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Old 02-16-2009, 05:49 PM   #81
Neuro

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Re: Birgers/JB's WinRott Port Thread Part 2
I tried the new WinROTTGL release with in-game joining last night.

I hosted a two-player game with an automatic frame rate. Right when I was through with setting up the game and got to the loading triad screen showing who's playing, WinROTT crashed, producing the typical Windows prompt that asks you if you want to send an error report.

I tried it once again, and the same thing happened.
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Old 02-16-2009, 06:12 PM   #82
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
I'm up for a multiplayer game too - currently GMT+11 (Melbourne, Australia).

On a side note, every now and then WinRottGL crashes when trying to start the game with the following error:

The instruction at "0x7c91aa01" referenced memory at "0x????????". The memory could not be "read"

"0x????????" = memory location that's different each time.
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Old 02-16-2009, 06:18 PM   #83
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by Neuro View Post
I tried the new WinROTTGL release with in-game joining last night.

I hosted a two-player game with an automatic frame rate. Right when I was through with setting up the game and got to the loading triad screen showing who's playing, WinROTT crashed, producing the typical Windows prompt that asks you if you want to send an error report.

I tried it once again, and the same thing happened.
I had this issue too. I don't know what the cause was, but to resolve it, I made sure only the required files were in the same folder as WinRottGL.

My steps:

- create new folder
- copy the below files to folder

Quote:
Originally Posted by Birger's Open GL WinRott downloads
You also need to copy DARKWAR.WAD', 'DARKWAR.RTL', 'DARKWAR.RTC' and 'remote1.rts' into the same folder as the exe.
- extracted WinRottGL_Full_v1.46.zip, GLgraphics.zip and GLdllpack.zip to folder
- due to glut32.dll not present, downloaded glut-3.7.6-bin.zip after a Google search and extracted glut32.dll to folder

Let us know how you go.
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Old 02-16-2009, 06:21 PM   #84
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Here's a rar file containing the very dll's I use, if nothing else you've tried
works, download this and extract it in the same folder as winrottgl,
backup your old files if you wish first:

http://files.filefront.com/winrottgl.../fileinfo.html

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Old 02-16-2009, 07:11 PM   #85
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the post jbailey. In my case, all DLLs are exactly the same (confirmed via MD5).
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Old 02-16-2009, 07:41 PM   #86
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
You're able to run winrottgl now? If not, what was the error?
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Old 02-16-2009, 10:05 PM   #87
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Netplay wasn't working for me initially. It would crash out how Neuro explained above.

WinRottGL (ingame join) has encountered a problem and needs to close...

Error Signature
AppName: winrottgl_full_v1.46.exe
AppVer: 1.4.6.0
ModName: winrottgl_full_v1.46.exe
ModVer: 1.4.6.0
Offset: 000f5f9c


But in the folder I had copied all ROTT files across. To fix, I started fresh, copying only what was required, as per my reply to Neuro (post #93).

However every now and then I'm getting the error explained in post #92. Closing and reopening tends to work, so it's intermittent at best.
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Old 02-16-2009, 10:12 PM   #88
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
run dxdiag and hit the network tab, and make sure directplay is listed as
ok..
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Old 02-16-2009, 10:29 PM   #89
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
run dxdiag and hit the network tab, and make sure directplay is listed as
ok..
My DirectPlay service providers appear to all be registered (Registry =
OK).

I can't say if the intermittent error happens for both multiplayer and local games - will have a try of both a bit later and update here with my findings.
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Old 02-17-2009, 04:18 AM   #90
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
I'm still getting the "WinRottGL (ingame join)" error when doing the following.

- start with fresh folder with required folders, i.e. no .ROT files or the other files generated after the first run of WinRottGL
- run WinRottGL, NOT selecting Multiplayer
- select Comm-Bat Game > (whichever game mode, try Normal) > Play Game > (whichever map) > (enter name) > (anyone BUT Taradino Cassatt) > (any colour) > (wait for crash...)

Can someone confirm this happens for them?
Would the WinRottGL.dbg file assist in determining what's going on?
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Old 02-17-2009, 06:10 AM   #91
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
The same thing happens on my end also, this is a new bug (to me at least),
I'll report this bug to birger..
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Old 02-17-2009, 06:49 AM   #92
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the confirmation, jbailey. That could be the issue Neuro was also experiencing. I guess we wait for him to read this, and make sure he's using Taradino Cassatt for multiplayer games.
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Old 02-19-2009, 06:07 PM   #93
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
In regards to the above stated bug:

It should be fixed now, I didn't test the new ingame join in just that situation.

Birger

The new version isn't out yet though, I'll keep you posted...

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Old 02-19-2009, 06:32 PM   #94
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Awesome! Thanks for the update jbailey.
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Old 02-19-2009, 09:32 PM   #95
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
I'm not sure if this is a reproducable bug, but it's been happening to me.

Trying to start a Multiplayer game under with all sound settings unchecked causes the following error:

WinRott netplay: Choose A Connection: WinRottGL_Full_v1.46.exe - Application Error

The instruction at "0x7c9369aa" referenced memory at "0x00000000". The memory could not be "read".

Click on OK to terminate the program
Click on CANCEL to debug the program


Clicking OK gives another box...

WinRott netplay: Choose A Connection: WinRottGL_Full_v1.46.exe - Application Error

The instruction at "0x7c9110f9" referenced memory at "0x0008014a". The memory could not be "written".

Click on OK to terminate the program


The way I tested to confirm:

- start with fresh WinRottGL files
- uncheck all options in Sound Settings
- run WinRottGL without Multiplayer option
- quit normally, without playing the game
- run WinRottGL again, this time selecting Multiplayer option
- crash...

Having at least one sound setting enabled, even if it's Use Soundfix on its own, causes the Multiplayer Connect box to open as per normal.

Can anyone confirm this? Thanks
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Old 02-22-2009, 12:11 PM   #96
Neuro

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Re: Birgers/JB's WinRott Port Thread Part 2
I haven't tested it again, but back when I tried to play it twice, neither my friend nor did I play as Taradino Cassatt, so that may have been part of the issue. I also don't think I had all the appropriate DLL and graphics files.
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Old 02-26-2009, 06:01 PM   #97
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Using a different code base for the net play is pretty much up to birger,
I've been beta testing a new version that's not out yet, I've been able
to successfully connect between both of my pc's without problems, hopefully
when the new version is out, it will perform better...

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Old 02-26-2009, 07:19 PM   #98
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Sounds promising, jbailey. Hopefully it's out for public consumption soon!

BTW, have you been playing with the shareware or full version of ROTT? Have you tried maps that aren't in the shareware version? If I recall, a second player joining on map Sign Language (an old personal fave!) would end up in a weird location (the sky?) and the game would crash - can't recall if it crashed for the host or joining person; I've tried so many scenarios to get a stable game happening locally.
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Old 03-05-2009, 11:43 PM   #99
BloodWolf806

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Re: Birgers/JB's WinRott Port Thread Part 2
When I try to run WinRoTT I get an error message saying "This application failed to start because SDL_image.dll was not found. Re-installing the application may fix the problem."

There is no SDL_Image.dll file in the ROTT directory, but there are files named SDL.dll, SDL_mixer.dll and smpeg.dll ...Did I do something wrong?
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Old 03-05-2009, 11:47 PM   #100
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by BloodWolf806 View Post
When I try to run WinRoTT I get an error message saying "This application failed to start because SDL_image.dll was not found. Re-installing the application may fix the problem."

There is no SDL_Image.dll file in the ROTT directory, but there are files named SDL.dll, SDL_mixer.dll and smpeg.dll ...Did I do something wrong?
You need to use the DLL pack from this page (GLdllpack.zip):

http://home14.inet.tele.dk/Bna-Info/DL_GlROTT.htm
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Old 03-06-2009, 12:25 PM   #101
BloodWolf806

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Re: Birgers/JB's WinRott Port Thread Part 2
WinROTT works, but WinRottGL doesn't. I get the classic Microsoft "Report an error" window...wat?
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Old 03-11-2009, 04:03 PM   #102
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by BloodWolf806 View Post
WinROTT works, but WinRottGL doesn't. I get the classic Microsoft "Report an error" window...wat?
Delete every file that winrott created first and run winrottgl again.
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Old 03-11-2009, 08:06 PM   #103
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
Hey Tommy, still haven't. Haven't been gaming lately, will be soon. How's it progressing?
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Old 03-13-2009, 11:48 PM   #104
Neuro

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Exclamation Re: Birgers/JB's WinRott Port Thread Part 2
Oh hell yeah. Back from my heli trip.
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Old 03-16-2009, 03:57 PM   #105
supergoofy

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Re: Birgers/JB's WinRott Port Thread Part 2
here a pack with updated dlls for WinRottGL:
http://www.mediafire.com/download.php?yn0nywk4ymn

Includes:
Glut 3.7.6
SDL 1.2.13
SDL_image 1.2.7
SDL_mixer 1.2.8
Last edited by supergoofy; 03-16-2009 at 07:18 PM.
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Old 03-18-2009, 07:01 PM   #106
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
These are the latest versions that work. I had several problems with the very latest libraries on winrottgl 1.44.
Last edited by filipetolhuizen; 03-18-2009 at 07:07 PM.
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Old 03-25-2009, 08:57 PM   #107
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
It sounds like to me that your need to run the executable in administrator mode (if your
not already), if you are, and you know what the name of the directory is, manually
create the directory, you could also ask the icculus guys what is going on if this
doesn;t help...
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Old 03-26-2009, 06:11 AM   #108
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I haven't tested the net play on this particular version, birger was still
tweaking the net code, but I'm not sure what changes were made, I was
concentrating on the other changes listed, and the directplay problem,
I asked birger about the current source code, and he will probably post the
code when he's finished with it...

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Old 04-05-2009, 08:48 PM   #109
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
WinRottGL has got much better with the old skies and sound fixed. However, I prefered the old screen shaking rather than tilting when using the Firebomb.
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Old 05-04-2009, 07:55 AM   #110
EvaUnit02
Re: Birgers/JB's WinRott Port Thread Part 2
I'm having colossal problems with WinRottGL v1.48. I'm running Vista Business x64 SP1 using level files from RoTT Full sold on gog.com.

My problems are with mostly saves, I can't reload them, they're always corrupt. Quick-loading when I've got a game in-progress works, but only for the first level, it's completely stuffed on the second level. Also when I quick-save Always Run gets turned off.

The game always crashes at the same point on the first level, when I'm rushing through the level (w/ always run on) with the "God Mode" power-up.

I've tried doing fresh installs and running the game in Vista's Administrator mode, the same problems always persist.

My specs:-
Intel Core 2 Duo E8500 @ stock speeds
4GB DDR2-1000 RAM
Nvidia Geforce 9800GT 512MB @ stock speeds
Auzen X-Fi Prelude
Asus P5Q Pro

DirectX redist - March 2009
Nvidia Forceware driver v185.81
Windows Vista Business x64 SP1

I've attached my dxdiag.txt and a sample save.

Thanks in advance.
Attached Files
File Type: rar DxDiag.rar (5.6 KB, 2 views)
File Type: rar rottgam1 save.rar (12.6 KB, 1 views)
Last edited by EvaUnit02; 05-04-2009 at 07:58 AM.
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Old 05-04-2009, 04:57 PM   #111
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
If possible, try turning off 1 of your processor cores, and try again... If the
problem persists, try installing winrottgl in its own folder with no other files
in the folder other then what it actually needs to run, delete your *.rot
files and let the game re-generate them, let me know how this goes...

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Old 05-04-2009, 08:57 PM   #112
udm
Re: Birgers/JB's WinRott Port Thread Part 2
Is there a way to stop the vertical view from auto-centering whenever I kill someone?
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Old 05-06-2009, 06:26 AM   #113
EvaUnit02
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
If possible, try turning off 1 of your processor cores, and try again... If the
problem persists, try installing winrottgl in its own folder with no other files
in the folder other then what it actually needs to run, delete your *.rot
files and let the game re-generate them, let me know how this goes...

Thank you, Jonathan. I did another fresh installation of WinRottGL and patched the EXE to single affinity only using Microsoft's imagecfg.exe. That solved all of my problems.

But a modern program should really have multi-core support. Could you please ask Birger and Jarred to work on this? Thanks in advance.
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Old 05-08-2009, 09:37 PM   #114
filipetolhuizen
Re: Birgers/JB's WinRott Port Thread Part 2
winrottgl never crashed for me. I don't use autorun, however, but I keep shift pressed for most of the time.
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Old 05-09-2009, 05:30 AM   #115
Another Duke Fan

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
I haven't tested the net play on this particular version, birger was still
tweaking the net code, but I'm not sure what changes were made, I was
concentrating on the other changes listed, and the directplay problem,
I asked birger about the current source code, and he will probably post the
code when he's finished with it...

John, pleae move the WINROTTGL thread to: http://www.duke4.net/forums/... Thank you!
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Old 05-09-2009, 07:33 AM   #116
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'd like to save the entire rott forum, but actually, I've never moved a entire
forum over to another location, I'll have to figure out how to do that first,
then I'll be glad to move the forum...



---------- Post added at 07:33 AM ---------- Previous post was at 07:19 AM ----------

Found a program to do this, running now...
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Old 05-09-2009, 11:33 PM   #117
udm
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by udm View Post
Is there a way to stop the vertical view from auto-centering whenever I kill someone?
Anyone?
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Old 05-09-2009, 11:49 PM   #118
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'm not sure what you mean, could you give more information? (a screenshot for
example), you can change the level of detail, but I don't
quite understand the centering reference...
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Old 05-12-2009, 01:20 AM   #119
udm
Re: Birgers/JB's WinRott Port Thread Part 2
Hey JB, thanks for replying. I don't have a screenshot now because I don't have ROTT installed on this PC, but basically what happens is like this: let's say I aim downwards and shoot at an enemy's feet. When he dies, my view auto-centers (looks up automatically)
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Old 05-12-2009, 06:02 AM   #120
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
That might be fixable, but there is no option you can set to turn that off
that I know of, some of the code that controls the death scenes, would
have to be re-written, but I think it's fixable, I mention this to birger as
soon as I can...

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