and makes no guarantees, expressed or
implied, about its quality, reliability, or any other characteristic.
Please use this fix at your own responsibility . If your computer
blows up, its not my or Jonathan Bailey's fault.
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
Any comments and questions is welcome. Thanks
Birger
WinrottGL version 1.46 w/ ingame multiplayer join (Beta) is ready for download
and test in both the shareware and full version.
Download shareware WinRottGL_Shareware_v1.46 here.
Download full WinRottGL_Full_v1.46 here.
Jonathan Bailey has helped me with some beta testing and error reporting, but he hasent
been able to get a netgame running. It properly has something to do with forwarding
the DirectPlay ports 2300-2400.
On my old D-Link router there hasent been any problems sofar, the game works just great, so
it's not easy for me to find errors that I dont have.
But please report back if you get a game running (or not).
To get a game running the server just has to start a game up and start to play. First when
the server is fully runnig a client can join.
Please remember that this is a very early beta version of the ingame join.
Here is the port numbers that I think should be opened in both the router and firewall.
Initial connection
47624 TCP Outbound
47624 TCP Inbound
Subsequent connections
2300-2400 TCP Inbound
2300-2400 TCP Outbound
2300-2400 UDP Inbound
2300-2400 UDP Outbound
Futhermore there is corrected some minor errors:
Hand-of-God/darkstaff powerups bug partly fixed.
Wrong key color(s) should be fixed.
Audio glitch when a lot of the same sounds halted the game is fixed.
The wind sound should work again.
Shareware fanfare apogee animation should work with correct colors now.
The whole memory handling in glfuncs.cpp is allmost totally rewriten so
now the game should managed the mem consumption better.
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
Any comments and questions is welcome. Thanks
Birger
A new ROTT fan site can be found at:
http://hubpages.com/hub/Rise-of-the-Triad
Any comments and questions is welcome. Thanks
Birger
Multiplayer ingame join is up and running now, at last (pheeeaa).
At least on LAN for now.
I have worked on this feature
at least a year or so but it have never been very succesfully until now.
Yes I have been able to join a running rott multiplayer game but the whole game got shabang of
sync errors in a couple of seconds or minuttes.
The whole trouble is the way rott is build and controlled. There is never a x,y,z move position
on a player, but when the player hits a button its only a message like this.
Go east at 1245 degress at speed 45 and momentum x and y.
It works very fine 'IF ALL' packets reach all players but if just a single packet is
missing erverything begins to fall apart since its impossible to correct with
new packets.
And since I have programmed the Rott Multiplayer game with UDP (Unreilible Data Protokol)
theres bound to be missing a packet now and then, in a Internet game, for sure.
I have tryed a lot of different approches to get the game synced but none where very succesful
until now.
Here is how it works:.
I have made the server sending positions on all players out with each server packet and if
a player is half a tile of course I make adjustments at ALL clients so the server's game is
actully controlling all the map and objects at all the clients.
It seems to work allright, a small jagging now and then is all that the players will notice
of the sync adjustment.
In a couple of weeks, I hope, I will need some people to help me testing the game on a
Internet basis, so we can have a server up and running where players can start and join
a game at all times.
Please let me know if you are interested in helping me out.
Any comments and questions is welcome. Thanks
Birger
There did show up a number of problems in the 3D mapeditor v 1.16 so I have
made some quick hacks and improvements.
So here is Version 1.18 of the 3D mapeditor. Hopefully this runs more stable.
Download the editor Rott3Dmapeditor here
Any comments and questions is welcome. Thanks
Birger
Version 1.16 of the 3D mapeditor is out now.
Download the editor Rott3Dmapeditor here
There is some new things build in, but not much since I havent had the
time and energi to work much on my computer.
You can now 'Break' and 'Assemble' a main IWAD file.
Most of the output is made in BMP files and be aware if you change them
that you must keep them in 255 color mode or it wont work.
You might change the size but never exced 240x240 pixels.
Further more there is some 'Prefabricated' stuff and you can make your own
and swap them with other people
By the way, the newest sourcecode fow WinrottGL is uploaded on the GL download page.
Any comments and questions is welcome. Thanks
Birger
I had some problems concerning the Tooltip in the 3D editor , which was caused the many threads I am using in this program.
Therefor I decided to write my own Tooltip class, called CoolTip.
It seems to work fine so I have made a new page called 'C Programming' and put the new code there.
In the future I think I will put some code there and some expleanations there too.
Download the newest version 1.14 here
Rott3Dmapeditor
Any comments and questions is welcome. Thanks
Birger
I have programmed a few new features and corrected some errors in Rott3Dmapeditor, so here is version 1.12.
Download
Rott3Dmapeditor
And 'PLEASE' send me some of your experince with the editor, or the whole
thing is just going to be as I like it.
So any comments is welcome. Thanks
Birger
Rott3Dmapeditor is now released in a beta version.
I have released the beta version of the Rott 3D map editor in the hope that there
will be some response, testing, and if there is some suggestions for any improvement.
Download
Rott3Dmapeditor
There isnt any help section just yet, so people will have to figure the use of the editor out for them self.
The 'Savegame' edit only works for Winrottgl.
Please send me a email if You have any comments. Thanks
Birger
Here is just a short notice about the latest development.
Is there someone outthere who wants to help me by testing the Rott3Deditor.
I need some betatesters for the editor and mapbuilder.
And later I will need some helpers to test out the multiplayer progresss.
Please send me a email if You are interested.
Birger
Here is a screenshoot of the editor
Here is just a short notice about the latest development.
I have been working on a new Rott editor since I didnt seem to find some which has
a 3D window in it, so I started to build one a couple a weeks ago.
The new 3D engine which I have written to run enterily under windows seems to work fine.
So now you can view your design a once when you place walls and sprites.
And a sideeffect is that I found out that I can have 2 exe's running at the same time
and there by test multiplayer at the same maschine, so when I am done with this it was my
entention to crack the multiplayer problems.
Here is a screenshoot of the editor
Birger
Some Linux/MAC folks have send me some emails concerning, how to get WinRott & WinRottGL running on their machines.
To tell the truth, I havent got much of a clue how these systems work so I may not be able
to help them a lot, but I have stripped some of the older code all of their windows related
stuff and theorectily this should compile and run on their Linux/MAC
systems.
The source code can be downloaded
'here'.
There is no doubt need for an Linux/MAC programmer to compile and correct the errors which I am sure will turn up
but this is all I can do for them.
Multiplayer isnt included since its a chapter for it self so I figure we can get the source to compile and run before
concerning ourselves about multiplayer stuff.
Birger
Version WinRottGl beta 1.44 is out on the street now.
There did show up a great deal of things to correct from the 1.42 version.
1:
I had to rewrite most of the directsound section, since it showed that if a orginal mono sound
was replaced with a stereo sound or with a sound with a different sampling rate, the game crashed.
So now users can replace the sound with any sound type, stereo or mono, any sampling rate, as long as its in wav format.
2: Some user had problems with the loading some saved game so I had made
it possible to make a 'Safeload' - Hit S instead of Enter on the loadgame page.
When loading a game with the 'S', I try to correct as many errors in the saved game as possible.
It is still possible to crash the game if there is to many grave errors.
3: Instead of exiting the game by the smallest error, I now try to correct it, if possible and then try
continue running.
4: Railing and windows did not show when door was open, should be fixed now.
5: Windows and other glass objects transparency problems should be fixed now.
6: The skytile in the automap should be fixed.
7: If you vings the 'Interpolate Picture when saving' of, in the GFX settings, all pictures that is
saved under extracting graphics is softned (interpolated) somewhat.
8: There seems to be some user who forgets to delete the '*.rot' files when they downloaded new
versions, so I have made a autocleanup the first time a game is started.
9: Some PNG transparency problems should be fixed.
10: Rewrote the GFX and SFX settings pages.
11: Made a 'Extended PreCache' option, Please be aware that it can eat up to 1 GB of RAM
and may reboot your windows, since I have not made a 'RAM avelible' check in it.
Please send bugs reports to me at bna@post10.tele.dk
Birger
PS. If there is someone outthere that wants to write a extended help section (in English), please let me know
Please note: You still need to delete the old GFX and SFX folders, if you want to use the new features in version 1.44.
Version WinRottGl beta 1.42 is released, but only in the full version
and I toke some time to clean up the source, so its also ready for download.
New things:
You can now add your own Hires GFX up to 1024x1024 pixels or more in 32 bit color
and you can use either the BMP or PNG format.
Default format is BMP, and if you want to use PNG, please remember to delete the BMP with the same name.
Transparency color is 0xFF00FF. You can use all other 30 million colors but not this one.
Here is a little explenation how to use the new GFX:
Start 'winrottgl 1.42' and set the menuitem 'Use external GFX' and start the game.
Now winrottgl will extract all GFX (only if no folder exist) from the game in a new subfolder named 'GFX'.
It might take a couple of minutes to extract all these pictures.
Exit the game and you can now alter all the bmp's in these subfolders with only one things to caution namely the releation between Height and Width.
It must be the same as the extracted one's, so if you have a 20 x 40 pixel picture you must use a picture that is 40 x 80, 80 x 160 and so forth.
And of course, all GFX names MUST be the same as the one's replaced.
Make all changes and just start the game and it will use all the new GFX.
Thanks to 'The Stinger' for help with the betatesting.
Please send bugs reports to me at bna@post10.tele.dk
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
Finally version WinRottGl beta 1.40 is released, but only in the full version
My motivation and time hasent been to well lately so thats why the delay.
New things:
You can now add your own Hires GFX up tp 1024x1024 pixels or more.
(But be aware, the game eats memory like candy when you are usings that hires)
MP3 support.
BOTS added.
Window play.
Grab mouse.
Random actors.
Respawn actors.(you can now play forever!!!)
Random maps. (you can now play forever!!!)
UseGFX via UseExternalGFX.
Soften GFX. (this takes a LOOONNNGGG time, so be patient)
ExtractGFX.
a new switch:
NoActors: if you want to checkout the map without any disturbance.
The join in multiplayer is still not running stable. I am beging to have a clue whats wrong but my second (older pc) has crashed so for the moment I am not able to make code in
the multiplayer busniess.
I think it has some thing to do with the other players still playing while joining, perhaps
is my info for the new player allready to old when joing or something.
Please send bugs reports to me at bna@post10.tele.dk
Is there a multiplayer expert out there I would like to hear from him (or her).
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
A new GL version, v1.34, is now ready for download on the download page.
Most of the trouble and bugs is hopefully fixed. The new version
should be able to run multiplayer with up to 10 players.
In this version it is only possible to use DirectPlay multiplayer, not the SERVER and CLIENT swtiches.
I got tired of the free Dev-CPP compiler so, the new source code is
in Visual C++ version 7 source code.
Birger
A new forum for editing/modding rott has opened 11-05-2006 at this link.
http://rott.s4.bizhat.com
WinRottGL 1.28 is now released and can be found on the download page.
Sofar added or fixed since 1.26:
Music cut off when exiting should be better now.
The bad Sky Tiles in map mode.
2 new screenresolutions added.
Screenshake is fixed.(that is, not to well, its more a quick tilting).
Useractor is transferred from WinRott.
If you want to try it out start the game and exit the game
as soon as you have entered a level. Now you can edit the
new config file 'UserActor.rot' with a texteditor.
Type 'UserActor' in the parameterbox in order to use the file.
Removed 'multiplayer text'
Network is back to the old syntaks with '-NET SERVER' (typed in the
parameterbox) for the server and '-NET COMPUTERNAME or IP(of server) ' for the client.
I have tryed to find out why the DirectPlay was somewhat slower than my own old code.
As far as I can figure out, DirectPlay sends a acknoledge to each packet
which slows things down and is of no use in ROTT since ROTT just orders
a new packet in case of a missing one.
Only 2 player games is possible right now.
Added 2 new switches for the parameter box:
DAPD = dont allow lifepoint destruction.(A wish from D.Locher)
DIPSTICK = type in the parameter box to activate cheat at startup.
This should cover the new changes. Please report bugs and other issues.
Please dont hold yourself back if you have positive things to say.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
WinRottGL 1.26 is now released and can be found on the download page.
Sofar added or fixed since 1.24:
Quicksave should work now.
A .dat file error (thanks Serge Segura).
+ a couple of minor things.
There hasent been any volonters to make some MD2 models, so I
guess the new rott md2 models are going to delayed somewhat.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
WinRottGL 1.24 is now uploaded.
Sofar added or fixed:
DirectMusic.
DirectSound.
New Gamma corecction function - need exe restart to work.
New F1 help page.
Mouse sensitvity Adjustment (Alt + X & Alt + Y) , normal vals is 10 :eg 1 is 1/10 speed; 20 is double speed -10 is reversed dir and so on.
Pause button fixed.
Demo buttons is Alt + D, Alt+R, Alt+E
Crashprevent is transferred.
Alt + H for HUD, x,y changes to tiles + 360 degrees instead of 2048.
Action messages missing fixed.
Load user levels while ingame = type 'LOAD' after dipstick
Auto aim - on/off
+a lot of minor things.
Until now the Models used is in custom format, but that is in some ways unfortunate because
we havent build any good editors or compilers to this format.
Therefor I have implemented the use of the old Quake MD2 model format, but I need some help
to design and make all the new models for WinRottGL.
If there is some good model designers outthere who wishes to help, please send a mail
with info on what models they want to design. In return I will send them a test exe where
they can test their models out.
If you want to test MD2 models, then download the 'MD2test.zip' file on
download page and unzip them in the gl folder.
Please rename the file 'model.ifo' to 'model.ifo.old' before unzipping.
If you want to change the properties on the models, open 'model.ifo' in a
text editor and test it out.
Please notice that all the MD2 model skins MUST have the same name as the model
except the extension must be 'PCX'.
Furthermore there seems to be some PCX files who isent saved with the proper
tokens in the PCX header, so in case of error there, try opening it and save it
in a different editor.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
Here is a screenshoot with some model inserted (lend from Doom).
I have just oploaded the newest version of WinRottGL (ver 1.12).
Some people have reported problems with their dll files, so this version is
compiled on a mingw32 compiler, and is a little bit larger than the MSVC exe.
Get WinrottGL 1.12 here
There is a lot of new things in 1.12, among other a new cheatcode:
Type in 'LOAD' after 'DIPSTICK' and you get a menu where you can load
any RTC/RTL files if they are in the same folder as the WinRottGl.exe.
Network is back to the old syntaks with 'NET SERVER' for the server and
'NET COMPUTERNAME or IP' for the client. I have tryed to find out why
the DirectPlay was somewhat slower than my own old code.
As far as I can figure out, DirectPlay sends a acknoledge to each packet
which slows things down and is of no use in ROTT since ROTT just orders
a new packet in case of a missing one.
Try it out and let me know your opinion.
When I am done with this GL version , my hope is to build a servermodel which
can run on the internet as a global server. This requres a whole new multiplayer
model in which people can join on the fly.
Perhaps someone would sponser it, and the rest of us can have fun and kill each other
in a battlegame.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
WinRottGL, the Open GL model of the 'Rise Of The Triads' is now open
for download, in a testversion.
Get WinrottGL 1.00 here
Most of the credit for the new GL model must be delivered to Jared Stafford, who has
done a lot of the work in the GL part of WinRottGL.
Jared Stafford has introduced some new features:
True 3d look up/down
Sky cubes
3d models (custom format with Perl script to convert from md2):
- GADs.
- Pushable columns.
- Lava pits and traps.
- Spring pads.
- Rocket, armor, and gas mask (ripped from Quake 2).
Hi-res save-game preview (saves a bmp with save-game).
3d catwalk.
and a new cheatcode '\\RAP' and 'FASTFIRE'
I have made the Network code and all the rest of the windows stuff.
Futhermore I have made it possible to adjust the 'Weaponssize'. Go into
'OPTIONS' -> 'EXT USER OPTIONS' and select 'WEAPON SCALING'.
Try it out and let me know your opinion.
Birger
Winrott version 2.21 seems not to have solved some users sound problems, so here is a new release.
Get Winrott 2.24 here
Therefore I have tryed to reset all music buffers after a player dies.
Hopefully this can solve the symptoms until I find the cause.
(that is, if 'Use Soundfix' is enabled in winrott menu->Select sound driver->Use Soundfix)
Futhermore buttons is disabled when 'Select sound driver' window is up.
And there is added a new edit field in the same window.
I had some emails concerning the new fog code from Jonahtan Baley. Most
of them was unhappy about the fact that it did nor reasemble the orginal Rott,
so I toke some time off to write a whole new fog section (Sorry about that, JB).
The fog variables had to be depending on the screenresolution, so I wrote a new function
(AdjustFogHeight(viewheight)) to deal with that.
Now the fog should reasemble the orginal fairly close, as far as I can judge.
And about 8-10 other places adjust had to be done in the fog code.
The 'God hand' and 'Dog' modes should not be hurt any more, by mowing walls.
What confused me was I thought that 'FL_GODMODE' and the variabel 'godmode'
was dealing with the same thing, but they did not.
'godmode' is concerning 'Woundless with weapon' whereas
'FL_GODMODE' is used in 'God hand' mode.
The iritating ' when select the console should now be harder to get
into the console when it starts.
when I was working on the GL 3D sound, I got an idea about adding some surround effects
I just open 2 extra sound channels for each sound (normally only 1 to each sound)
and copy that sound to a new buffer, delay that sound for some time, reduse vol,
play it in different angles in the left speaker and delay it furthermore and play
it in the right speaker likevise.
It gives a interesting sound effect.
so this test function is now build into the 2.24.
(enabled it under 'winrott menu->Use Surround effect').
Test it out and let me know your opinion.
Futhermore I spend a couple of hours making it possible to extract
and use extern sounds.
If you use the 'ExtractSFX' switch, all played sounds gets converted
from the VOC format to WAV format and gets stored in a folder 'Sounds'
as a subfolder under 'Winrott' folder.
All sounds are stored as '#.name.wav'.
If you want to change the sounds do so by deleting the orginal sound and
rename the new one to that name, and set the 'Use Extern SFX' in the winrott menu.
Test it and have fun.
JB reported an error when player dies when gas is released, music didnt got
restored. I made a quick hack in function 'void Died()'.
newest version is now winrott 2.24.
The
Utilities
page is updated a bit.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
The were some things to correct in winrott 2.20 so here
is a quick update.
renamed to winrott 2.21 Get it here
still trying to get multiplayer game to join ingame.
making some progress in GL_rott.
Added:got some emails from users who had some trouble with sound getting wierd after
playing some time so I have added a new option to select sound driver mannuelly.
Look in the menu under settings. Please be aware that game may crash if you select a wrong driver.
Added now its possible to add hires floors, walls and sky's. The sprites is a bit
more complex so its no´t included in winrott 2.21.
Added ExtractWalls is renamed to ExtractSFX.
Added disabled winkeys and 'alt+tab'.
Fixed: got a email from jonahtan baley concerning remote sounds. tracked the error in a
couple of hours,
and it seems to work fine now. If no REMOTE1.RTS file is found I made winrott
just take
avalible sounds (mostly menu sounds) instead of crashing.
Fixed: when clikking mouse middle button game crashed. Sorry, my mistake.
Fixed: got some fog related code from JB to fix some poor fog things.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
At last I got some time for finishing winrott 2.20.
Get it here
Hopefully there is not to many bugs left.
Then perhaps I can get some more time for the GL version.
Birger
Things is going great here, but we have a indian summer here in Denmark and I have
3 weeks summer holyday, and its much nicer sitting under our appletrees and drinking
bears than programming.
But something gets done , I am trying to plan the GL core, and how to build it.
Besides that I am experimenting with a multiplayer server that allows people
to join online. Right now I am trying to sending all the game objects from a server
to a client.
The 'Rain' has given nothing but trouble, so I have given it up. The old 'ROTT' engine is simply not
designed to manage that kind of graphics.
Futhermore I have recived a request from a user, to make a sizeble crosshair.
If it can be done without to much trouble I think his whish will be granted.
The Levels page have been updated with some Levels send by JB, check it out.
Birger
JB is working on some FOG releated things, while I am making this homepage, trying to get the rain
to work plus making a mousewheel klik support.
We would like to finish the last details in WinRott v2.20 before moving on to the GL model.
Birger
Fixed: a major memory leak which crashed the game after a level or two.
Fixed: level crash error in darian level
Fixed: tried to fix topboss crash in netgame, not sure if it works.
Added Floor/ceiling Scaling (in winrott menu)
Added new function READPCX().
Added new function StrechSavePCXWallPicture, for use in HiRes wallmode
Added left shift + left Ctrl + F12 emergency exits, if there is still key control.
Added made Customize Mouse Wheel.
Added hack to try to move moving pillars more smoothly
Added 'ExtractWalls' switch to extract all walls in 256x256 PCX (normally 64x64),
that is used in that level.
Added ‘use external walls’ in menu for using these extracted HiRes walls.
Added bAdaptiveTiming in CalcTics.
Birger
Please note: When starting up a new version, please backup all your old .rot files
and delete the old one’s. When starting up the first time all .rot files will be
default reproduced.
Fixed: endgame pictures & player images.
Fixed: solved load game (endgame) wall problems. (My apologies to that user who reported it, but
I didn’t take it seriously enough. I must have been some moody that day.)
Fixed: removed hud & top menu in endgame.
Fixed: adjusted "Oscuro defeated!" message.
Fixed: load game adjustment.
Fixed: reduced colour size in start image to reduce the exe size (-200kb).
(should this be so, or is the old picture better?)
Added added JBaley switch code ‘MAYO - cinco de mayo’
Added added JBaley switch code ‘FIRECRACKER - 4th of july’
Added added JBaley switch code ‘TRICKTREAT – Halloween’
Added added JBaley switch code ‘BUNNY – easter’
Added It is now possible to adjust actor stats via a new file ‘UserActor.rot’
and starting winrott with the switch ‘USERACTORS’.
Please note: there is no error testing when changing these data, so
the game might crash if wrong data is used.
Some user have reported a crash in the endgame with Oscuro, and when I should test
it I made some changes in Oscuro object data via a file and discovered that it wasn’t
that hard to make it user-friendly, so I did (‘UserActor.rot’).
Unfortunately I couldn’t produce any crash at all, so the problem is still not solved.
If anybody experiences it, please reproduce it and send me a save game.
Birger
Added COOP net play should work now, select menu option ‘Actors in Netgame’ to use.
Added The stat errors in netplay 3+ is theoretical fixed (not tested).
Added Some new menu option pages, test them out.
Added A new function to load VOC resources.
Added Wind sound function. (from JBaley.)
Added Alt+H enables HUD with new design (now Tiles and Degrees).
Fixed: The game don’t crash anymore when clicking mouse buttons when exiting.
Fixed: Some minor problems with looking through doors.
Fixed: Random selects in ext menu options.
Fixed: Mouse sensitivity should be increased somewhat.
Fixed: Bossblow music loop.
Fixed: EKG multiple sound error.
Fixed: Some music errors.
Since all Actors are rewritten to allow COOP, their behaviour might
be a little different.
When playing COOP game w/actors the players start as close as possible
to the original start point, and return to that point when killed.
The keys respawn when taken.
On level finish (end arch) game continues to next level.
If you have some trouble with Cheats, try using the input console (key below Esc).
That’s all for now.
Birger
Unfortunely I haven’t had much time to program on winrott, because of the Christmas holiday
and an some another project which uses up most of my programming time, but winrott gets an hour
now and then.
Fixed: The ‘volume’ button should work in Music Now. When winrott starts up I try to analyze what
kind of drivers is available and chose the one where ‘Volume’ control is possible.
If no driver is found, the program just keep’s on without sound and music.
In the Winrott menu you can now chose to disable Sound and Music, before rott actually starts.
&
The COOP multiplayer with actors is very hard to incorporate sine the original rott is entirely
focused on player0 (the console player). So if a game is started with a actor in netplay,
&
the game goes asynced right away.
What happens is when a actor sees a Player it goes into attack mode at PLAYER[0] which
is the console player on both machines, which means the Actor on one machine attacks one player
and the same actor attacks the other player on the other machine.
I have tried to change that code to PLAYER[PlayerNB] without luck.
For a long time I haven’t could think of a solution on the problem, without recoding the
whole game, but now it seems as my latest idea is working.
I have build in a variable target object in each actor, so the actor can change target object
many times in a game, so after each shoot the target gets re-evaluated.
So far I have had a 2 player multiplayer game with actors running for 20 minutes without syncerror.
Furthermore I have made the keys respawn since the player would miss the keys if he died.
And when a player reach the end game arch the game moves on to the next level.
JBaley is working on some new things in winrott, namely Wind sound and Rain and some new
attack ways for the deathmunks.
That’s all for now
Birger
I have been working on a new design of winrott, the old one was a bit boring.
Version 2.00 and 2.18 is a bit beta like at the moment, so be prepared for some
crashes.
JBaley had reported that winrott 2.00 had reset his PC when exiting.
But here by me none of them crash.
Winrott 2.15 features includes also
Total DirectX conversion, you don’t need the SDL dll’s anymore.
Winrott 2.00 features
Added 1024x768 resolution. Player must have a fast computer (min 600 MHz) to play in 1024x768.
Added Alt A to toggle auto aim. Use Alt A to disable autoaim.
Added Alt T to toggle EKG mode. Use Alt T to toggle EKG mode.
Added Alt G to take a screenshot in GIF format..
Added RTC/RTL finder on starting program. Easy start of User/Battle levels
Added Play in Fullscreen/Window option.
Added Stored resolution and parameter settings when winrott exits.
Added Some crash control in Z_Malloc, Now program tries to correct error instead of crashing
Added If a LoadGame needs a user RTL level, winrott now tries to load automatic
Added Alt Q+L to Restart Level.
Added winrott will now search all subdirs for WAD/RTL/RTC files. |
| |