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Old 01-15-2012, 09:28 PM   #441
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
It varies a little with the resolution being set, it's been a little while since
my last attempt, but it seemed to stretch incorrectly...
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Old 01-16-2012, 04:27 PM   #442
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
You mean stretching with the wrong aspect ratio? Like the the whole thing looks short and fat?
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Old 01-17-2012, 07:19 AM   #443
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Re: Birgers/JB's WinRott Port Thread Part 2
It varied with with the resolution, I haven't been able to keep the widescreen
resolutions consistant.
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Old 01-17-2012, 05:33 PM   #444
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Could you compile a binary with at least 1680x1050, so I can take a look, or post a screenshot on that resolution? I think it's something to do with the Wolf3d engine, because wolf4sdl won't stretch properly as well.
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Old 01-17-2012, 06:16 PM   #445
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Re: Birgers/JB's WinRott Port Thread Part 2
I suspect your right, I'll try and compile a binary later tonight, but even if this turns
out to be correct, getting this old game to look right at hd resolutions probably won't
be easy.
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Old 01-17-2012, 07:59 PM   #446
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
I know it's not easy at all. Even ProAsm had a hard time porting eDuke32 FOV to SWP. It looked perfect when finished, though.
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Old 01-23-2012, 03:57 PM   #447
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Re: Birgers/JB's WinRott Port Thread Part 2
But how about doing like I once suggested: leave it 4x3, but instead of having a stretched view, put some black areas on each side of the screen. Would it be possible?
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Old 01-23-2012, 05:55 PM   #448
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Re: Birgers/JB's WinRott Port Thread Part 2
Probably, I'll talk to birger about that, I've tried a few times to get the
stretched stuff to look right, but it's always distorted/weird looking in
some way.
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Old 02-19-2012, 11:25 AM   #449
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
Hi all!
Questions about your port.
Setting up another LAN PARTY and I have the old ROTT running under DOSBOX okay on LAN... can WINROTT or GLROTT do 11 player over LAN smoothly?

Anyone messed with RETURN OF THE TRIAD much? Looks neat, haven't messed with the lan part yet.

The BIGGEST draw for us is the old version and the RANDOME LEVEL GENERATOR - because that evens the field: NO ONE knows the levels when using random generation, so hope to get the old version working best.

Thanks for your all efforts keeping ROTT alive and your feedback.
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Old 02-19-2012, 02:53 PM   #450
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Re: Birgers/JB's WinRott Port Thread Part 2
If you want to do a lan party, I'd use the original rott, winrott/winrottgl
net code isn't working right now.....
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Old 02-21-2012, 08:53 AM   #451
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
thanks for the info. do you know if there is a way, or a version out there, that loads higher res graphics on the old engine with networking? The old rott is hard to look at after seeing your new version!
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Old 02-21-2012, 09:26 AM   #452
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
This port is the only one I've seen for Windows. The ones for other platforms are not as complete as this one.
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Old 02-21-2012, 03:16 PM   #453
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by wwjd View Post
thanks for the info. do you know if there is a way, or a version out there, that loads higher res graphics on the old engine with networking? The old rott is hard to look at after seeing your new version!
There is a list of source ports on ROTTHQ, and i think Win32 Icculus Port has everything intact.
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Old 02-22-2012, 09:31 AM   #454
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
great I'll check it out the icculus thing.

not to detract with THIS great port, but there is a Zdoom conversion called RETURN OF THE TRIAD that is actually really good. It's not the old game, but looks, sounds, feels like it. All newer levels and I think 8 player on lan but I haven't been able to try it on lan yet. It's got sort of a Doom flow to it, but serves up the spirit of ROTT very well.
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Old 02-24-2012, 11:11 AM   #455
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by wwjd
The BIGGEST draw for us is the old version and the RANDOME LEVEL GENERATOR - because that evens the field: NO ONE knows the levels when using random generation, so hope to get the old version working best.
Randrott is working more or less... Unfortunately, there are some levels that may be impossible to solve either because there's a lack of missile weapons in Robot levels, there's no way to reach to exit (yes, it may happens), there are some areas you can enter by falling but you cannot get out unless you cheat to get the Fly bonus...

But generally, levels are solvable.

As for WinRottGL, I still can't wait about anything new on the project. It's a shame the development is going so slowly, but it's better than being abandoned. It's okay, I can wait.
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Old 02-24-2012, 02:24 PM   #456
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Re: Birgers/JB's WinRott Port Thread Part 2
Multiplayer needs to be the priority right now. I want to play online.
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Old 02-24-2012, 05:55 PM   #457
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Re: Birgers/JB's WinRott Port Thread Part 2
I agree, I sent birger some new code, but haven't heard back from him yet.

It's a shame the development is going so slowly, but it's better than being abandoned. It's okay, I can wait -- DragonsLover

Birger and myself work on winrottgl when we think we can make improvements, unfortunately, that isn't very fast these days....
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Old 02-26-2012, 11:53 AM   #458
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
we use RANDROTT to make CAPTURE THE TRIAD and DM levels, not solveable coop play. never even thought of trying it for that

---------- Post added at 11:53 AM ---------- Previous post was at 11:52 AM ----------

Quote:
Originally Posted by ReaperMan View Post
Multiplayer needs to be the priority right now. I want to play online.
can we get DOSBOX going over the net? hook to specific ip or something?
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Old 03-01-2012, 11:39 PM   #459
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Re: Birgers/JB's WinRott Port Thread Part 2
Yes, multiplayer dosbox is possible. There was a subject about that right there.

And RANDROTT isn't really suited for multiplayer gameplay. Better edit a map manually or play the original multiplayer levels.

Quote:
Originally Posted by jbailey
Birger and myself work on winrottgl when we think we can make improvements, unfortunately, that isn't very fast these days....
It's okay, jbailey. In my case, I'm gonna still chase for bugs that require to be fixed. This game is one of my favourites and it would be a pleasure to make it fun to play in your remake.
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Old 03-19-2012, 10:11 AM   #460
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
RANDROTT is EPIC for lan parties. we all create the same levels with the same seed, then no one KNOWS the levels and it is really fair to everyone, beginners to old timers. makes it fun for everyone. It's the only way we play, and we wished other games did this.
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Old 04-07-2012, 08:49 PM   #461
smoke.tetsu
Re: Birgers/JB's WinRott Port Thread Part 2
I just wanted to come here and mention something new for me recently with this port. I've got it to run in Mac OS X for the first time via wineskin. It's a tad buggy there like there's white\flickering with things as they first load or are first shown and MIDI doesn't work at all although I got MP3 songs to work with it. And sometimes it crashes... but now I don't have to play WINROTTGL in the living room all the time I can play it in my own room on my own computer. :P (It was crashing every now and then on my Win7 computer too BTW)

I had to install glut and an MP3 codec into a fresh wineskin wrapper along with a WINE 1.5 engine (I use a custom one with a rawinput patch). Then install WINROTTGL into a folder in the faux program files folder normally and copy over my darkwar.wad and rtl and rtc files (and my favorite edition of the shareware... the lasersoft deluxe shareware so I can load that up and use any character on it).

So until someone with some programming knowhow who has a Mac shows up with interest that's the only way I know of to "port" the game to the Mac. ROTT OS X doesn't work on versions of Mac OS past 10.5 IIRC and doesn't have any OpenGL stuff to it anyway.

Here's a screenshot of it running in a window..... http://img.photobucket.com/albums/v3...winrottgl2.jpg Also running at the 1920x1080 widescreen resolution it has.

I use this rounded square app icon with it: http://img.photobucket.com/albums/v3...k/Wineskin.png

BTW, please don't take away the widescreen view 1920x1080 has.. I'm ok with how it looks although writing a more proper widescreen mode would be ideal..... or make stretching optional. I don't want pillarboxing otherwise I would choose a non-widescreen resolution.

One last thing is I think the mouse code still need some work when using the newer type with auto-aiming off. It still locks onto a character and doesn't unlock until that character is dead.
Last edited by smoke.tetsu; 04-07-2012 at 09:57 PM.
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Old 05-07-2012, 06:32 PM   #462
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
So, it's been a while... how's it progressing?
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Old 05-07-2012, 06:43 PM   #463
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Re: Birgers/JB's WinRott Port Thread Part 2
I sent birger some code quite some time ago, I haven't heard a peep out of him in a
long time, but I think he's still doing some stuff on his end because a new exe was
posted fairly recently, no news either way on the net stuff though.
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Old 05-07-2012, 09:30 PM   #464
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
New .exe? Where can I get it? I don't see it anywhere on the page.
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Old 05-07-2012, 10:46 PM   #465
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Re: Birgers/JB's WinRott Port Thread Part 2
Oh ho? New stuff to test?
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Old 05-08-2012, 06:16 AM   #466
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Re: Birgers/JB's WinRott Port Thread Part 2
I may have spoken too soon, but there is a shareware version of winrottgl 1.64a posted
on the site, the change seems to only be for basic joystick support, try it out and see what
you think:

http://riseofthetriad.dk/WinRottGL_Shareware_v1.64a.zip
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Old 05-13-2012, 05:32 PM   #467
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Ah yes, I've seen that one before. Did Birger say something regarding the widescreen resolutions?
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Old 05-13-2012, 06:29 PM   #468
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Re: Birgers/JB's WinRott Port Thread Part 2
He has not mentioned anything officially to me regarding that, I've tried my hand at it to a degree, with limited success, I can add basic support for various
resolutions, but they never seem to look completely right, they are either
stretched or squeezed. Getting a old game to do this sort of thing right is
proving to be difficult.
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Old 05-15-2012, 06:02 PM   #469
Hathomirr
Re: Birgers/JB's WinRott Port Thread Part 2
Hey, I just have a question regarding the mouselook option on the regular WinRott.

Looking around using this option seems kind of... 'laggy' (I'm not sure how else to describe it). This is most noticeable when looking up and down, as I have to move my mouse a couple of times before it'll look where I want it to. I've already messed with some options such as the sensitivity, and they're not helping at all. Is there any way to make the mouselook go smoother?

Thanks in advanced for any help. I haven't really found any other place specifically mentioning the mouselook in this aspect, and this seems to be the most up to date place.
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Old 05-15-2012, 06:09 PM   #470
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
You can try the adjustments in the mouse options in the control panel
for your operating system, and you can manually edit the 'config.rot'
file and adjust the mouse related options listed there.

Hope this helps!
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Old 05-15-2012, 10:35 PM   #471
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Re: Birgers/JB's WinRott Port Thread Part 2
Well... originally, the game wasn't mean to look up and down with the mouse. It's not like the actual FPS games we have. Old games always generally worked with the keyboard only or, if it used the mouse, it was for rotating the view like it is in ROTT.

In WinRottGL, it seems to be rather fine even though sometimes, it's a bit annoying when you wanna shoot an enemy far away with a missile and just because you slightly aim up or down, you miss the shot, but I think it's more realistic that way.
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Old 05-17-2012, 11:33 PM   #472
smoke.tetsu
Re: Birgers/JB's WinRott Port Thread Part 2
the only thing that annoys me about the mouse support in winrottGL is even when you turn auto-aim off it still locks onto enemies and stays locked until they die... so if an enemy was above you and you where shooting up there it would stay locked at that angle until that enemy is dead...

I do know that in the game originally since there wasn't a Y axis for aiming they had it auto tilt\aim to shoot at baddies at a level higher or lower than you...
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Old 05-30-2012, 05:31 AM   #473
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Re: Birgers/JB's WinRott Port Thread Part 2
Didn't think this deserved it's own thread, but I just noticed Extreme RoTT on Ebay (40 new level pack) listed for $70-$100.

Must be really rare - and since it's not Apogee, I was wondering if there was a legal scuffle.
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Old 05-30-2012, 06:14 AM   #474
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Re: Birgers/JB's WinRott Port Thread Part 2
You can get this package free here:

http://www.3drealms.com/stuff/erottrtl.exe

Have fun!

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Old 05-30-2012, 03:53 PM   #475
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
You can get this package free here:

http://www.3drealms.com/stuff/erottrtl.exe

Have fun!

ha

thanks for that!
I went ahead and grabbed all the goodies from 3DR

I'll have to try some of the other stuff you guys have posted - I recently got the original game disk again, but I also have my GOG copy
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Old 07-02-2012, 05:43 PM   #476
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Re: Birgers/JB's WinRott Port Thread Part 2
Any progress since last time? Just wondering how it's going so far.
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Old 07-02-2012, 05:51 PM   #477
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Re: Birgers/JB's WinRott Port Thread Part 2
we are working on 1.68, some changes were made to the net code, and I just got a new source code update which I've compiled and hopefully will be testing out soon, I've got to work on the ekg explosions (not nearly random looking
enough), and probably other issues as well.

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Old 07-03-2012, 08:33 AM   #478
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Re: Birgers/JB's WinRott Port Thread Part 2
That's good news!
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Old 07-06-2012, 02:10 PM   #479
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Re: Birgers/JB's WinRott Port Thread Part 2
Okay, let's do another summary of what have been fixed and what have not:

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 - ALMOST FIXED Oscuro, Gold and Iron Keys are fine, it's just the Silver one that looks "greenish" somekind. I'd like to show you a comparison, but the forum doesn't let me to import attachments for a weird unknown reason.
- Items reappearing bug - FIXED
- MIDI doesn't restart after death - FIXED
- Old sky flipping bug in 1280 x 1024 - NOT FIXED Also, the 1920 x 1080 Widescreen mode causes a crash.
- No sparks from destroyed items - FIXED
- Wind sound causing a crash - NOT FIXED I really wish this bug could be finally fixed for good.
- Deadbody is target bug for robots and raiser guns - FIXED
- Deadbody is target bug about disappearing GADs because of corpses - UNKNOWN
- Weapon in hand not waving bug on some levels - FIXED
- God balls not going through obstacles bug - NOT FIXED
- Sound pitch for the "bark blast" charge and the main menu "activation" of a selection - HALF FIXED Bark Blast is okay. Activation on the menu is not. There's supposed to have a random pitch that should be already there in the code.
- Crash occuring on map screen when zoomed out and holding multiple arrow keys at the same time - FIXED That was because of the Deadbody with robots bug.
- Items created from a bonus barrel placed on a catwalk are appearing on the floor instead over the catwalk - FIXED
- "Gimme that" when holding a MP40 bug - This is not a bug finally. I thought that we have to hold a missile weapon in order to get it working, but it's not.
- Sky height not working - NOT FIXED
- Weaponless and healthless after entering a cheat code while dying - FIXED
- Weaponless on the next level after dying at the same time we exit a level - NOT FIXED
- Godballs and Ballistikrafts - FIXED
- Spinning death sequence showing weapons bug - NOT FIXED

Bugs difficult to test
- 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

Improvements
- Add missing elements / sound effects - NOT DONE
- Make support of more than 8 elevators (foreground tiles representing the number 9 to 16) - NOT DONE
- 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
- 16 x 9 screen resolutions or, if not possible, 4 x 3 screen resolutions with black areas on each side of the screen
- Allow online and lan multiplayer support

And finally, some more bugs:
- Very often, I'm getting a black screen at startup. I can hear the music and once on the main menu, I can hear the cursor moving, but I can't see anything. I must restart and hope that I can see back the next time.
- Typing a cheat code that gives us a missile weapon while we're standing over another missile weapon makes the new weapon replaces the other already on the floor, but keeps its sprite active. If you do the multiple cheats to get the different weapons, you can get a pile of weapons lying on one square which is really odd.
- Also, a bit similar to the one above, if you type a cheat code that gives you an item while you're standing over an obstacle (like a pillar) or another item, the created item deletes the obstacle so that we can pass through or deletes the item so that it becomes useless. I know this bug was also present in the Dos version of the game: I remember typing the cheat code to fly while standing on a pillar and the pillar vanished! My suggestion would be: would it be possible to "activate" what the cheats give us WITHOUT creating the appropriate items on the same square we're standing? For example, I type the cheat to fly, and I receive the power of flying without creating the "Fly bonus item". I type the cheat to get a bazooka and I'm getting one without creating a bazooka. That way, it would remove a lot of problems.
- Just wondering, in the first level of the shareware game "The Hunt Begins", we begin at the top of the catwalk. When a "Player one" foreground tile is placed over a catwalk AND there's free space on the ground, can we make sort that we begin at the ground instead of the top? That would sound more logical that we begin getting the extra pistol instead of the Heatseeker, no?
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Last edited by DragonsLover; 07-06-2012 at 02:17 PM.
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Old 07-06-2012, 02:52 PM   #480
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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the info! I'm going to be busy later this weekend...

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