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Old 07-06-2012, 04:35 PM   #481
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Hehehe!

Say, just wondering, what are the main changes since last version? Is it mostly about multiplayer?

Oh, and here's the comparison between the Dos version and the WinRottGL version about the Silver key. Dos at the left, WinRottGL at the right: http://gyazo.com/209fcb33969a4e60567bc05aae4f4410
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Old 07-06-2012, 05:34 PM   #482
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Re: Birgers/JB's WinRott Port Thread Part 2
that was the main issue, th eother ones (in my mind) were the god ball
issue, and the ekg stuff.
Thanks for the key color comparison, that will get looked into eventually.

---------- Post added at 05:34 PM ---------- Previous post was at 04:57 PM ----------

dragonslover, do me a favor and see what version of winrottgl had the
'random' looking ekg explosion (you shoot a bad guy with a rocket launcher
for example), some versions have a 'mushroom' effect, while 1 or 2 other
versions had a more random look, I've been going through my source code
notes and can't track it down.

Thanks!

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Old 07-07-2012, 08:19 AM   #483
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Re: Birgers/JB's WinRott Port Thread Part 2
Oh, you wanna me to activate the ekg mode in the older versions of WinRottGL and look how gibs are flying?
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Old 07-07-2012, 04:33 PM   #484
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Re: Birgers/JB's WinRott Port Thread Part 2
Yes, I've ran several different older versions, and they all have the
'mushroom' ekg explosion, I can't for the life of me find the one (or 2)
versions that had a more random looking ekg explosion.
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Old 07-07-2012, 05:05 PM   #485
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Re: Birgers/JB's WinRott Port Thread Part 2
What do you mean by "more random"? I tried all the versions I have and they all did the "mushroom" ekg explosion.
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Old 07-08-2012, 07:15 AM   #486
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Re: Birgers/JB's WinRott Port Thread Part 2
Ok, never mind then, the version I'm thinking about must have been a
custom version for someone else here on the forums, I'll have to figure
out the code changes all over again, thanks for trying though.

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Old 07-08-2012, 10:27 AM   #487
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Re: Birgers/JB's WinRott Port Thread Part 2
Just wondering, what are you planning to do with the ekg explosion? Making it more... gore?
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Old 07-08-2012, 11:44 AM   #488
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Re: Birgers/JB's WinRott Port Thread Part 2
Maybe, I'm mainly concerned with making it more like a real explosion, not the mushroom effect.
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Old 07-25-2012, 05:22 PM   #489
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Re: Birgers/JB's WinRott Port Thread Part 2
I forgot to mention an additional bug:

- Pushable firewalls don't burn the player when touching it. It's only when it's pushed and locked into place that it works back.

I also checked something about the pressure plates. Strangely, under Dos, the two most visible pressure plates look very similar. I think it would be a good thing to shorten the size of the second most visible one to clearly see the differences. I know that under WinRottGL, pressure plates aren't correct at all. They blink weirdly by shifting of size while in fact, they shouldn't. It's only their opacity that blinks (under Dos). It's just their size that differs from each other, from the biggest to the smallest.
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Old 07-26-2012, 06:09 AM   #490
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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the info!

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Old 07-26-2012, 07:45 PM   #491
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Re: Birgers/JB's WinRott Port Thread Part 2
Now, about the automap. When you kill an enemy, you can see its corpse on the automap. The weird thing is, when you pass over it in-game and return looking at the automap, the corpse is vanished. Same thing occurs with raiser guns and robots' scrap.
My suggestion would be: could we simply get rid of them on the automap excepted for destroyed raiser guns that should remain since they cannot move?
Personally, I don't find pertinent to show the dead bodies of enemies lying on the automap. But perhaps other players would like that so, how about doing an extra option for enabling/disabling that? However, if you manage to keep corpses on the automap, they can sometimes overlap on another important game item (for example, a GAD, priest porridge, obstacles...) like it was under Dos and this should be avoided since it's so annoying.

Oh, and you should check about the "Inverse mouse look" option. For a strange reason, when I applied settings from the WinRottGL general settings window, I couldn't be able to move the mouse vertically until I go in the in-game options and enable/disable the "Inverse mouse look" option.

EDIT: More stuff again. I noticed that under WinRottGL: firechutes, firechute targets, switches and elevator switches have standard metal walls above them and that's great. However, you forgot two important walls which should have this treatment too: entrance and exit stairways. There's also the standard elevator wall (the one without a rail) but I wonder if we should do the same thing to that wall. What would you say? Under Dos, it's not the standard metal wall that is used above, but the slotted metal wall (the one with horizontal bars on it). Do you think you could bring the changes?
Also, I don't know if you already knew, but under Dos, firechutes that can be triggered have the metal walls above their hole while the standard ones don't. Since you placed metal walls above all of them, do you plan to do something to show the difference between a firechute that can be triggered and a firechute that cannot? My suggestion would be that you use a standard metal wall above firechutes that cannot be triggered and use the slotted metal wall for those that can. What would you say?
Finally, one thing about all these walls, but principally for the firechute target and stairways: it's possible to make them movable. The thing is, once they have been set to move, they lose their metallic walls until they stop again, which is a bit odd. Do you plan to do something about that?
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Old 07-27-2012, 06:10 AM   #492
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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the update! I've got a lot to look at here, I'll probably have to talk
to birger about some of this stuff...
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Old 07-27-2012, 10:07 PM   #493
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Re: Birgers/JB's WinRott Port Thread Part 2
Good to see the project is still on. I'm glad DragonsLover noticed the object overlap on the map I told before, which is mostly annoying on GADs.
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Old 07-27-2012, 10:13 PM   #494
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Re: Birgers/JB's WinRott Port Thread Part 2
True. If corpses are targets, it's important that they shouldn't cancel the other items they are overlapping.
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Old 08-03-2012, 01:18 AM   #495
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
- 16 x 9 screen resolutions or, if not possible, 4 x 3 screen resolutions with black areas on each side of the screen
I'd still like the way it's working right now as an option or just the original pixel aspect ratio like can be picked in MAME and not just squashed to 4:3 with no option for any alternative if true widescreen modes can't be achieved.

OK here's something interesting to me... I just noticed something…. I tried out WinROTTGL in Mac OS X 10.8 Mountain Lion via WINE and Mt. Lion’s OpenGL fixed the flickering in WinROTTGL when an object first appears but broke the god hand powerup. The god hand HUD sprite show up black and then it crashes when you fire.
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Old 08-11-2012, 10:57 PM   #496
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Dopefish Re: Birgers/JB's WinRott Port Thread Part 2
I'm back again using my old account. Got the password sorted for it and everything.. anyway. It seems I have gotten winrottgl latest version to run mostly stable in WINE in Mac OS X 10.8 Mountain Lion. I had to turn off interpolate skies and for now I'm keeping models off and I have to set a fullscreen override in WINE.. then later on I installed the 2008 visual C++ files which seemed to fix the crashing at the boss thing I encountered earlier today. So I ended up playing ROTT all afternoon.

I still like the way the 1080p mode works as is right now although a more true widescreen mode would be welcome. But I was having fun playing it with 16:9 as it displays it right now and again if TRUE widescreen wasn't possible I'd like the way it is now as an option and not just pillar-boxed.

Is there any way to use just some of the models but not all of them? What I don't want to use are the ones ripped from Quake II like the armor and the rockets.
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Old 08-14-2012, 02:54 AM   #497
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Re: Birgers/JB's WinRott Port Thread Part 2
I want to note here and I wasn't able to edit my last comment so I'm making a new one that the mouse support seems improved now. I don't know if either programmers here have done any revisions to it but the way mouse-look works now with auto-aim off seems to be giving me satisfying gameplay for the most part. I can now aim and shoot to wherever I want whenever I want it seems now and it doesn't lock onto enemies until they are dead like it used to.

Yes I seem to be satisfied with the mouse controls for the most part and I don't think the 1920x1080 mode looks half bad in 1.68. I have seen games that run worse in widescreen that WinROTTGL is currently running. People who want a 4:3 mode should run an actual 4:3 resolution I say. I mean just look at the ROTT 2012 Quakecon panel. That's what they did.

Don't know if it's just me but the 3D catwalks don't seem to be displaying when I have it allowing models to be shown.. and I don't have that disabled in preferences right now.
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Old 09-14-2012, 02:24 PM   #498
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Re: Birgers/JB's WinRott Port Thread Part 2
Nyaaaah, what's up, doc? It's been a month now since the last post and I'm wondering how it's going so far.
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Old 09-14-2012, 03:22 PM   #499
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Re: Birgers/JB's WinRott Port Thread Part 2
Well, I've slacked off a bit due to the rott remake, and life stuff, I haven't heard from birger yet, If I do hear anything I'll post here.

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Old 11-22-2012, 11:00 PM   #500
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Re: Birgers/JB's WinRott Port Thread Part 2
Still nothing? Would be a shame if it's dead.
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Old 11-26-2012, 03:37 PM   #501
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Re: Birgers/JB's WinRott Port Thread Part 2
It's not dead, I've had other things come up and also the upcoming release of the rott
remake.
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Old 01-30-2013, 02:28 PM   #502
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Re: Birgers/JB's WinRott Port Thread Part 2
I've just realized that in some of the new ROTT remake videos, they use WinRott and WinRottGL to do their presentations. It's therefore a good reason to keep these updated.
Any future plans?
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Old 01-30-2013, 06:13 PM   #503
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Re: Birgers/JB's WinRott Port Thread Part 2
I haven't talked to birger lately, but as far as I know, work is still being done,
(albeit slowly).
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Old 02-01-2013, 04:47 AM   #504
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by Smoke Tetsu View Post
Don't know if it's just me but the 3D catwalks don't seem to be displaying when I have it allowing models to be shown.. and I don't have that disabled in preferences right now.
I've the 3D Catwalks' models, and they work fine (by the way, great idea, they look gorgeous). Maybe it's a bug.
I sometimes pick a Priest Porridge, and though I've picked it up, it's still there; until you save game and load it again from that moment. It's not a nuisance, but it's weird. It happened in Spiralling In.
I think both are bugs, but your case seems more strange.
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Old 02-01-2013, 06:27 AM   #505
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
To anyone with issues like this, try deleting your *.rot files and let the game reset
them when run. (save the originals first if you want).
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Old 02-04-2013, 05:53 AM   #506
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Re: Birgers/JB's WinRott Port Thread Part 2
Hey, I've finally registered my ROTTMD copy, and it says any of my maps have got errors. However, WinROTT GL port crashes everytime I try to load them, and same with ROTT3Deditor. Can anyone help me to know what happens?
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Old 02-04-2013, 06:18 AM   #507
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Re: Birgers/JB's WinRott Port Thread Part 2
In rott3d editor under 'tools', there is a option to check the map for errors, or are you
saying the editor won't load them in the first place? If that's the case, have you used any
of your custom artwork yet? the editor isn't programmed to recognize any of that, that
might be why it won't load.
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Old 02-04-2013, 01:08 PM   #508
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
In rott3d editor under 'tools', there is a option to check the map for errors, or are you
saying the editor won't load them in the first place? If that's the case, have you used any
of your custom artwork yet? the editor isn't programmed to recognize any of that, that
might be why it won't load.
No, no. I couldn't use any custom artwork yet (and I think, apart of the Monk, if I get the way to; I'll keep only with the Sprites of him and forget the walls. This was only an attempt to build original maps with new textures; as I've seen custom maps in ROTTpository which include non-original features for them).
I only used the ROTT original stuff. In other words: I simply try to open the maps (all of them done with ROTTMD, and all of them say "no errors found on this map"), but both WinROTT and ROTT3Deditor crash. Well, the ROTT3Deditor lets me open the maps BEFORE I put the Touchplates/ Switches' system; but once I fix them (and I repeat all of them are correctly placed), it simply crashes. The strange is, maps built with ROTTMD or ROTTed (user levels, for example) are, yes, loaded without any problem. I think the WinROTT crash must be because of the Exit Tiles. But I'm not sure of how to put the Exit Tiles considering I've got ( in this file of my last map) only 2 maps, the first is huge and has got 2 exits, the other is the secret level.
Any hint of what causes the crashes?
PS: This file is an outline for the pack of crezzy-hard levels I'm designing, and once I've got all of them; I'll place the maps in the order I desire.
There's not bigger frustration than work as **** in a huge map which is simply beyond-killer, and having not chance to try it. And more if not a single error is found in it
PS2: my copy of ROTT3Deditor , in the 3D window, portrays Ballistikrafts as dead Deathfire Monk Sprites (???) if you're too close. But they work fine, and of course, in the other Editors, Ballistikrafts are shown.
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Old 02-18-2013, 11:11 AM   #509
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Would you like upload the map so we can help you to find out what's wrong with your map?

I didn't use that ROTT3Deditor because I don't know what's happened, it just ruined my map for some reasons, but I see you said using WinROTT and you made huge maps so I don't know do you try running with latest WinROTTGL and see if it works or not, sometimes, like original DOS EXE, WinROTT will crashed if your huge map break some limitations, but I don't really know why, when it just crashed without messages (crashed on DOS ROTT too, but with some error messages)and works fine on WinROTTGL. Which really confusing me... :\
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Old 02-19-2013, 05:10 PM   #510
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Re: Birgers/JB's WinRott Port Thread Part 2
Yes, I would be curious to test it myself too.
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Old 02-22-2013, 05:02 AM   #511
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Re: Birgers/JB's WinRott Port Thread Part 2
Ok, problems with Ballistikrafts showing as dead Deathfire Monks solved (I modified the WAD File accidentally when I viewed it in XWE (So here ends my use of that software FOR SURE, whoever wants it, take it, I'll pass off it)). Once I re-installed the original WAD File, all seems normal once again.

Talking about the maps, if it's true if they're huge they'll crash, that's funny to hear considering maps with sizes like Switched Around, Rocky Plateau or Turn Of The Screw; which load without a problem (and remember the quantity of Switches/Touchplates/Moving Walls in Switched Around and Turn Of The Screw...). If that is true, it will be a real turn off and a kick directly to my nuts. I'm not into easy little maps. I'm into killer huge maps, and the only limitation I want is the 127x127 template, full stop.
Where's the fun of an Editor if you cannot make the maps you design?

I would be able to let you play the two maps I made, for sure (Deus Tuus Sum, which is totally finished; and my "yet untitled Ballistikrafts' bacchanal"; which still lacks of the final quantity of Patrol Robots it should have). But please, keep them for YOURSELVES. I don't wanna have them floating on the web, only for people who help me with the problems the maps can have. So i'll give you the 2 RTL files with a PM. OK? Please do not upload them anywhere.

Edit: I couldn't. I cannot upload from my PC, and no URL has got my maps (why the **** they don't let you upload from the PC? like ALL the sites in the world?)
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Old 02-22-2013, 09:08 PM   #512
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Re: Birgers/JB's WinRott Port Thread Part 2
You can send it to me through email. Check my contact info for my email.
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Old 02-25-2013, 07:40 AM   #513
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by DragonsLover View Post
You can send it to me through email. Check my contact info for my email.
It's sent. Check your email, I used my alt yahoo mail address.
I hope they are sent without problems. Confirm it in here, right?
Cheers.
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Old 02-25-2013, 03:41 PM   #514
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Re: Birgers/JB's WinRott Port Thread Part 2
I got them. Will check this out.
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Old 02-26-2013, 06:01 AM   #515
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Some limitations just like max. of sounds playing(try gibbing about 30-40 or more of guards with BarkBlast on the same time in DOS ROTT/WinROTT and crash your damned game!) or max. of random actors(put too many random actor tiles on your map) isn't really related huge maps but it's still crash the game due it reached the limitation of the engine.
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Old 02-26-2013, 10:15 AM   #516
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Re: Birgers/JB's WinRott Port Thread Part 2
I never put random actors, so it's not a problem. And I do not use Dog Mode too much, one or two per map, or even none (because my maps won't give you so much help, this is ROTT, not an easy Mario Bros' level).
I hope the modifications I made let me play them. I won't make them smaller for sure, this is totally discarded.

Surprise: No. WinROTT 1.44 doesn't let me even select the maps...
What the ****? I tried WinROTT 1.64, but it does not display the new skies and defined textures like 1.44 did. Wrong wrong Wrong, like EROTT would say. So I returned to WinROTT 1.44. (By the way, 1.64 yes, let me select my maps, any chance of getting it with the defined textures for walls, and the new skies, such as 1.44?). Maybe I did something wrong? all I did was to put WinROTT 1.64 icon instead of 1.44, and accepted the message before launching it. It worked fine (but slow cache....uffff.. This isn't cool...). But I want it with the textures of 1.44. This was the reason I got WinROTT, the defined and polished levels.
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Old 02-26-2013, 12:48 PM   #517
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Re: Birgers/JB's WinRott Port Thread Part 2
Have you installed the GL stuff and checked the WinRottGL settings in the launcher?
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Old 02-27-2013, 05:44 AM   #518
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Re: Birgers/JB's WinRott Port Thread Part 2
The most strange is that, for example, the Dog Mode in WinROTT 1.64 seems to be in helium...the sound is more sharpened, and results annoying, such as some effect sounds like the doors opening. And the worst is, now WinROTT 1.44 has these sounds instead of the normal tones. I'm beginning to be sick and tired of the bugs and errors.
I'll check the settings, then.
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Old 02-27-2013, 09:09 AM   #519
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
About the sound problem, try disable "Use surround effects" or/and adjust the reverb setting on the sound setting section, in the WinROTTGL's launcher. Default values make game's sounds like echoed and sharpened in my opinion.

But I have to say, WinROTTGL's sounds playing is a mess, it doesn't works as DOS ROTT or even older version of WinROTTGL, I just don't know how to explain.
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Old 02-27-2013, 01:07 PM   #520
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Re: Birgers/JB's WinRott Port Thread Part 2
For the Dog Mode bark blast, in the original Dos game, the barks are increasing of pitch over time. In the previous WinRottGL versions, there wasn't such thing, but it has been fixed recently and it's like the original.
However, the slightly difference of pitches on the menu when you "activate" something isn't fixed yet.

Yeah, the "Use surround effects" plays all the sound effects twice at different pitches and you should avoid it.

And I don't find sound playing to be a mess. There's just some things unsupported so far:
- The reverb isn't present when you're in caves or when you use the Mushroom mode.
- The new watery sound doesn't cut when you go in menus.
- The wind sound causes a major crash.
But everything else seems to play totally fine as long as you don't use the surround effects. Otherwise, tell me what's a mess.

But MagusElOscuro, you must understand that WinRottGL is still under development and that it goes very slowly because it depends on jbailey and Birgers time. There are still many bugs and a lack of multiplayer, but it should be implemented and fixed soon. There's already some bugs we've fixed so far and I'm keeping reporting them when I find them.

For jbailey: speaking of bugs, I just thought about something about the old Republican Bonus 1 bug which would be much much much better than what we have actually.
Bascially, we should return at the old original stuff and we should revert the "amount of grabs of missile weapons >= amount of missile weapons on the level" to be equal (==) like before. However, two other things should be changed:
- When a Lightning guard drops a missile weapon, increases the amount of missile weapons by one.
- When you already have a missile weapon in your hands and you grab another missile weapon, DON'T increase the amount of grabs.
This would solve everything about this bug. I can slap myself for not having thought about that earlier.
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