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Old 02-27-2013, 06:55 PM   #521
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Yeah, it's slow going on the development work, myself and birger are the only 2
people doing anything on rott as far as I know, but we haven't stopped...

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Old 02-28-2013, 05:20 AM   #522
MagusElOscuro

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Re: Birgers/JB's WinRott Port Thread Part 2
Oh, no, no. I hope not to have offended JBailey & Birgers. You both have done a magnificent work for all people who (like me¬¬) are a total disaster in MSDOS to play the old games such as ROTT. It was not my intention to offend them, and I'll be upset to think any person believed that. No ,no, it was only that the sharpened sounds appeared after changing to WinROTT 1.64, but after returning to 1.44, they were still there. And this bug had not explanation to me, as it was a sudden change, in the game I was playing with normal tone for sounds; I mean, WinROTT 1.44 always had normal sound tones, and this changed suddenly, so I was like -"what the ****??"-. But after disabling surround effects, all goes perfectly talking about the sound.
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Old 02-28-2013, 07:16 AM   #523
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'm not offended, I was just stating that development work on winrottgl is
going real slow, that's all...

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Old 02-28-2013, 01:14 PM   #524
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Re: Birgers/JB's WinRott Port Thread Part 2
jbailey, did you read what I said about the Republican Bonus 1 above, just to ensure you took it into consideration?
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Old 02-28-2013, 02:07 PM   #525
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Re: Birgers/JB's WinRott Port Thread Part 2
I gave it a quick look, not a bad idea, I'll have to mention this to birger.

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Old 03-01-2013, 05:28 AM   #526
MagusElOscuro

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Re: Birgers/JB's WinRott Port Thread Part 2
Ah, OK. I didn't want to be misunderstood. Best of luck with the work with WinROTT, mate.
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Old 03-03-2013, 08:47 AM   #527
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
The 1.68 beta is better than the 1.64 one, for me.

(And you should call it "WinROTTGL", because I always thinking about the old non-GL one and confusing when saw your posts. )
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It's my ROTT introduce site, easily structure.
http://playerlin.myweb.hinet.net/rott/
Sorry, please don't care my poor "Grammar of English"... *faint*
Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD
*Player Lin escaped from the hell of making website.*
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Old 03-03-2013, 01:41 PM   #528
MagusElOscuro

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Re: Birgers/JB's WinRott Port Thread Part 2
I have never tried it. Damn I always forget to write WinROTTGL, because I only call it WinROTT....Ha ha.
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Old 04-03-2013, 01:37 PM   #529
Nukkus

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Re: Birgers/JB's WinRott Port Thread Part 2
I've been using 1.70, and i have two stupid questions:
1: Is the framerate supposed to be capped at 35fps?

2: Any chance of 16:10 resolutions?
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Old 04-03-2013, 04:19 PM   #530
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by Nukkus View Post
1: Is the framerate supposed to be capped at 35fps?
Yes, there is a framerate limiter which is present since the original game, otherwise it would run too fast even on pentiums.
Quote:
Originally Posted by Nukkus View Post
2: Any chance of 16:10 resolutions?
Still waiting for this. JBailey made a build for testing purposes to me, but it has no sound. He says it doesn't look the way it supposed to, but I found it great. Even though several others here and I said we would like to play on 16:10 resolutions no matter how they look, it hasn't been implemented so far.
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Old 04-06-2013, 05:08 PM   #531
Nukkus

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Re: Birgers/JB's WinRott Port Thread Part 2
it's funny that 35 fps can feel so smooth.
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Old 04-09-2013, 01:04 PM   #532
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by filipetolhuizen View Post
Yes, there is a framerate limiter which is present since the original game, otherwise it would run too fast even on pentiums.

Still waiting for this. JBailey made a build for testing purposes to me, but it has no sound. He says it doesn't look the way it supposed to, but I found it great. Even though several others here and I said we would like to play on 16:10 resolutions no matter how they look, it hasn't been implemented so far.
I haven't messed with the video code in a while, if things look ok with the
way it currently is, I'll see if I can do something with 16:10 stuff.

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Old 04-09-2013, 11:58 PM   #533
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Re: Birgers/JB's WinRott Port Thread Part 2
Same with 16:9.

There's something I thought and I wonder if it should be good to fix it or not: when you have catwalks made of metallic wall panels, would it be preferable to avoid enemies to spot us, and bullets to be shot through them? I find disturbing and annoying when you're getting shot and you don't know where it comes from until you try shooting through these wall panels, hoping to get screams of pain. It's even more disturbing when you can hit enemies through several layers of these wall panels.

I'm also wondering if it should be made possible vertically with normal catwalks.
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Old 04-23-2013, 12:11 AM   #534
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by Nukkus View Post
it's funny that 35 fps can feel so smooth.
That's what the game was designed for.

But DooM at 35fps is other story...

---

Tried use the latest WinROTTGL 1.70 full, with simple sound and music option enabled, when I tried to shoot any rocket weapons to gibbing any human guards and the game just crashed with M$'s program crash and report window showed out. Disable that simple sound and music option just fixed that.
__________________
It's my ROTT introduce site, easily structure.
http://playerlin.myweb.hinet.net/rott/
Sorry, please don't care my poor "Grammar of English"... *faint*
Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD
*Player Lin escaped from the hell of making website.*
Last edited by Player Lin; 04-23-2013 at 12:25 AM.
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Old 06-16-2013, 02:00 AM   #535
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Anything new? I know the new ROTT is comin' soon, but I'd like to see updates on the classical one as well.
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Old 06-16-2013, 07:11 AM   #536
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Not really, I haven't heard from birger in a while, and at the moment, I'm
helping someone convert some of the text messages in the game to
chinese and compiling a custom exe for him.
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Old 08-06-2013, 02:38 AM   #537
Neuro

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Re: Birgers/JB's WinRott Port Thread Part 2
Jesus Christ... get your shit together, guys...
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Old 08-06-2013, 06:05 AM   #538
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
We're doing this on a volunteer basis, sometimes we go at it pretty hard for
a while, then we slack off for a good while, we aren't making money here,
I've personally spent hundreds of dollars of my own money to buy programs
that make it easier to build executables that will run better on a later
systems, your welcome to your opinion, but it won't help move things
along any faster.



---------- Post added at 06:05 AM ---------- Previous post was at 06:03 AM ----------

Go here:

http://store.steampowered.com/app/217140/

there's a new version of rise of the tried, a total remake if your interested.
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Old 08-09-2013, 06:23 PM   #539
Neuro

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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks, after playing it for over two weeks I must've totally forgotten
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Old 10-24-2013, 10:09 PM   #540
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Re: Birgers/JB's WinRott Port Thread Part 2
Nothing new?
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Old 10-25-2013, 09:03 AM   #541
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Sorry no, I haven't heard from birger in a long time, I haven't worked on the source code
in quite a while, I'm not saying it's dead, but nothing is happening at all that I know of for now, if anything new happens I'll post here...
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Old 12-23-2013, 06:41 PM   #542
Nukkus

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Re: Birgers/JB's WinRott Port Thread Part 2
*throws a phoenix down on thread*
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Old 01-17-2014, 12:54 PM   #543
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Sorry to be so repetitive, but I'm assuming there's nothing new again? It's a shame the progression is on halt. I'm still interested to have WinRottGL improved and I'd be glad to work on it if I can.
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Old 01-17-2014, 03:46 PM   #544
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
That's good to know, right now, there isn't much of anything going on with winrottgl, I'm
not saying it will stay like this, but I'm not sure when work will resume on it. But if
your interested, there's a rott remake (not related to winrottgl) on steam.

Thanks for your support!
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Old 01-17-2014, 10:04 PM   #545
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Re: Birgers/JB's WinRott Port Thread Part 2
I know about the new "Rise of the Triad". I've seen it has not a lot of good comments about it, bugs on a side, bad features on another. It's on my wishlish though, but I can't afford it since I'm a very poor guy.
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Old 01-28-2014, 11:36 PM   #546
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Or...wait someone to make his ECWolf port supporting RotT in one day...

If WinRottGL just not updated anymore...
__________________
It's my ROTT introduce site, easily structure.
http://playerlin.myweb.hinet.net/rott/
Sorry, please don't care my poor "Grammar of English"... *faint*
Sadly, it died temporary due to I used my all of times on RealLife(TM) and playing Games! XD
*Player Lin escaped from the hell of making website.*
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Old 09-09-2014, 10:43 PM   #547
filipetolhuizen
Unhappy Re: Birgers/JB's WinRott Port Thread Part 2
So, did it come to a dead end?
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