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Old 09-06-2004, 01:26 PM   #161
jbailey

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Re: Birgers/JB\'s WinRott Port
Oops! forgot 1 thing..

The ability to play 3rd party/user made levels should be in
the next release.

jbailey
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Old 09-06-2004, 02:22 PM   #162
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Re: Birgers/JB\'s WinRott Port
Is there any proper way to ALT+TAB the game, this ain't important, but would be a nice feature

oh and lookin forward to the next release, great work anyways (can't say this often enough )
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Old 09-06-2004, 02:46 PM   #163
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Re: Birgers/JB\'s WinRott Port
Quote:
some screens do not scale properly at a given
resolution (except the original resolution) - Partially fixed
(jukebox screen for example), but not all screens.
U mean like this (look at the attachment) and hum, the music is a bit to quiet, maybe some of my settings, but increasing volume in the menu ain't doin anythin
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Old 09-06-2004, 03:36 PM   #164
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Re: Birgers/JB\'s WinRott Port
Yep, that's screen shot is a good example, as far as alt+tab goes, that works on my system with no problems, I'm
running winxp pro. Also, both the music and sound effects volume controls work properly for me.

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Old 09-07-2004, 12:26 PM   #165
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Re: Birgers/JB\'s WinRott Port
Hum strange about the ALT+TAB, I've XP pro, too, but I guess thats a configuration problem, nothing with the port, maybe something about the GFX - Card, I'm runnin a GF4 and a nforce2 board with the onboard sound

oh i had a strange error when i was usin the flamewall massively
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Old 09-08-2004, 05:16 AM   #166
Player Lin
Re: Birgers/JB\'s WinRott Port
I choose 320x200 resolution at startup window.
but the game screen is small. It's some hurt my eye

Sometimes in game, when start a new game. At movie playing, game will freeze , would not stop with any key...
still into the game, it normality.
Attached Images
File Type: jpg 672033-1.jpg (71.2 KB, 54 views)
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Old 09-08-2004, 01:06 PM   #167
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Re: Birgers/JB\'s WinRott Port
I assume your running windows xp, I've never had the
small screen problem with the current version of winrott,
the last time I had that problem, I was running my old
cygwin port, the other problems should be addressed
with the next release. However, you can double check
your screen size settings in the options menu....

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Old 09-08-2004, 02:49 PM   #168
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Re: Birgers/JB\'s WinRott Port
Yo, I've another bug or problem

In Level 6 of the shareware Episode I got this error right after walking over the touchpad (tried several times with other resolutions, too, always the same )

PS: I merged the screenshots of the error and the place together, cuz of the Filesize limit here, so don't wonder
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Old 09-08-2004, 04:51 PM   #169
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Re: Birgers/JB\'s WinRott Port
I think that error is in german, VERY roughy translated, it
is basically saying the program crashed and do you want to
debug it. I'll report this error to birger. He sent me the
latest sources and wants me to test them, a lot of
stuff got fixed if everything checks out...

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Old 09-09-2004, 01:45 AM   #170
Player Lin
Re: Birgers/JB\'s WinRott Port
Quote:
jbailey said:
I assume your running windows xp, I've never had the
small screen problem with the current version of winrott,
the last time I had that problem, I was running my old
cygwin port, the other problems should be addressed
with the next release. However, you can double check
your screen size settings in the options menu....

jbailey
I running on Windows 2000 pro SP4. (T-Chinese)
at 640x480 & 800x600 is fine.Only 320x200 's screen too small... I set the screen size to max and the screen is small like my previous post.

I found other bugs.
Cannot pause the game , because the pause key useless. Even you hit a lot of times....
but can be use ESC key to go back mainmenu to "pause" the game

When player character is underattack , no any effect on the game screen... so I don't know what time he/she get hurt if I 'm not open my speaker... especially when you set very large of game screen and you can't see any life dots. You may don't know what time he/she will die?

At level loading, the loading bars haven't any effect.

Aim range looks like smaller then original ROTT
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Old 09-09-2004, 04:01 AM   #171
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Re: Birgers/JB\'s WinRott Port
Oh I got another one, it isn't a bad bug *lol*, but it is something. Movin walls aren't always doin damage, while in the original RoTT some movin wall was killing you when it getting u between it and another wall, in the port nothing happens (maybe inflicting some damage, but nothin serious), dunno if this only appears in Hi-Res Games..., well it doesn't bother me anyways could *cough* mouselook (up and down) be made available *cough*.
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Old 09-10-2004, 02:18 AM   #172
Skynet
Re: Birgers/JB\'s WinRott Port
Hi,

Is it a necessary to have 1.3 version of rott before using Winrott?

I have 1.2 version of Rott and I canīt patch it to 1.3, because the patching program gives runtime error when I launch it.
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Old 09-10-2004, 06:23 AM   #173
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Re: Birgers/JB\'s WinRott Port
It's probably a good idea to have the later versions of rott,
you can download the shareware version off of this site,
if your trying to run the original patching program, that
won't do any good on winrott, the patching program is
only interested in the original version of rott.

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Old 09-10-2004, 05:36 PM   #174
Dukefan
Re: Birgers/JB\'s WinRott Port
Quote:
Skynet said:
Hi,

Is it a necessary to have 1.3 version of rott before using Winrott?

I have 1.2 version of Rott and I canīt patch it to 1.3, because the patching program gives runtime error when I launch it.
You don't even need rott.exe to run WinROTT. All you need to do is copy DARKWAR.WAD, DARKWARD.RTC, and DARKWAR.RTL into the same folder as WinROTT.exe, and run it. Don't worry about the patch.
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Old 09-11-2004, 01:53 AM   #175
Player Lin
Re: Birgers/JB\'s WinRott Port

uh..
patch 1.3 has changed Darkwar.wad file (ROTT.exe, Darkwar.wad and some files has the same of the file date)
I don't know what different in any version of Darkwar.wad and others WinRott needed file.
Maybe can ignore it...or not if you want...
who knows....
I think if anyone put ROTT reg. version 1.3 files in public web site is a bad idea...
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Old 09-11-2004, 05:58 AM   #176
Skynet
Re: Birgers/JB\'s WinRott Port
What I meant was that does the 1.3 update have any effect to DARKWAR.WAD, DARKWARD.RTC, and DARKWAR.RTL files that are needed for Winrott.

It doesnīt matter anymore, because I managed to patch ROTT to 1.3 version. Those 3 files didnīt change their size, just the date, so assume that it really doesnīt matter.
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Old 09-11-2004, 10:35 AM   #177
Player Lin
Re: Birgers/JB\'s WinRott Port
Quote:
Skynet said:
What I meant was that does the 1.3 update have any effect to DARKWAR.WAD, DARKWARD.RTC, and DARKWAR.RTL files that are needed for Winrott.

It doesnīt matter anymore, because I managed to patch ROTT to 1.3 version. Those 3 files didnīt change their size, just the date, so assume that it really doesnīt matter.
I'm sorry, because I'm suck to talking about it...

size not changed, but NOT REALLY the same of those file.
I used MD5 check program to checking v1.2a and v1.3 's DARKWAR.WAD, DARKWAR.RTL , DARKWAR.RTC
Attachment is the result.
DARKWAR12a.xxx = v1.2a (PowerPack ver.)
DARKWAR13.xxx = v1.3 (patched from 1.2a)

In my case, my DARKWAR.WAD of 1.2a and DARKWAR.WAD of 1.3 not the same (MD5 checksum code not the same , DARKWAR12a.WAD is not "=" DARKWAR13.WAD ) , they are some different , but I don't where.

I don't know 1.1 ,1.2 ,1.2a of DARKWAR.WAD DARKWAR.RTL , DARKWAR.RTC has the same result too.
Maybe I think too much... it's may no matter when you have what version of Darkwad.wad....
Attached Images
File Type: jpg 674198-1.jpg (90.4 KB, 32 views)
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Sorry, please don't care my poor "Grammar of English"... *faint*
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Old 09-11-2004, 05:30 PM   #178
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Re: Birgers/JB\'s WinRott Port
The latest version of winrott is now available at this link:

http://home14.inet.tele.dk/Bna-Info/Side2ny.htm

The source code and the executbles are up, this version
fixes numerous bugs except the following:

Network play still not playable
A rotate screen bug
the sound effects are still a little staticy

Download and try this version out, and please post
any bugs/comments here as usual...

jbailey
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Old 09-11-2004, 05:36 PM   #179
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Re: Birgers/JB\'s WinRott Port
Cool! I'll get it ASAP, feedbacks following
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Old 09-12-2004, 03:57 AM   #180
Player Lin
Re: Birgers/JB\'s WinRott Port
I found some bugs of v1.2.2

Sometimes , some sound would not played...


In 320x200 , when I use cheat "\www" , the status bar of lower on screen is disappear, and soon game crashed. It happened too when I get FIREBOMB and touched touchplate, open door etc... oh , my god...
Game will ALWAYS crashed in 320x200...
BUT in 640x480 and 800x600 is not happen! why?_?

Music not played on sometime.

When killed Snake Oscuro (After destroy all of Oscuro Larvae Eggs) , game crashed!
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Sorry, please don't care my poor "Grammar of English"... *faint*
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Old 09-12-2004, 08:24 AM   #181
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Re: Birgers/JB\'s WinRott Port
I don't have the firebomb/touchplate problem, but the /www
cheat while in 320 resolution did cause a crash on my
system. Will look into it. Also the sound does not cut out,
(still slows down randomly though).

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Old 09-12-2004, 05:42 PM   #182
Ronstar

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Re: Birgers/JB\'s WinRott Port
Lo J,

this error still is there damn, well but the sound is very good now, hope u could solve this damn error *lol* it's the same touchplate in Shareware - Episode E1M6, when I trigger it, the error occurs, tried with other weapons and (like I said) resolutions, always the same :-/ Until this place the shareware Episode ran really fine.

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Old 09-12-2004, 06:01 PM   #183
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Re: Birgers/JB\'s WinRott Port
I've reported that error, and I'm looking into it also, the
version listed on the error window is 1.21, did you upgrade
to 1.22? The last few bugs are going to be a real pain to
track down and fix, all the other bugs that have been fixed
so far were relativly easy.

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Old 09-12-2004, 06:30 PM   #184
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Re: Birgers/JB\'s WinRott Port
Hey Ronstar, the level you are talking about is 'ride'em cowboy right? If so, I also tried my old cygwin port and
it also crashes, but I want to verify some other stuff,
could you record a demo of the level that is causing the above listed error window (with version 1.22 of winrott) and send me the dmo file or just post here as a attachment.

Thanks!
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Old 09-12-2004, 08:41 PM   #185
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Re: Birgers/JB\'s WinRott Port
I noticed it jerks when the midi music file is restarted...is this due to it reloading the file? Couldn't it be played with a loop to stop this?

Seems to be getting better so far.
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Old 09-12-2004, 10:43 PM   #186
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Re: Birgers/JB\'s WinRott Port
Hello J,

yeah, the Version was v1.22, I had the error in 1.21, too, so I just took the same shot Uhm, record a demo, with FRAPS or how does it work in RoTT ???

U might implent a loggin function ?

PS: Yep it's 'Ride 'em Cowboy', like I said the new Version runs perfect until then, I could use the flamewall like a crazy guy and no crash this far
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Old 09-12-2004, 10:55 PM   #187
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Re: Birgers/JB\'s WinRott Port
You can hit 'Alt+R' to record and 'Alt-E' to stop. I decided to
also check the ride'em cowboy map with rottmd and there
was a error in the map, I fixed the error, but that didn't fix the crashing problem. I'd like to see exactly where the
crash occurs when your playing rott, so a recorded demo I
can play back would be great.

jbailey
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Old 09-13-2004, 05:39 AM   #188
Player Lin
Re: Birgers/JB\'s WinRott Port
About game is always crashed on 320x200 bug.
I think it randomly to happened...
I tried many times with shareware and full of WinROTT , sometimes crashed on I touched touchplate. sometimes crashed on I kill enemy, sometimes crashed on get weapon..........................
ALWAYS CRASHED on 320x200 , BUT you don't know what time it will crashed, it's crashed randomly ! oh my god again

small screen on 320x200 at my computer still happened.

Crashed bug of shareware version E1L6 (Ride 'em' cowboy) by Ronstar 's report , when I play with shareware of WinROTT, it's crashed too,but no error displayed...
(v1.2.1 had error displayed like Ronstar's report!)
If I play with full of WinROTT (I changed "huntbgin.rtl" to "darkwar.rtl" and run) , it's crashed too , and no error(v1.2.1 v1.2.2).
Game will crashed in that touched touchplate on Ronstar's report of point. However I do anything...
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Old 09-13-2004, 05:05 PM   #189
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Re: Birgers/JB\'s WinRott Port
There seems to be a general problem with 320x200 and
cheats being used, the problem doesn't seem to occur at
the higher resolutions. Myself and birger are looking into
the problem(s).

jbailey
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Old 09-14-2004, 02:57 PM   #190
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Re: Birgers/JB\'s WinRott Port
Well I tried to make a demo, but I'm unfortunatly not fast enough to reach the point (even with not shooting any enemy, I'm always fallin down the damn pads and cheats ain't workin while recording, damn lol) within the 2 (?!) minutes the demo records...
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Old 09-14-2004, 05:56 PM   #191
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Re: Birgers/JB\'s WinRott Port
Don't worry about it, the problem will still get fixed
eventually, thanks for trying though!

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Old 09-15-2004, 02:09 AM   #192
Skynet
Re: Birgers/JB\'s WinRott Port
Some bugs:

-When you enable cheats (DIPSTICK) you can enter cheats, but when the player dies or changes the level, the cheats doesnīt work even if you have cheats enabled. To fix this you need to disable and then enable cheats again.

-Some cheats like PLUGME doesnīt work.

-The baseball bat is graphically cut half. This is due the graphics "shrinkering" when the resolution is higher that 320x200. Not sure if there is any fix for this(?)


One request. Please, add a command line option where you can toggle Christmas mode, so that you dontīt have to change your computer date to 24.12.


BTW, what means this error when I launch the game:

Platform is Windows 9X Version 4.10.2222
Error = Error, Could not find User file 'remote1.rts', ignoring file


It didnīt do this in previous version. Where does the Winrott need this file? Game seems to work ok without this file.
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Old 09-15-2004, 03:26 AM   #193
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Re: Birgers/JB\'s WinRott Port
Quote:
Error = Error, Could not find User file 'remote1.rts', ignoring file
I've the same, the games' runnin anyways, so I don't care, but it has maybe somethin to do with the future planned network-play
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Old 09-16-2004, 10:24 AM   #194
nearscape
Re: Birgers/JB\'s WinRott Port
Hello, I've been lurking for a while, but this latest WinROTT release got me off my rear end to post some encouragement! It runs pretty darn good for me, all things considered. Keep up the fantastic work, folks!

Only annoyance at this point:
- sometimes, switching levels using the goto cheat crashes me to the desktop (only happens about 10% of the time, I haven't found any consistency). WinXP Pro SP1.

I'm throwing a retro-LAN party with some buddies in Dec, and I know this could steal the show. So, good luck with that netcode!

We are not worthy!
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Old 09-17-2004, 05:38 PM   #195
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Re: Birgers/JB\'s WinRott Port
Ok everybody, here's the latest updates for winrott 1.23:
(I simply cut & pasted from birger's emails:

----------------------------------------------------------------------

finnaly got rotatescreen to work

there were 4 functions that had to be coordinated

void StartupRotateBuffer ( int masked)
void ScaleAndRotateBuffer (int startangle, int endangle, int startscale, int endscale, int time)
void DrawRotatedScreen(int cx, int cy, byte *destscreen, int angle, int scale, int masked)
void DrawRotRow(int count, byte * dest, byte * src)

I almost blew a fuse trying to figure out how these things worked.
what the hell do a line like this means

eax = (eax << 9) | ((ecx << 7) >> (32-9));

well I now this it means something like this
'shift eax 9 bits to the left'

//a=(eax << 9); //=eax*512
//a=(eax << 7); //=eax*128
//a=512|128; = 640;
and so on.
but why 512 and 128 ? (they just go to a linewidth on max 512 pixels)
And if just the angle, scale or other things was just a little wrong the hole
screen ***** up.

or what about this

FixedMulShift(scale,sintable[angle],11);

If I gave up now I knew I'd never get the job done, and it would irratate me.
So I had to start from line 1 and anylize all lines to figure out what they
did and finnaly it worked, hurraa (after about 11 hours of work)



fixed screensaver functions in

void StartupScreenSaver ( void )
void UpdateScreenSaver ( void )
void ShutdownScreenSaver ( void ) missing startupclientcontrols


made a new function so players now can se if a savegame
comes from FULL or SHAREWARE version in RESTOREGAME and SAVEGAME menu

see void DrawStoredGame ( byte * pic, int episode, int area, int version )






16-9-2004 Birger

fixed drawkill status bar
fixed crash in netplay triads drawn wrong (why I dont know!!!, but it goes back to org rott 32 code)
see:
Error = actor shapenum 9108008 out of range (35480-9108084)

visptr->shapenum += shapestart;
if ((visptr->shapenum <= shapestart)||(visptr->shapenum >= shapestop)){
visptr->shapenum = shapestart + 683;//testval;
//ErrorDontQuit ("visptr->shapenum = ",testval);
//continue;//zxcvb bna fixme missing triads in netgame
//Error("actor shapenum %d out of range (%d-%d)",visptr->shapenum,shapestart,shapestop);

fixed 320 crash:missing ( pic_t * ) in 320 void DrawPlayScreen (boolean bufferofsonly)
fixed 320 crash:void RestoreMessageBackground (overwrote buffer)
fixed NEER cheat
fixed PLUGME cheat
fixed progressbars
partly fixed PgUP & PgDn ,you can now se up but not down very much
added XMAS parameter - Sets Christmas mode. ,updated help
added new info about saveversion in Save/Load menu


----------------------------

Netplay now reported to handle 2 players, but I just
now have received the info, so I haven't had time to
test this out for myself. If birgers' page hasn't already
been updated with the latest versions, it should be soon:

http://home14.inet.tele.dk/Bna-Info/Side2ny.htm


As usual, download and try this out, report any bugs...

jbailey
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Old 09-17-2004, 05:48 PM   #196
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Re: Birgers/JB\'s WinRott Port
Cool, was the bug of that shareware-episode fixed ? If not, anyway, I appreciate all the updates, cool and thanx for the lots of time ur investing in RotT
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Old 09-17-2004, 05:58 PM   #197
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Re: Birgers/JB\'s WinRott Port
Nope, sorry, that particular bug is still there along with the
staticy sound effects. Working on it....

jbailey
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Old 09-17-2004, 08:05 PM   #198
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Re: Birgers/JB\'s WinRott Port
I noticed with the Dog powerup the sound effect is messed up. It barks 2 times the same way then silence and nothing more until it's done shooting. It used to make increasing pitch barks then yell, if you remember.

The net doesn't seem to cover the whole screen....when you get trapped.

Other than that I didn't find anything and I played for a good 5 levels. I have to try that new version now..
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Old 09-18-2004, 05:43 PM   #199
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Re: Birgers/JB\'s WinRott Port
You mentioned netplay works? Could you help me with setting up a game for 2 people? I'm clueless on what parameters I need to use...(the last time I played rott multi was with a phoneline via setup)
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Old 09-18-2004, 06:06 PM   #200
jbailey

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Re: Birgers/JB\'s WinRott Port
No problem, start winrott and in the parameters box type in
the following commands:

-net -server (if you want to be the server) -nowait (to skip
intro stuff). or if you want to be a client:

-net 'servername' or 'ip'

You can try more then 2 players if you want (will probably
need a fast connection (dsl/cable) and fast computer to
stand a real chance if net working with a lot of people
involved.

jbailey
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Download Winrott here:

http://www.riseofthetriad.dk/DL_GlROTT.htm

jbailey
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