08-24-2010, 07:46 PM | #241 |
Re: Birgers/JB's WinRott Port Thread Part 2
Hey ReaperMan, you were mentioning that birgers' rott editor tends to crash, I've
been unable to get it to this, where exactly in the editor are you (or what task are you doing) in the editor when it crashes? |
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08-25-2010, 08:10 AM | #242 |
Re: Birgers/JB's WinRott Port Thread Part 2
Try making a bunch of the thin sprite walls (the windowed ones), then go to the 3d editor, it will eventually crash. At least it does that for me.
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08-25-2010, 10:12 AM | #243 |
Re: Birgers/JB's WinRott Port Thread Part 2
Offhand, It sounds like a memory leak in the 3d part of the editor, but I'm
not sure. Does it crash immediately on accessing the 3d part of the editor, or is the a delay, and if there is, is it always the same amount of time? or does it vary? ---------- Post added at 10:12 AM ---------- Previous post was at 10:03 AM ---------- Almost forgot, there should be a .dbg file associated with the editor, post that file, hopefully there's some useful info in it. |
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08-25-2010, 03:21 PM | #244 |
Re: Birgers/JB's WinRott Port Thread Part 2
not sure when our next NETGAMEZ is but we may try ROTT networked again. last time we had some VERY GOOD LUCK with the basic DOS version running through "DOSBOX" with its IPX over IP setup. Ran great! But looked horrible compared to this newere WINROTTGL stuff
Thanks for all your hard work on this ol game! |
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08-27-2010, 07:56 PM | #245 |
Re: Birgers/JB's WinRott Port Thread Part 2
Alright i have some more problems to report.
1)When the player opens a door then the door shuts any, actors fallowing the player will not open the door. 2)In fake multiplayer the bots don't get effected by all the options the player selects, such as health points, and weapon options. Also the AI is really stupid, i know its probably just a filler, but better AI would be nice. 3) Bullets can go through the solid sprite walls. (Both actors and the player can do this) |
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08-27-2010, 08:39 PM | #246 |
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the info! I'm testing another beta 1.56 now...
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08-31-2010, 05:32 PM | #247 |
Re: Birgers/JB's WinRott Port Thread Part 2
The winrottgl page has been updated, there have *LOTS* of bugs
fixed, me and birger have done a lot of coding/burning the midnight oil over the last 2-3 weeks, the only thing still not working right is the multiplayer stuff, everything else should be good to go, check out the latest 1.56 exe and if anything is found that's still not right, post here! |
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08-31-2010, 06:30 PM | #248 |
Re: Birgers/JB's WinRott Port Thread Part 2
Good job, i'm going to test it out right now. One question, did you fix the lag problems with win rott-gl?
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08-31-2010, 06:47 PM | #249 |
Re: Birgers/JB's WinRott Port Thread Part 2
The only time I noticed any lag in winrottgl was when I was testing the
'sharpen graphics' function, if I turned that off, I never noticed any lag. |
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08-31-2010, 07:43 PM | #250 |
Re: Birgers/JB's WinRott Port Thread Part 2
Well i tested it out, i must say it runs way smoother then it did before and its probally the best version of win-rott gl released.
Did notice one problem with the gibs though, when you blow up a bad guy sometimes he doesn't have any guts. It happens randomly but it seems to be common. Other then the one problem with the gibs, is very satisfying to kill a guy with a bazooka. Also the in game options menu could use some serious re-organization. (i have something in mind if your interested) |
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08-31-2010, 08:04 PM | #251 |
Re: Birgers/JB's WinRott Port Thread Part 2
It's supposed to be random, be sure you have 'extensive gibs' selected
in the main option window, otherwise the game will use the 'other' gibs, As far as the menu selection layout goes, I discussed this with birger and it would require a lot of work to re-organize the menu system, it's not impossible to do, it would just be difficult, so birger and myself decided to leave the menu system as it currently is at least for now. |
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08-31-2010, 10:24 PM | #252 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Also i don't think the options menu is top priority anyway, but it really could use some help. So are you going to be working on getting multiplayer running then? |
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09-01-2010, 06:06 AM | #253 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'm keeping a eye on the the version of rott on icculus.org, if those guys
can get their version to do proper multiplayer, I'll see if their code can be incoroporated into winrottgl, because I just don't know enough about net code to get winrottgl to have good multiplayer (up to 16 players, and in-game join, maybe even spectator mode), what's in winrottgl now barely works (even then not really right), for 2 or 3 people. Our net code needs a total re-work. |
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09-01-2010, 09:27 AM | #254 |
Re: Birgers/JB's WinRott Port Thread Part 2
Try asking the Doom Connector team or maybe YANG team to see if they can help get the multiplayer working.
http://yang-online.com/ (Runs a bunch of old FPS already, so why not ROTT) http://www.doomconnector.org/ (They just added support for Duke3D, and seem to be interested in getting other games online) |
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09-01-2010, 09:40 PM | #255 |
Re: Birgers/JB's WinRott Port Thread Part 2
A couple of questions/things (some of them may have been addressed in the past) and possibly requests:
-The Heatseeker missile, at least as of some of the more recent GL versions hasn't homed in on flaming torches etc, JUST the enemies themselves. Is this intentional? If so is it possible to request some sort of option/fix to make it behave like the vanilla DOS version? -Does Dog Modes' "Power"/"Charged" Bark (or whatever you'd call it) sound too high pitched to anyone else (and does not change pitch for that matter) Or is it just the settings I have or something? -This one i'm not entirely sure on - was it intended in this port for certain sounds like when being burned by on one of the fire traps (in the first stage) to play over several times? I recall in the original the sound would play once and THEN loop rather than play all at once and constantly (does anyone understand what i'm talking about there?) Of course for the most part those sound "issues" at least are only small things in an otherwise superb port, but they're some things that i've at least noticed over a lot of the versions i've played and that still "exist" as of 1.56...
__________________
Justice & Faith, Ignorance & Escapism, they NEVER learn, they NEVER LISTEN ..
Last edited by Koopa; 09-01-2010 at 09:44 PM.
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09-02-2010, 06:02 AM | #256 |
Re: Birgers/JB's WinRott Port Thread Part 2
I hadn't noticed these things myself, but I'll pass the information on to
birger, if you've installed a new version of winrottgl in a directory where a older version has been run, always delete the *.rot files, leaving the old config files in place can cause problems. |
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09-02-2010, 08:35 AM | #257 |
Re: Birgers/JB's WinRott Port Thread Part 2
Yeah I make sure to do that with each update (and otherwise haven't really encountered any other recurring issues). These have always occured even with clean installations and across 2 or 3 different computers I have used over time too, so I know there's no problem with the config files there (or with just one of those systems for that matter).
I mean once again most of those aren't THAT big of a deal I guess. I suppose that's just me nitpicking based both on my memories of playing ROTT and also playing/comparing to it on DOSBox out of interest (where it is as I remember it also). But thank you for the response and would very much be interested to hear/see if or what comes of this .
__________________
Justice & Faith, Ignorance & Escapism, they NEVER learn, they NEVER LISTEN .. |
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09-02-2010, 11:03 AM | #258 |
Re: Birgers/JB's WinRott Port Thread Part 2
I beat the Hunt begins on the full version of Win-ROTT GL and the ending cut-scene didn't play.
Also i found that changing settings in the Win-ROTT GL launcher after you have custom controls set up corrupts the configure file and makes your guy run and shoot into walls randomly. |
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09-02-2010, 01:02 PM | #259 |
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the info, I'll talk to birger.
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09-02-2010, 06:18 PM | #260 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
I'm testing a updated heatseek function now, it seems to be working properly, haven't checked out the other issues you mentioned yet... |
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09-02-2010, 07:38 PM | #261 |
Re: Birgers/JB's WinRott Port Thread Part 2
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09-02-2010, 10:24 PM | #262 |
Re: Birgers/JB's WinRott Port Thread Part 2
Ah, that's good news. That was the main issue anyway as that was one that actually affects gameplay (albeit only minorly and arguably not entirely "negatively" - some people may like that option of it only seeking enemies). Impressed with how quick that was though. Nice work guys!
In comparison those sound issues would simply be a bonus and for the sake of "authenticity" I guess. Certainly the priority would be for actual bugs (as with what ReaperMan posted). But at the very least those sound things have been brought to attention/noted now. EDIT - I noticed another minor issue. When viewing a missile using the RIDE cheat, black squares are rendered underneath the missile as it is flying. Fiddling with the different graphics settings (such as disabling models etc) made no difference. It doesn't happen/occur without RIDE being turned on, ONLY when viewing it via that method. It's not related to 1.56 only as I downloaded and installed 1.44 and 1.36 (in fresh directories) and it happened there too. Unless this is some kind of problem with my graphics card/drivers (ATI Mobility Radeon 3650)? Can anyone else reproduce that also?
__________________
Justice & Faith, Ignorance & Escapism, they NEVER learn, they NEVER LISTEN ..
Last edited by Koopa; 09-02-2010 at 11:27 PM.
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09-03-2010, 05:04 AM | #263 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'll talk to birger about the ride missile video problem.
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09-03-2010, 05:54 AM | #264 |
Re: Birgers/JB's WinRott Port Thread Part 2
Ah...the autorun toggles problem still alive in 1.56, but it changed...
When I toggle it on, then go back main meun/save(load) game menu/option menu or whatever menu, and come back to game, it'll toggle again to off. If it was off, then it's fine. Then I try toggle autorun to on, quit the game and WinROTTGL, and run WinROTTGL again, choose a new game, it should be autorun on now, then I press TAB(to toggle autorun off) and nothing happen. I press TAB again, "AUTORUN is ON" message appears, if I go back menu and go back the game, autorun will toggle off. What the hell... :/
__________________
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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09-03-2010, 06:27 PM | #265 | ||
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
I told birger about this issue, here's his response: -------------------------------------------------------------- I just checked it, here by me it works fine Yes there are squares, but they are red and orange and looks fine. birger I also have never noticed this problem, It's probably a video driver problem. But I'm not sure this is the case. ---------- Post added at 04:17 PM ---------- Previous post was at 03:43 PM ---------- To player lin, I never had a issue with the autorun toggle, I just hit the autorun key (not more then twice) to get autorun on, I'll talk to birger about this, but It's a pretty minor thing in my opinion. ---------- Post added at 06:05 PM ---------- Previous post was at 04:17 PM ---------- Quote:
I've told birger about this and I'll check this out this weekend, I've never heard of someone playing the shareware version of rott in the full version exe, it might only function properly in the shareware exe. ---------- Post added at 06:27 PM ---------- Previous post was at 06:05 PM ---------- I tried out playing the hunt begin version of rott in both the full & shareware exe's, as far as I can tell, there are no cut scenes or ending cinmatics, that stuff is only in the full version of rott, if I'm wrong, that's fine, but someone will have to tell me how to get the shareware cinimatics running if there are any. |
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09-06-2010, 09:57 AM | #266 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Shareware ending http://www.youtube.com/watch?v=HgMajCPxyHE |
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09-06-2010, 12:05 PM | #267 |
Re: Birgers/JB's WinRott Port Thread Part 2
I stand corrected, I'll get with birger on this..
---------- Post added at 12:05 PM ---------- Previous post was at 10:41 AM ---------- Ok, I got the shareware ending cinematic playing ok, the only minor hitch is the very last frame where it mentions the developers of incredible power, the text is off the sides of the screen by just a small amount, this will need to be adjusted further, but at least the ending movie is playing now, I sent the code changes to birger for final adjustment and official inclusion in the next release. Thanks for pointing this out, it's been a long time since I'd even seen the ending movie, I'd forgotten about it. |
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09-06-2010, 04:10 PM | #268 |
Re: Birgers/JB's WinRott Port Thread Part 2
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09-11-2010, 10:42 PM | #269 |
Re: Birgers/JB's WinRott Port Thread Part 2
I have a problem: the game crashes completely always at the same place on the first level of the shareware version. It's at the place where GADs are rotating around a big post in the middle, before the room with the firechute, asbestos armour and moving fire walls. When I'm opening the door to get to that room (the firechute room), my screen turns black and I'm back to desktop with the message that WinRottGL Shareware stopped working. It's been two times I'm trying.
Also, there was a .dll missing after installing the game and applying the GLDllPack. It was called "glut32.dll". Is it normal? I had to install it in the same folder of the game to make it run. However, in my System32 folder, there's a file named: "glu32.dll" which seems to come along with "glmf32.dll". I'm ending to ask, should WinRottGL use these files instead? Is the game compatible with a 64bit OS?
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I like dragons! They're the center of my life! I'll never forget them... |
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09-12-2010, 02:22 AM | #270 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
All the dll's the game uses needs to be in the same folder as the executable, I am running both the shareware and full versions of the game on a athlon 3000+ 64-bit system running win xp 64-bit, try deleting all of the *.rot files in the game directory, and let the game re-generate them when it runs, I've never had the game crash like your describing myself. You can get the dll pack here: http://www.riseofthetriad.dk/GLdllpack.zip If you need to re-download it, or I can pack up the dll's I have and put them up for download. You might also want to get a fresh copy of the shareware wad file, if it continues to crash after trying all of the above, see if there is a mini-dump file in c:\windows\minidump, and post it here as an attacment, and I'll run it through a debugger to see what the exact cause was. |
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09-12-2010, 10:39 AM | #271 |
Re: Birgers/JB's WinRott Port Thread Part 2
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09-12-2010, 01:48 PM | #272 |
Re: Birgers/JB's WinRott Port Thread Part 2
I deleted the .ROT files and restarted the game. I still get the crash at the same place.
I guess you didn't read my post about the GLDllPack. I ALREADY installed it in the game folder. There was only the "glut32.dll" file that was missing. I'm supposed to have the correct "HUNTBGIN.WAD" file since I took it from the 1.3 Shareware Dos version. Finally, I didn't see any "minidump" folder in the "C:\Windows\" path. EDIT: Okay, I didn't see the v1.58 version. I was using the 1.56. So, I deleted everything, reinstalled everything and after running the executable, I got this message (see attached file). But you know, I even got this message the first time I installed the game. I answered No, tried again, and after returning to the firechute room, *BAM!* and stopped responding. I tried in any screen resolution and it didn't help at all. Do I have to run the game in compatibility mode?
__________________
I like dragons! They're the center of my life! I'll never forget them...
Last edited by DragonsLover; 09-12-2010 at 02:11 PM.
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09-12-2010, 02:30 PM | #273 |
Re: Birgers/JB's WinRott Port Thread Part 2
Just answer yes to the message window, it will re-write new files when
the exe is ran, I've never had to run winrottgl (any version) in compatability mode, you can set that mode for windows 2000, and try that. Also, you can try making a new folder and put the dllpack, the 1.58 exe, and the required data files in that folder, and try that, I've had to do that a couple of times myself. Let me know how that goes for you. ---------- Post added at 02:30 PM ---------- Previous post was at 02:17 PM ---------- To Dragonslover: If you are still having problems after my last post here's my full and shareware 1.58 exe's: http://www.filefront.com/17285254/Winrottgl158.rar I compiled them myself and they run fine on my system. |
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09-12-2010, 02:37 PM | #274 |
Re: Birgers/JB's WinRott Port Thread Part 2
Still doesn't work, either with Shareware and Full versions. I get this (in French).
"This program has ceased to function"
__________________
I like dragons! They're the center of my life! I'll never forget them... |
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09-12-2010, 03:59 PM | #275 |
Re: Birgers/JB's WinRott Port Thread Part 2
To my understanding, you were able to run winrottgl without issues on
your old system, you got a new pc just a few days ago, what was the last version of winrottgl that actually ran properly? Have you tried all the usual stuff.. update drivers, etc? Try all the compatability modes available, (except for windows 95 if goes that far back), if the game runs fine until you get to that one spot in the same level, that strongly suggests some data corruption somewhere, or winrottgl has a issue running on windows 7, but that doesn't explain why it only seems to have a problem in 1 place on 1 level, you could try turning options off and on, for example, turn off audio, and see if the problem still happens, etc, you could try different audio playback paths, there's a reason this is happening, all we have to do is figure out what that is. ---------- Post added at 03:22 PM ---------- Previous post was at 03:15 PM ---------- I just now thought of this, there's a possibility that 1 or more of the supporting dlls are having issues with windows 7, and it might not be winrottgl itself, but at this point that's speculation. ---------- Post added at 03:43 PM ---------- Previous post was at 03:22 PM ---------- Based on your original posts' description, it sounds like it's a opengl issue, I did a little research, and her's what I've got so far in regards to windows 7 related issues Copy the glut32.dll file to this folder( if it exists, I'm not familiar with windows 7): C:\Windows\SysWOW64 For that matter, you could copy all of winrottgls' dlls to that folder and see if that helps. I looked in my main winrottgl folder, and I don't have the glu32.dll, just the glut32.dll, so you can erase the glu32.dll. If you want to try the latest version of the opengl related files, (presumably win 7 compatable), go here: http://www.xmission.com/~nate/glut.html Good luck! ---------- Post added at 03:59 PM ---------- Previous post was at 03:43 PM ---------- Try this dll first, it's the very latest one I could find: http://www.filefront.com/17285541/glut32.rar |
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09-12-2010, 07:00 PM | #276 | |||||
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Quote:
Quote:
Quote:
Quote:
About the "glut32.dll", I tried placing the file in the SysWOW64 folder, still doesn't work. I'm still experimenting, but a LOG or something that could tell what's the error would be handy.
__________________
I like dragons! They're the center of my life! I'll never forget them... |
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09-12-2010, 07:25 PM | #277 |
Re: Birgers/JB's WinRott Port Thread Part 2
This is going to be a pain if you want to try it, but it just might work,
Partition say 30-40 gigs of hard drive space, make your system dual boot, and install win xp on the new partition, boot to it, copy over your winrottgl folder to the new partition and see if that works, if it still doesn't, that pretty much leaves a hardware issue with your new pc. Here's my specs: Amd Athlon 3000+ 64 bit system nforce4 chipset 3 - gigs DDR 400 memory intergrated nforce audio chip (no soundblaster bds installed) Nvidia Geforce 8800 GTS 320 megs ram Windows XP Pro 64-bit, SP2 The only time I've ever had problems running winrottgl is when I forgot to reset the *.rot files after installing a new version. Alternatively, you could find a 'old' pc (or resurrect your last one), copy over the folder to the other pc and see if works then. It was running fine before, so something changed somewhere. ---------- Post added at 07:25 PM ---------- Previous post was at 07:14 PM ---------- What we need here is to get winrottgl to create a crash dump file that can be analyzed in a debugger, Go here: http://blogs.technet.com/b/askperf/a...ash-dumps.aspx Read what's on the site and give it a shot, without more detailed information, it's going to be nearly impossible to determine what's causing your problem. |
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09-12-2010, 07:38 PM | #278 |
Re: Birgers/JB's WinRott Port Thread Part 2
Nevermind, I found the problem, and it's apparently related to audio: it's the "Wind" option. Once ON, the game crashes in the room with the "Wind" tile in it. Turning it OFF solved the problem. However, when I tried without sounds, I still got the crash. Is it related to a wrong path or something? Could you please check about that?
Another bug: the trigger pads don't blink. They're fully visible. EDIT: I checked in the SFX folder, and wanted to look where the Wind sound effect is located. I could spot the file "253.E_WIND7.WAV" but the weird thing is that, the next file using number 254 doesn't exist. There's no file starting with 254. It goes straight to "255.A_THUMP.WAV". Is it normal?
__________________
I like dragons! They're the center of my life! I'll never forget them...
Last edited by DragonsLover; 09-12-2010 at 07:48 PM.
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09-12-2010, 08:37 PM | #279 |
Re: Birgers/JB's WinRott Port Thread Part 2
I ran through the code responsible for how the touchplates look, and it
seemed ok offhand, I sent a bug report to birger just now about this issue. |
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09-12-2010, 09:40 PM | #280 |
Re: Birgers/JB's WinRott Port Thread Part 2
Oh noes! There's another problem (not serious at least). I can't do the "Ground Zero Bonus without Asbestos Armour in Medium\Hard\Crezzy mode" trick under WinRottGL. It worked well under Dos, but not anymore here. This will affect my challenge because I couldn't get the "Bonus Bonus" for most of the levels unless I'm playing in Easy mode.
And well, yet, if I want you to correct this, let me reveal how I'm doing it! As you surely know, to perform the "Ground Zero Bonus", you need a FlameWall missile to hit yourself. The problem is, under Medium, Hard and Crezzy mode difficulties, you get killed unless wearing an Asbestor Armour. There's a way to avoid that, and it's only at one place: the Exit arch. You must run and hit yourself with your own missile at the same time you enter the Exit arch to end the level (in bits and pieces)! If you do well, you get two bonuses: "Skin of your Teeth" because you end the level with... 0 health and "Ground Zero Bonus" since you hit yourself with the FlameWall missile right before you ended the level. And the nicest thing about that: you don't even lose a life since the game doesn't perform the dead screen animation! However, it's a bit tough as it requires perfect timing and enough available place to run. Now, here comes the problem. At the next level, you begin with... no weapons in hand. This is because the game "thinks" you're dead where in fact, you're not (you have been somewhat resurrected through the stairway)! Under Dos, you could solve the problem by simply toggling or selecting a weapon, causing the weapon to reappear, but under WinRottGL, you can't. You're stuck being unarmed, whatever you do. Would it be possible to get the weapons back please? I think there's also another solution, but I have to test this out: you must do the "Ground Zero Bonus" just before you get the God or Dog mode by running through it, turning yourself invincible before the missile kills you.
__________________
I like dragons! They're the center of my life! I'll never forget them...
Last edited by DragonsLover; 09-12-2010 at 09:42 PM.
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