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Old 05-13-2010, 10:38 AM   #201
Nubwagon

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Re: Birgers/JB's WinRott Port Thread Part 2
Hey thanks for the update! It's good to see that there are people out there that still care about this epic game. I'll give it a shot when I get home tonight.

Thanks again!
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Old 05-13-2010, 06:09 PM   #202
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Re: Birgers/JB's WinRott Port Thread Part 2
OMG! An update!
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Old 05-13-2010, 06:58 PM   #203
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Re: Birgers/JB's WinRott Port Thread Part 2
I still hope to get the netcode in better shape (with some help) eventually...

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Old 05-13-2010, 09:59 PM   #204
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Re: Birgers/JB's WinRott Port Thread Part 2
Is anyone else crashing to desktop if looking up in the game? I'm getting this randomly.
(current version).
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Old 05-15-2010, 11:30 AM   #205
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
Is anyone else crashing to desktop if looking up in the game? I'm getting this randomly.
(current version).
Yes, I get crash when I looking up. Always happens. Just looking up and boom! Crashed.
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Old 05-15-2010, 05:25 PM   #206
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
This is being looked into, I'm currently trying to run debug sessions, but I'm having
a few problems with the debugging environment, I've also told birger about this
problem...
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Old 05-17-2010, 08:43 PM   #207
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
For those who are having problems with winrottgl crashing back to the
desktop when looking up at the sky, change your resolution to a higher
specification then 800x600, this crash (for me at least) seems to only happen
when the resolution is set at 800x600...

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Old 05-17-2010, 08:50 PM   #208
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
I'll try changing the resolution and see if it helps.
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Old 05-17-2010, 09:05 PM   #209
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
This version keeps playing windows default beep everytime I press any key (except for arrows, ctrl and esc) if I use the newest version of SDL.dll
Last edited by filipetolhuizen; 05-17-2010 at 09:14 PM.
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Old 05-17-2010, 09:25 PM   #210
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Try turning off fullscreen mode when you run winrottgl and see if any other
window opens, I've not had this problem myself, but it sounds like something
is causing the focus to be set on another window.

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Old 05-18-2010, 08:19 AM   #211
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Using SDL 1.2.13 fixed that. I'll see if something else opens up using SDL 1.2.14 on windowed mode. This new WinrottGL works fine for me. I tried looking up the sky but it didn't crash for me (at 1280x1024 res). Have you talked to Birger about adding widescreen resolution modes?
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Old 05-18-2010, 10:05 AM   #212
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'll talk to him about that tonight, I made a mention about that sometime ago, but
other problems came up at the time...

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Old 05-18-2010, 06:22 PM   #213
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
The mouse look seems to drift down to the bottom of the screen when you move around, could just be me, but you should check it out.
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Old 05-22-2010, 07:00 PM   #214
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Nothing opens up, however if I change focus to other window and go back again, the beeping disappears. Anyway, SDL version 1.2.13 works fine, only 1.2.14 has this problem.
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Old 05-22-2010, 07:06 PM   #215
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Ok, I was trying to determine if this was a problem with winrottgl itself of sdl.

---------- Post added at 07:06 PM ---------- Previous post was at 07:05 PM ----------

Oops! that should be 'or sdl'...
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Old 05-23-2010, 09:06 PM   #216
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Probably SDL. This new version has some weird problems. If an application lose focus I cannot switch back to it. The mouse is completely locked while the app is minimized and minimizes again when I try to switch back to it via keyboard. I experienced this in every app so far using the new SDL.
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Old 08-10-2010, 10:48 PM   #217
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey
That's fine, myself & birger discussed combining both executables into 1 big executable, but there were a lot of issues that would make that nearly impossible without a lot of work, but I'll mention it again and see how it goes...
Anything new about that? Just by curiosity.
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Old 08-11-2010, 06:07 AM   #218
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Birger was working on a new version that I was going to test, but I haven't been sent anything new for a while now, I assume real life issues came
up. I only know of a couple of things that are supposed to be in the new version:

the mouse problem that occured with the menus if you started a net game
is supposed to be fixed.

possibly some new net code (not confirmed)

and some general bug fixes.

None of this is known to be confirmed in the next version, but was
mentioned the last time me and birger talked. If anything official comes
up, I'll post here...

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Old 08-11-2010, 08:35 PM   #219
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
Hey jbailey, any chance that you might update your win-Rott site sometime soon? (Possibly with up to date downloads)
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Old 08-12-2010, 05:21 AM   #220
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I have limited access to birgers' site, I can only update my part of it, the
rest of the site is under birgers' control, I'll talk tobirger and see if there's
anything new that can be posted.

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Old 08-12-2010, 09:59 AM   #221
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
I have limited access to birgers' site, I can only update my part of it, the
rest of the site is under birgers' control, I'll talk tobirger and see if there's
anything new that can be posted.

Awesome
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Old 08-13-2010, 11:53 AM   #222
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by DragonsLover View Post
There's something wrong with the "Republican Bonus 1" in WinRottGL (and maybe in WinRott as well). I tried getting the "Bonus Bonus" like this guy on the same level by using the HUNTBGIN level set. I did all the bonuses perfectly, excepted for the "Republican Bonus 1" which doesn't work at all even though I used and fired all the ammo of all missile weapons, none of them remaining on the playfield.
I bring back the subject about this little bug. By looking at the source code, I can understand now why this bonus doesn't always work.

When a level loads, the game looks for every missile weapon available on the current level and each time he finds one, adds it in "gamestate.missiletotal" integer. The same thing happens when we destroy a bonus barrel and receive a heatseeker, it adds to the integer. Then, once in the game, each time we grab a missile weapon, it increases the "gamestate.missilecount" integer. At the end of the level, the game checks the amount of times we grabbed a missile weapon. If it is equal to the amount of missile weapons available on the current level, the "Republican Bonus 1" is given. So, where's the problem?

The problem is that, contrary to health items, you can grab missile weapons more than once, meaning that the "gamestate.missilecount" integer could be higher than the "gamestate.missiletotal" integer, thus cancelling the bonus.

I also tested that bazookas dropped by Lightning guards in hard and crezzy modes DON'T increase the total amount of missile weapons on the level, which doesn't make sense in my opinion. This means that, either you must avoid them to get the bonus, or you have to avoid grabbing another "normal" missile weapon on the level for each dropped bazooka you grab.

Finally, to sum up, the "Republican Bonus 1" is given when you grab the same amount of total available missile weapons on the level, whatever the missile weapon. Indeed, if you have a bazooka in hand and there's a heatseeker nearby for example, you could repeatedly grab the heatseeker, then grab the bazooka, then grab the heatseeker again, and so on, until the total amount of grabs meets the bonus condition.

I don't know if it is intended, but I guess it would be a nice idea to correct that bug.

At the same time, "Bonus Bonus" points should be fixed. It is supposed to give 1,000,000 points, but only gives 100,000.
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Old 08-13-2010, 04:44 PM   #223
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the info, I'll have a look myself, and report this to birger...

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Old 08-15-2010, 07:06 AM   #224
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
This just up on birgers' site:
------------------------------------

Here is WinrottGL version 154 with all the new models, some is made by me and some is freeware

Fixes im version 154

1: Intro bugs fixed.
2: A mem leak in sky creation.
3: Extern GFX path error fixed.
4: Raster pos in print text.
5: Keyboard focus wasnt allways given to gl window.
6: Railing can now be models.
7: BONUS BONUS is set to 1000000 now.
8: The other problems with bonus's hopefully fixed, else let me know.
9: In order to separate the full and shareware version savegame, internal header changed
to ROTS in shareware and ROTF for full version instead of ROTT.

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Old 08-15-2010, 10:47 AM   #225
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
Thats alot of problems fixed, Good job.
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Old 08-15-2010, 10:49 AM   #226
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
There is 1 bug that has yet to be fixed, that's the one where if you
selected a net game, the mouse would not be active in the menus, this
is not a game stopping bug however, here's the last response from birger
in regards to this bug:
---------------------------------------------------------

Yes, in the old version there wasnt enough bandwith in netgames to allow mousemovments so it was disabled
Since the rott netgame is basiclly build on the old code this is still the case.
Birger

---------- Post added at 10:49 AM ---------- Previous post was at 10:48 AM ----------

To ReaperMan:

Thanks!
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Old 08-15-2010, 11:12 AM   #227
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Cool, new version out and have a lot of bugfixes, Awesome!

But why put source code files and binary/other stuffs needed to run game together, it's a little hard to split them out.

(Yeah, just extract them out still work but my WinROTTGL directory is a big mess, so I don't want those source files, sorry. :P)

And the download page doesn't have the new version links.
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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 08-15-2010, 11:45 AM   #228
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'll compile both the shareware & full versions and put them up for download
and post the links here.



---------- Post added at 11:45 AM ---------- Previous post was at 11:35 AM ----------

Here's the links for both the full and shareware versions:

http://www.filefront.com/17203948/WinRottG154fullL.rar

http://www.filefront.com/17203953/WinRottGl154share.rar

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Old 08-15-2010, 10:42 PM   #229
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
Thank a lot, jbailey.
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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
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Old 08-16-2010, 08:58 PM   #230
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
I've found a majorly annoying problem with the new release. The godmode balls get stuck on the GADs and make a bunch of noise. Also if you walk into the they kill you. Same thing happens when you use the Darkstaff.

Also, i was wondering why you guys are working on the multiplayer code so early. I think that making sure the single player works flawlessly should be the main priority.
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Old 08-16-2010, 10:02 PM   #231
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
That's strange, I thought the god/staff balls bug had been fixed already, I
remember working with birger on this quite some time ago. What
probably happened was the bug got re-introduced while changing other
code, I'll report this old bug now, sorry about this...



---------- Post added at 10:02 PM ---------- Previous post was at 09:51 PM ----------

Quote:
Originally Posted by ReaperMan View Post
Also, i was wondering why you guys are working on the multiplayer code so early. I think that making sure the single player works flawlessly should be the main priority.
Birger decides what gets worked on, I just help him test stuff out and
do debugging sessions, report bugs, etc.

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Old 08-16-2010, 11:13 PM   #232
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
Birger decides what gets worked on, I just help him test stuff out and
do debugging sessions, report bugs, etc.

All i'm saying is working on singleplayer may make implementing multiplayer easier. Anyway ill see if i can find some more bugs.
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Old 08-17-2010, 12:41 AM   #233
Player Lin
Re: Birgers/JB's WinRott Port Thread Part 2
I can't adjust sound volume, SDL_mixer.dll will let WinROTTGL crash when I try to do that.

Music volume adjustment is fine.

EDIT : Other bug, the music volume will reset to default after you died and restart level, but the volume value didn't changed, if you adjust the music volume, it's back to fine, until next time you died...

EDIT 2 : Quit automap will make Autorun on/off after Autorun toggled.
If you toggle autorun again, it's fine.

Launcher > Settings > RotT menu settings > General adjustments - Minutes before screen blanking : I was set it to 0, but I want to change it to other value, then I press "Apply" and "OK" to save the setting. After that, I go back, that value still on 0, whatever I set what other value...

EDIT 3 :
And the "Size of Weapon" setting is bugged too. It said 0-30, but if you set 30 by manual, it will back to 0. And this value will cause some funny "double pistol sprites" result.
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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; 08-17-2010 at 01:29 AM. Reason: Added/Fixed somethings.
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Old 08-17-2010, 06:10 AM   #234
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the bug report!

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Old 08-17-2010, 09:45 AM   #235
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
Alright here's what i got.When the player has mercury mode and fly's up and then lands back on the ground he becomes taller then he previously was, about the height when you have godmode on.

Not really a bug, but when you have higher resolutions on the game lags. I suspect it has something to do with the transparent sprites you added as releases before that didn't lag.

Also may i suggest changing the in game options menu, the setup it currently has makes no sense. Here's what it should be like.

-Controls-
has all the controls for keyboard mouse, ability to have mouse look etc

-user options
same

-sound setting
volume for every thing, sound driver selection, sounds/ music on off, surround sound, etc.

-Graphic settings
Adds ability to use classic render, models on/off, screen resolution, etc.

-General settings
bots on/ off, and all other random stuff

Edit: Also could you make it so the player could remove unused keys from the keyboard by simply pressing delete?
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Old 08-17-2010, 05:14 PM   #236
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
When I told birger about the god ball problem showing up again, he was
really suprised, it's being looked into and all the current bug reports
have also been sent.

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Old 08-17-2010, 09:09 PM   #237
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
I'm not sure if its a bug or not but when you blow someone up there seem to be less gibs and they don't fly as far as they did in the original dos version.
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Old 08-17-2010, 10:18 PM   #238
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
You can turn on more gibs, by typing '\dipstick' and then '\ekg' (minus the
quotes). The only other way to affect this would be to find the code that calculates the gibs and change it accordingly..



---------- Post added at 10:18 PM ---------- Previous post was at 09:18 PM ----------

I watched the video, I'm not completely sure, but as I recall, there is a
math routine that actually does the gibs calculation, I think in the video,
the player had ludicrous gibs turned on, but the gibs in that version
tended to fly out in all directions, but in winrottgl, the gibs are mostly
in a dome shaped explosion, I'll have to find that routine, and see about
adjusting it.
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Old 08-24-2010, 07:32 AM   #239
GrimWoman

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Re: Birgers/JB's WinRott Port Thread Part 2
Remote ridicule doesn't seem to work correctly when you play fake multiplayer, it seems to give you different sounds.
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Old 08-24-2010, 10:14 AM   #240
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the info!
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