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Old 09-12-2011, 11:34 PM   #401
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
I repeat a question I asked earlier:

Quote:
Originally Posted by myself
Also, just wondering, do you have a changelog or something similar? It's good to see that there are improvements that have been made, but it would be much better to know exactly WHAT have been improved.
This is because it takes a long long time to test exactly what are the bugs that have been fixed one by one.
In the meanwhile, yup, I think I'll have no other choice to test everything one by one...
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Old 09-13-2011, 06:14 AM   #402
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'll see what I can do for a changelog, I'll mention putting up a svn system, that would
make bug tracking easy.
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Old 09-13-2011, 03:23 PM   #403
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Re: Birgers/JB's WinRott Port Thread Part 2
Okay. Let me do a summary of the bugs and their state:

Bugs
- Bonus Bonus giving 100,000 points instead of 1,000,000 points - FIXED
- "Republican Bonus 1" thing - FIXED
- MIDI Synthesizer selection crash - FIXED
- Pulsating pushwalls bug that make them keep pulsate even is the option is set to off - FIXED
- Spinning keys not coloured - HALF FIXED
In fact, spinning keys are now coloured, but two of them haven't been coloured properly. The silver key looks like it is black and the iron key looks like it is grey but with a slightly green tint. I didn't check about the Oscuro key.
- Items reappearing bug - NOT FIXED
- MIDI doesn't restart after death - NOT FIXED
- Old sky flipping bug - NOT FIXED
- No sparks from destroyed items - NOT FIXED
- Wind sound causing a crash - NOT FIXED
- Deadbody is target bugs - NOT FIXED
I thought at first that missiles would explode on corpses. It's not the case, my mistake. But anyway, raising guns and robots still get destroyed and bleed which shouldn't be the case. Didn't test the bug with the GADs though.
- Weapon in hand not waving bug on some levels - NOT FIXED
- God balls not going through obstacles - NOT FIXED
- Sound pitch for the "bark blast" charge and the main menu "activation" of a selection - NOT FIXED
- Crash occuring on map screen when zoomed out and holding multiple arrow keys at the same time - NOT FIXED
- Items created from a bonus barrel placed on a catwalk are appearing on the floor instead over the catwalk - NOT FIXED
- Player falling through GADs bug - UNKNOWN
- Fake pushed pushwall bug - UNKNOWN
- Enemies falling through catwalks - UNKNOWN
- Robots breaking their path when the player fires at some time - UNKNOWN
- Being stuck inside a door when it closes on the player - UNKNOWN
- Enemies being lifted into the sky from another enemy standing on an elevator GAD - UNKNOWN
- "Gimmy that" when holding a MP40 bug - UNKNOWN
- Sky height doesn't work (I need to check for that one)

Improvements
- Add missing elements / sound effects - NOT DONE
- Make support of more than 8 elevators/sky height (foreground tiles representing the number 9 to 16) - UNKNOWN
- Make the Space Bar, Escape and Enter keys only to skip the scrolling bonuses at the end of a level instead of any keys - UNKNOWN
- Avoid to skip directly to the story screen after you press a key on the RIP screen of a boss - UNKNOWN
- Make support of Reverb - NOT DONE
- Allow more 16 x 9 screen resolution (I tried the 1600 x 900 version and didn't see any differences)
- Allow online and lan multiplayer support
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Last edited by DragonsLover; 09-14-2011 at 01:25 PM.
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Old 09-13-2011, 04:50 PM   #404
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for your effort on this, It saves me some time, and I wouldn't have
had time to test this out until this weekend, I'll pass your info on to
birger.

Thanks!
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Old 09-13-2011, 07:56 PM   #405
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Re: Birgers/JB's WinRott Port Thread Part 2
No problem!

I edited my previous post to add a few things. I'll alter things of my post once they're fixed.
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Old 09-15-2011, 07:47 PM   #406
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
How did you set 1600x900 mode? The only widescreen mode I see is 1920x1080 which is not supported by my screen. Adding 1680x1050 mode to the list would be nice as well.
Quote:
Items created from a bonus barrel placed on a catwalk are appearing on the floor instead over the catwalk
Did the player fall from that catwalk too?
Last edited by filipetolhuizen; 09-15-2011 at 07:49 PM.
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Old 09-15-2011, 09:37 PM   #407
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'll see if I can add that soon.

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Old 09-16-2011, 01:29 AM   #408
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by filipetolhuizen View Post
How did you set 1600x900 mode? The only widescreen mode I see is 1920x1080 which is not supported by my screen. Adding 1680x1050 mode to the list would be nice as well.
I did with a special version which allowed that screen resolution. I thought it would enlarge the game view screen to 1600, for a more wide view, but it didn't. Being able to play in 16 x 9 resolution would be nice!
By the way, jbailey, whatever what screen resolution is used, do you think it is possible to force the main menu to be into a 3 x 4 screen resolution so that it isn't stretched on the screen when used on a 16 x 9 screen resolution?

Quote:
Originally Posted by filipetolhuizen
Did the player fall from that catwalk too?
Nope. Why? Does it happen to you? And the item isn't really falling from the barrel, it is "created" straight on the floor.
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Old 09-16-2011, 05:14 AM   #409
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Re: Birgers/JB's WinRott Port Thread Part 2
That's another (out of many) bug...
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Old 09-16-2011, 02:50 PM   #410
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Re: Birgers/JB's WinRott Port Thread Part 2
Bugs in ROTT are as common as Hookers with STDs... that being the case you have your hands full.
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Old 09-17-2011, 12:30 PM   #411
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Re: Birgers/JB's WinRott Port Thread Part 2
Later, I'm going to work on adding more resolutions, but I'm worried about how
winrottgl will handle them, the game doesn't look right at some of these resolutions.
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Old 09-19-2011, 10:11 PM   #412
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Re: Birgers/JB's WinRott Port Thread Part 2
Hey, why I cannot edit my previous posts? That's really lame, I can't alter what has been fixed or not anymore...

So, here are some saved games to help you out about some bugs (I didn't put the miniature images of the saved game files since it takes too much space to attach):

1. Items reappearing bug: when you load the game, you should see a Priest Porridge on the floor in front of you. Well, it SHOULDN'T since I already took that porridge.
2. Wind sound crash bug: be sure that Wind option is ON then load the saved game and open the door... see?
Say, if for any reasons, it doesn't crash for you at this moment, it does for me.
3. Created item from a barrel on a catwalk bug: there's a jumppad, a catwalk and a barrel up there. Shoot that barrel and fall off the catwalk. Look at the floor below the catwalk... hey, I want the [put random item here] stuck there!
4. Here, I discovered a new bug that was even not fixed under the original DOS version (as a proof, I made a screenshot of the error below): if you type a cheat code that allows you to re-enter/restart a level (REEN and GOOBERS) or move to another level (GOTO and GOARCH) while you die, you will start the level without weapons (excepted for GOOBERS) and with 0 health points. Under dos, if you try to shoot while you have no weapons, the game crashes with the error I show below (here, on the second level). In fact, it's almost like the bug when you die as you exit the level I once explained to get 2 bonuses at once, but this time with full health. To fix the bug, you should make sure that once the player has 0 health points, you IMMEDIATELY disable the cheat codes temporarily until the player restarts the level or loads a saved game to prevent him to move to another level. As for the case where the player dies as he exits the level with a weapon, you should make sort that the player gains his weapons back at the beginning of the next level since he somewhat "resurrects" because of the "Skin on your teeth" bonus (this would greatly help for my bonus challenge too).
5. Weapon not waving bug: here, I included a saved game of my test level (the .RTL is attached below). If you move around, you'll notice that the hand doesn't move. If you shoot, it starts waving back but if you stop moving, you run over place. That's really weird.

Oh, and I discovered another fixed thing on the 1.60 version: god balls do not automatically change their path when they encounter a Ballistikraft now! They DO, however, aim the Ballistikraft as you shoot toward it, which may be annoying. Here, I'd like the god balls to totally ignore the Ballistrikraft since they can't kill it.

As for the other bugs, do some of them really require a saved game? The only ones possible to save are the "Deadbody is target" bug that makes machine to bleed, the god balls not going through obstacles and perhaps the sound pitch bug. Some others, like I said, are too difficult or rare to make them happen again unless doing some level editing. And some more can't be saved.

Hope that helps!
Attached Images
File Type: png dosbox_000.png (7.7 KB, 11 views)
Attached Files
File Type: rar SavedGames.rar (60.0 KB, 2 views)
File Type: rar DragonRTL.rar (2.6 KB, 2 views)
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Old 09-20-2011, 06:33 AM   #413
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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks!

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Old 09-27-2011, 05:44 PM   #414
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Here's a saved game about the Ballistikraft. Just shoot without looking straight at them: you'll see the god ball aim them.
Attached Files
File Type: zip ballisti.zip (12.3 KB, 1 views)
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Old 09-27-2011, 07:37 PM   #415
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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the test file! You've been really busy with this, keep up the
good work!

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Old 10-02-2011, 08:53 PM   #416
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Re: Birgers/JB's WinRott Port Thread Part 2
Here's a saved game and a screenshot showing the bug I talked to you, jbailey. It's during the sequence where the camera spins around the character to show his death after I shot myself with the last missile of a FlameWall. Can you see what's wrong here?
Attached Images
File Type: png CameraCircleAnimBug.png (185.3 KB, 14 views)
Attached Files
File Type: zip CameraCircleAnimBug.zip (13.1 KB, 2 views)
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Old 10-02-2011, 10:07 PM   #417
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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the file, I'll let you know what's found...

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Old 10-14-2011, 10:53 AM   #418
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Re: Birgers/JB's WinRott Port Thread Part 2
And? Any progress?
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Old 10-14-2011, 02:47 PM   #419
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Sorry, I had every intention of looking at the file, but things got really busy
for me the last week or so, I'll give it a look hopefully tonight...

I did send your file to birger though with an explanation of the issue, I also sent some net code
that might beable to be put into winrottgl, I haven't heard back from him yet..



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Old 10-14-2011, 05:28 PM   #420
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
beable
Is that a new word bailey?
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Old 10-14-2011, 05:38 PM   #421
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
It probably should have been 'be able'.
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Old 10-19-2011, 11:07 PM   #422
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Re: Birgers/JB's WinRott Port Thread Part 2
Hey why doesn't "this causes an error" cause an error anymore?
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Old 10-20-2011, 06:24 AM   #423
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Probably because of the level error checking in winrottgl, you can turn off
that option and see if that continues....

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Old 10-20-2011, 11:03 AM   #424
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Re: Birgers/JB's WinRott Port Thread Part 2
Have you made any progress with getting ROTT's multiplayer to work online and Lan?
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Old 10-20-2011, 01:03 PM   #425
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
There's some new net code in the latest beta, (1.63), I just got the update
and hasn't been tested yet....

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Old 10-20-2011, 03:10 PM   #426
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Re: Birgers/JB's WinRott Port Thread Part 2
There is hope!
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Old 10-22-2011, 06:23 PM   #427
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Where has WinrottGL page gone?
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Old 10-22-2011, 09:33 PM   #428
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Re: Birgers/JB's WinRott Port Thread Part 2
I just noticed it is gone too, it's probably just a glitch on the site, if it's not
up in the next day or so, I'll see if I can find out something.



Besides, my download link in in my sig still works...
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Old 10-23-2011, 01:40 PM   #429
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
That's not opening here either...
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Old 10-23-2011, 01:44 PM   #430
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Re: Birgers/JB's WinRott Port Thread Part 2
If you mean my sig link, I just now tried it, and it went to the download
page....
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Old 10-23-2011, 07:25 PM   #431
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
It's working now. Thanks.
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Old 10-27-2011, 08:48 PM   #432
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
The beta available (1.62) seems to be running way better than the previous release. What exactly is happening with widescreen modes? Do they display stretched or cut-off? I see Birger didn't understand the old sky flipping bug. I'll try to explain it better: keep turning around and you'll see that the sky keep redrawing from 0 all over again. In the original version the texture only repeated itself side-by-side without starting over.
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Old 10-27-2011, 10:55 PM   #433
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Re: Birgers/JB's WinRott Port Thread Part 2
I've been sent the code that handles how the sky is handled, I haven't looked at it yet,
probably sometime this weekend. I'll take a look at the widescreen code and see what I
can find, but really old games don't usually adapt to widescreen modes very well...
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Old 11-10-2011, 11:26 AM   #434
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Re: Birgers/JB's WinRott Port Thread Part 2
Well, if it becomes troublesome to make WinRottGL compatible with widescreen monitors, just leave it in the traditionnal 4x3 screen resolution, but add black areas on each side of the screen to avoid the game to be stretched horizontally. It would suck a bit, but it won't be dramatical.

As for the old sky flipping bug, I don't think it's related to the fact the monitor is widescreen. I think it's mostly because the screen resolution becomes too high.

Anyway, any progress since the last time? Did you work on Sky height?
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Old 11-10-2011, 01:54 PM   #435
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Re: Birgers/JB's WinRott Port Thread Part 2
I have been busy the last week or so, I'll see what I can do this weekend,
birger sent me the sky code, I gave it a quick look, but haven't really done
much with it yet...

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Old 01-13-2012, 11:23 AM   #436
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Re: Birgers/JB's WinRott Port Thread Part 2
Hello again!
Anything new after 2 months?
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Old 01-13-2012, 02:06 PM   #437
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Re: Birgers/JB's WinRott Port Thread Part 2
I sent birger some new net code to try out, but haven't heard back if it was
usable or not, other then that, I haven't worked on wnrottgl that much.
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Old 01-15-2012, 11:35 AM   #438
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
The latest 1.64 seems to run ok. Right now I only miss some widescreen resolution choices, as my monitor can't reach FullHD.
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Old 01-15-2012, 12:32 PM   #439
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Re: Birgers/JB's WinRott Port Thread Part 2
I have attemoted to implement widescreen settings before, and I can try
again, but the real problem is a game this old, doesn't 'fit' well at those
settings...

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Old 01-15-2012, 07:27 PM   #440
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
What seems to be happening? Is the game stretching or showing cropped?
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