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Old 05-22-2008, 07:06 PM   #41
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
To ufo_warviper,

I've still not heard anything new on the net code stuff, don't withdraw your offer of help
though, there will be some new news about the net stuff eventually....
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Old 05-26-2008, 01:55 PM   #42
MarkJ
Re: Birgers/JB's WinRott Port Thread Part 2
Hey, good to see you guys are still working on this port.

Just thought I would point out some general issues I have been having with the port (Winrott 2.24 Full):

a) Arrow key reassignment.
For most FPS's I play, I tend to use the left and right arrow keys to strafe left and right (as opposed to looking). Setting up the controls this way in WinRott means that you can no longer use the left and right arrow keys to adjust things like mouse sensitivity, etc, within the configuration menus. You can still use the arrow keys on the numeric keypad, but yeah, just thought it was a bit odd : ).

b) Persistent weapon bobbing.
Sometimes the weapons bobbing animation seems to get stuck, and the weapon/view will continue to bob after you have stopped moving. I havn't been able to reproduce the exact reasons for this, but shooting seems to fix it up.

c) Errors when quitting.
I tend to get errors when quitting from the game. The last one I got was:

The instruction at "0x7379210d" referenced memory at "0x0e0e0f0e". The memory could not be "read". Click on OK to terminate the program

If it makes any difference, I was using a custom RTL when that happened. I will PM you the file if you want a look at it.

d) Map mode
Not so much a bug, but I noticed while playing recently that while the gameplay and everything looks wonderfully reworked and high-res, the map mode still looks exactly as it did on my 486, and horribly dated in comparison to the rest of the port. There may be options for changing the display setting for the map already, but I havn't come across them yet, and it would seem logical that the map defaults to the same resolution as the rest of the game, instead of being stuck in 320x200.

Keep up the good work guys.
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Old 05-26-2008, 06:43 PM   #43
MarkJ
Re: Birgers/JB's WinRott Port Thread Part 2
Oh, and one more thing:

e) Extend pushwall limit.
ROTT seems to have a limit on the number of pushwalls you can have in a given map. Could this limit possibly be extended/removed.

Thanks : )
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Old 06-05-2008, 04:57 AM   #44
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
OMG! WinROTTGL v1.4.4 fixed a lot of bugs...

And a very stupid question...
Is WinROTT still update or not?
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Old 06-05-2008, 06:01 AM   #45
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Re: Birgers/JB's WinRott Port Thread Part 2
As far as I know, winrott hasn't been updated in a long time, only winrottgl is
still seeing active development...
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Old 06-10-2008, 04:19 PM   #46
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Re: Birgers/JB's WinRott Port Thread Part 2
Is there a way to make heatseeker missiles attract lamps and torches with the Winrottgl port? They seem to do so without Winrottgl, but not with it.
Last edited by ewolf; 06-10-2008 at 05:12 PM.
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Old 09-04-2008, 06:22 PM   #47
SirSilentBob
Question Re: Birgers/JB's WinRott Port Thread Part 2
Is there a way that winrott and winrottgl code can be fixed to allow real hardware midi devices to be used? I have tried the latest versions of both, and when I attempt to use my Sound Canvas SC-55 with a game port, or if I attempt to use my Sound Canvas SC-8850 in usb mode, each time, with both devices and both builds of the game, I get "Error could not guid_download."

It does this weather the "soundfix" box is checked or not. I saw how someone else mentioned this. I tried all of your suggestions that you gave them, however I still get that error. All other games/programs on my computer that use midi work without a hitch, and I am certain that the midi port is not already open. Midi works fine if I use the Microsoft GS Wavetable SW Synth, Microsoft Synthesizer, or any of the on-board midi devices of my soundblaster audigy.

Please, is there anything that can be done to allow external devices to work?

If you try to use the external midi port on your computer, I am pretty certain you might encounter the same error.

If I need to post the contents of any diagnostic files, or beta test any experimental versions of either of the regular or GL versions, I will do so.
I just hate using the crappy microsoft and soundblaster synths when I have ones which sound so much better!
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Old 10-20-2008, 01:24 PM   #48
Darkman 4
Re: Birgers/JB's WinRott Port Thread Part 2
In Shareware GLROTT, I can't get past this point. There's an invisible wall that prevents me from getting under the pads. Is this problem related to GLROTT?

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Old 11-07-2008, 06:11 AM   #49
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
It's been a while, the whole board seemed to go quiet, so I stopped going
there...
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Old 11-07-2008, 04:47 PM   #50
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Re: Birgers/JB's WinRott Port Thread Part 2
Sounds good! I'll keep a eye out for your work...

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Old 01-18-2009, 08:00 AM   #51
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I use visual studio 2008, I had to make minor changes to 1 file (glfuncs.c)
to get it to compile, the reason is that winrottgls' official compiler
(currently anyway) is visual studio 7.0.
If you need any help on getting winrottgl compiling, let me know...

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Old 01-18-2009, 10:02 AM   #52
Exitus
Re: Birgers/JB's WinRott Port Thread Part 2
How do I record video from WinRottGL?
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Old 01-18-2009, 01:41 PM   #53
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
If you mean making demos the game will play when you start winrottgl,
when the level starts, type in '\dipstick', then '\record', the game will
ask what level, type in a number, and play for a minute or so, then type '/stop',
the game will ask what demo number to save as (1-4), type a number and
the demo will be saved.

If you mean making gameplay videos, fraps is a good recording program,

www.fraps.com

Hope this info helps!

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Old 01-18-2009, 01:46 PM   #54
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Re: Birgers/JB's WinRott Port Thread Part 2
There is a important thing to keep in mind when recording demos that
winrottgl will play while it's in the demo loop, a specific amount of memory
is set for the length of the demo being played, if you record a demo that
is to long, (more then 2 minutes probably, but don't hold me to this, it could
be less), either the demo won't play, and/or the game will crash. For making
'unlimited' gameplay videos, use an external recording program like fraps.
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Old 01-18-2009, 01:54 PM   #55
Exitus
Re: Birgers/JB's WinRott Port Thread Part 2
Awesome, thanks! When my PC is free of whatever virus it has (I'm typing from a Mac), I'll try it.
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Old 01-19-2009, 10:13 AM   #56
Neuro

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Re: Birgers/JB's WinRott Port Thread Part 2
When will the multiplayer testing sessions take place? I e-mailed birger earlier, but didn't get a response.
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Old 01-19-2009, 06:22 PM   #57
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Re: Birgers/JB's WinRott Port Thread Part 2
All I know is that some improvements have been made to the multiplayer
code and testing will be required at some point, but birger has not told me
anything about when the testing will take place...
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Old 01-22-2009, 07:27 PM   #58
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Re: Birgers/JB's WinRott Port Thread Part 2
I hope to give you all a update soon, I have to verify some stuff first though.

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Old 01-23-2009, 04:27 PM   #59
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Here's the latest update info:

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

Colors of keys in any given level being the wrong color(s) - fixed

Intt. audio glitch, if a lot of a enemy was in the same area making the
same sounds at the same time, the video rendering could slow down to
a crawl - fixed (at least on my systems) should also work correctly on
your system.

Wind wouldn't work, even if turned on in the menus - fixed

Shareware fanfare apogee animation you see when you first run the
game, colors messed up - fixed, but not verified by me, I hope to get the
latest beta source code so I can verify this for myself.

-----------------------------------
Bugs NOT fixed/or in process of being fixed:


No preview screen seen while in load/save game menus - nothing new on
this one at the moment.

Random maps - still partially broken - nothing new to report here at the
moment either. disabled in shareware at the moment (or something like that)

Multiplayer - Still being worked on, maybe a beta version in 2 to 3 weeks



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

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Old 01-23-2009, 04:30 PM   #60
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Oops! left out 1 thing, the hand of god and darkstaff power ups (the balls of
light/dark) don't get stuck on objects anymore, if they don't dissipate on their
own, they will disappear, not a full bug fix, but a improvement.
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Old 02-01-2009, 04:00 PM   #61
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
A update to winrottgl is now available for download on birgers' site...

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Old 02-01-2009, 06:58 PM   #62
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Re: Birgers/JB's WinRott Port Thread Part 2
Well thank you, however for some reson this does not look like GL at all anymore. It is grainy and unpolished even at the highest resolution. Why is that?
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Old 02-01-2009, 07:28 PM   #63
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by Another Duke Fan View Post
It is grainy and unpolished even at the highest resolution. Why is that?
In the launcher, go to Settings > Graphic settings, and set Texture mode to GL_Default.
That should do the trick.
 
Old 02-01-2009, 07:34 PM   #64
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Be sure to delete your rot config files first, also I spent a considerable
amount of time trying to get a net game running between my 2 computers,
the game could see the other game running, but not join, I have a d-link
di-604 router, and I've never had any problems out of it, I've played other
net games with no problems, I tried forwarding the appropriate ports, but
that seemed to not help anything, please try out the net part of this version
and see if it works for you or not...


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Old 02-02-2009, 02:53 PM   #65
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by The Stinger View Post
In the launcher, go to Settings > Graphic settings, and set Texture mode to GL_Default.
That should do the trick.
Thank you very much Stinger! That was it exactly
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Old 02-02-2009, 10:20 PM   #66
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Re: Birgers/JB's WinRott Port Thread Part 2
I *FINALLY* got a net game going between my 2 pc's, there were 2
problems, the first was directplay was broken on my p4 system, I re-installed
directx, but that didn't fix the problem, I wound having to export some
registry settings from my amd-64 system and importing those settings
on my p4 system, that got directplay going again, and the other problem
was I was specifying the wrong ip address for my host system (either one ), but I can host a game whenever your ready, just let me know when
ahead of time. If you want to test your directplay, run dxdiag and click
on 'network' then 'directplay'.
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Old 02-03-2009, 11:02 AM   #67
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
if you can type in the test window and see what you typed on another pc,
then yes it should be working, you would give the 'new' session a address and port of the receiving pc, and on the receiving pc you would give the address and port of the pc that you selected as starting the session. Unfortunatly all
I have is email, I could try posting here if you want, I'll be free most of this
weekend except for sunday morning, so nearly anytime this weekend
would be ok with me.

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Old 02-03-2009, 05:39 PM   #68
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
The weekend would be better for me, anytime except sunday morning...

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Old 02-04-2009, 07:00 AM   #69
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Re: Birgers/JB's WinRott Port Thread Part 2
I'm not sure what timezone -5 gmt is, but I'm on the east coast, how about
12 pm eastern time on saturday?
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Old 02-04-2009, 11:29 AM   #70
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for considering my sugestion. I see there's an Old Skies box greyed out. That'll be great! There's a small sound issue in this new version though, I think it's related to buffering because a few sounds are not played repeatedly (noticed on the menus and colecting crosses).
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Old 02-04-2009, 01:02 PM   #71
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Re: Birgers/JB's WinRott Port Thread Part 2
Yeah, you are right. When pressing down in a menu, the sound plays on the first, skips 3 or 4 options, and then it starts all over.
Tried it with some of the weapons, and the pistol, dual pistol and the submachine gun have the same sound problem.
Last edited by The Stinger; 02-04-2009 at 01:10 PM.
 
Old 02-04-2009, 05:17 PM   #72
The Stinger
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Re: Birgers/JB's WinRott Port Thread Part 2
Sorry, I'm busy on Saturday, maybe we could play on an other day?
 
Old 02-04-2009, 06:04 PM   #73
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
This audio problem is probably due to the last audio fix, I'll mention this to
birger the next time I talk to him...

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Old 02-04-2009, 08:45 PM   #74
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Re: Birgers/JB's WinRott Port Thread Part 2
A quick update, I sent in a fix for the audio skipping bug introduced by the
last audio bug fix, birger has to officially test the code change out. the change seemed to work fine on my end, hopefully he will agree..

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Old 02-05-2009, 06:07 AM   #75
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Re: Birgers/JB's WinRott Port Thread Part 2
Alright, good news.
Luckily the sound bug isn't annoying, so it wont spoil all the fun in the MP games.
 
Old 02-05-2009, 06:41 AM   #76
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by The Stinger View Post
Sorry, I'm busy on Saturday, maybe we could play on an other day?
Me too, I'm gonna be straight busy for a couple of months.
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Old 02-07-2009, 09:02 PM   #77
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Here's the sdl_image.dll as an attachment..
Attached Files
File Type: rar SDL_image.rar (13.2 KB, 6 views)
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Old 02-07-2009, 09:36 PM   #78
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
is this version of winrottgl working with the latest sdl libraries?
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Old 02-07-2009, 09:43 PM   #79
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Well, it's supposed to, but I tried playing a multiplayer game earlier today,
and tommy-vercetti had some real problems getting winrottgl to run, if the
problem continues, I could rar up the dlls I use and make them available
for download...
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Old 02-08-2009, 07:15 AM   #80
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Re: Birgers/JB's WinRott Port Thread Part 2
I'll be around pretty often to test.
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