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Old 05-12-2009, 09:31 AM   #121
udm
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks! Do you know where the problem lies? Is it on my end, or is it part of the game's code?
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Old 05-12-2009, 10:10 AM   #122
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'm pretty sure it's in the source code, if you want, try deleting all of the
*.rot files, and let the game regenerate them when it runs, and see if
the problem continues, I'm pretty sure it will, I can't give a time estimate
as to when this will get looked at, I'll try and give a quick look this weekend,
I'll inform birger about it tonight...

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Old 05-13-2009, 04:03 AM   #123
udm
Re: Birgers/JB's WinRott Port Thread Part 2
That's cool, don't need to rush, it's just a minor annoyance, but I'm glad to see the problem has been taken note of
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Old 06-06-2009, 03:30 AM   #124
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Re: Birgers/JB's WinRott Port Thread Part 2
Hello! I bring this topic back because there's something weird with the sound effects. Each of the WAV files in the SFX folder has a little "tac" noise at the beginning of the sound. Would it be possible for GLRott to create them without that little noise? Sure, it's possible to do that manually, but it's kinda long...
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Old 06-10-2009, 08:37 AM   #125
senzafine
Re: Birgers/JB's WinRott Port Thread Part 2
With the current version of Winrott (2.24), there is a bug with the mouse input when playing a netgame.* It has been tested on multiple machines.* For some reason, when the user launches a netplay game, the program seems to lose focus of the mouse and is unable to gain control of the mouse within winrott.* Is this a known problem?* Has anyone else noticed this?* Also, in a winrott netgame, all of the keystrokes the user inputs also register on the windows desktop.* For instance, I had a browser open behind winrott.* All of the keys I pressed while winrott was running were also inputted into the browser window.* This may be related to the mouse issue.* It seems that when the winrott netplay client launches the game, the program loses some control of the direct input. I have tested winrott 2.00 and this bug is not present. I could not test 2.19 because the links are broken on the site. The bug seems to have started in 2.21. I hope this helped somehow.
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Old 06-11-2009, 06:18 AM   #126
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
That bug has been fixed in winrottgl, it wasn't fixed in the last version of
winrott for 2 reasons:

1. at the time, we didn't know about the bug.
2. development had stopped on winrott to start work on winrottgl.

However, I can find the last winrott sources, and try and fix the 'losing focus'
problem, and send you the new executable, the version number would not change. This would be a unofficial fix....

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Old 06-11-2009, 06:53 AM   #127
micpringle
Re: Birgers/JB's WinRott Port Thread Part 2
jbailey - I have just sent you a private message regarding the ROTT source code, just incase you don't check your inbox, thought I'd post here to let you know.

Thanks

-Mic
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Old 06-11-2009, 03:35 PM   #128
senzafine
Re: Birgers/JB's WinRott Port Thread Part 2
Jbailey, thanks so much. If you want to send me a fix my email is [email protected]. My friends and I are playing winrott because the coop multiplayer hasnt been implemented in winrottgl and we've been having a lot of fun with coop. We just wanted to get mouseaiming back into the game because playing with the classic controls is painful on the wrists haha.
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Old 06-11-2009, 07:05 PM   #129
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
To senzafine, I sent you a modified version of winrott, if you don't get it via
your email, it's probably because my isp blocked the transfer of executable
code, if you don't get it, I'll have to post it on a file hosting site somewhere.



---------- Post added at 07:05 PM ---------- Previous post was at 06:59 PM ----------

To micpringle, Birger wrote rott3deditor, you can get it here:

http://home14.inet.tele.dk/Bna-Info/Rott3Deditor.zip

Ask birger if he would mind if you could get the current source code to his
rott editor, that would make the porting a lot easier. If you get nowhere
with that, let me know, and I'll help as much as possible, but I haven't
messed around with the rendering code in a good while...

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Old 06-11-2009, 09:05 PM   #130
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
What about my case, there's no solution for that problem?
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Old 06-11-2009, 09:11 PM   #131
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I've not noticed this myself, you could try altering the settings under the
sound options in the main window, or you could try this music pack:

http://www.megaupload.com/?d=GSIT2OPM

and have winrottgl play them and see if the problem goes away...

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Old 06-12-2009, 03:10 AM   #132
micpringle
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
To micpringle, Birger wrote rott3deditor, you can get it here:

http://home14.inet.tele.dk/Bna-Info/Rott3Deditor.zip

Ask birger if he would mind if you could get the current source code to his
rott editor, that would make the porting a lot easier. If you get nowhere
with that, let me know, and I'll help as much as possible, but I haven't
messed around with the rendering code in a good while...

To JBailey

Thanks for this. I have just emailed Birger using the email address on the WinROTT homepage, so I'll let you know how I get on.

Thanks

-Mic
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Old 06-16-2009, 06:22 AM   #133
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Official development work is wrapping up on winrottgl, I've sent the latest
bug reports in so hopefully, they will be fixed, here's my last email from
birger:
----------------------------------------

Hi John

Sorry for the late answer, have been on vacention.
I am planing to wrap winrottgl up and make a final version 1.52.

Here is what is new in 1.52
//////////////////////////
fixes im 152

sound conversion from voc to wav should be better, conv code totally rewritten

when looking down and killing a enemy, horrizon was reset.
made a swithc in the ext user settings "AUTO TARGET HORIZON"
//////////////////////////

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

Can't say when the last version will be out, should be fairly soon, I've
also asked about the last version of winrott to try and get the mouse
focus problem corrected, I've been going through the sources for
winrott, and so far, I've found nothing wrong, hopefully birger can point
me in the right direction on this problem..

John
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Old 06-16-2009, 06:44 AM   #134
PimPamPet
Re: Birgers/JB's WinRott Port Thread Part 2
Great. You guys are doing an excellent job here! Thanks so much!
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Old 06-22-2009, 10:14 PM   #135
nebiatsu
Re: Birgers/JB's WinRott Port Thread Part 2
OK, I scoured google (not much to find at all) about this:

"
Platform is Windows NT ,Version 5.02
Build 3790

Platform is Windows NT Version 5.02 Build 3790
Starting WinRottGL full v. 1.48
Programmed by Jared Stafford & Birger N. Andreasen
Found DARKWAR.WAD
Found DARKWAR.RTL
Found DARKWAR.RTC
Error, could not find ..\GL\COLORS.IFO, aborting game
"

What is this colors.ifo, and where can I get it?
I have the GoG version of rott.
XP x64

Any help is appreciated.
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Old 06-22-2009, 10:24 PM   #136
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'm surprised winrottgl wound up on gog, you'll need to download this file:

http://home14.inet.tele.dk/Bna-Info/GLgraphics.zip

for the other required graphics files, and also this file:

http://home14.inet.tele.dk/Bna-Info/GLdllpack.zip

unpack both files in the same folder as the winrottgl executable, it should
run then...

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Old 06-23-2009, 01:14 AM   #137
PimPamPet
Re: Birgers/JB's WinRott Port Thread Part 2
^ Not WinRott, just the original game packed with DOSBox.

Anyway, the new "Ultimate ROTT" package from the 3DR webstore is a better value, for you get more goodies.
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Old 06-23-2009, 05:53 AM   #138
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
The reason I'm assuming winrottgl is because of the colors.ifo file that was
referred to in the post above mine, the original rott does not use this file,
only winrottgl...

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Old 06-23-2009, 12:05 PM   #139
nebiatsu
Re: Birgers/JB's WinRott Port Thread Part 2
Hey JBailey.

I didnt know there were actually 2 versions of rott.

I thought that Winrott and Winrottgl were just user made mods.

The version of rott on gog is the same one that is available through the 3dr store (but apparently with less goodies).

I had tried the Winrott before, and it didnt work at all (I am on xp x64). It launches winrott, but closes/crashes when actually launching rott (I emailed Birger about it months ago).
So, I figured I would try the Winrottgl version, and got that error when I tried.

Will those files you linked make it work for me? (I am at work, so cant try til later tonight).

Thanks
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Old 06-24-2009, 12:51 AM   #140
PimPamPet
Re: Birgers/JB's WinRott Port Thread Part 2
nebiatsu, you can get most of the goodies for ROTT from the new 3DR store version in the free ROTT Goodies Pack.
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Old 06-25-2009, 12:56 PM   #141
nebiatsu
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks JB.

WinrottGL works on XP x64 !

Mmmmmmm.
Now to port over my save game.
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Old 06-27-2009, 12:02 PM   #142
Derek

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by senzafine View Post
With the current version of Winrott (2.24), there is a bug with the mouse input when playing a netgame..... For some reason, when the user launches a netplay game, the program seems to lose focus of the mouse and is unable to gain control of the mouse within winrott.... It seems that when the winrott netplay client launches the game, the program loses some control of the direct input. I have tested winrott 2.00 and this bug is not present...
Quote:
Originally Posted by jbailey View Post
However, I can find the last winrott sources, and try and fix the 'losing focus' problem, and send you the new executable, the version number would not change. This would be a unofficial fix....
I am having this exact problem. Me and some buddies are all back in town this weekend and are getting together for some retro-gaming. ROTT hit the top of our playlist when we all got WinRott working recently.

Problem is, once we get the Netplay up, we all lose mouse support and can't really control it very well.

Could you please send me the modified 2.24 executable? We'd love to get this up and running tonight. My email address is: dc_herk (at) yahoo (dot) com

Or if you could host it somewhere, or use a free file-sending service like Yousendit.com to avoid the exe-screening, that would be great.

Thanks!
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Old 06-27-2009, 06:17 PM   #143
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Myself & birger are still trying to figure out why the mouse is losing focus, the code
that is responsible for that function, looks correct, we are still working on the problem.
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Old 06-28-2009, 12:39 PM   #144
Derek

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Re: Birgers/JB's WinRott Port Thread Part 2
Alright, cool. I'll help with feedback, especially as regards Netplay.
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Old 06-29-2009, 09:01 PM   #145
senzafine
Re: Birgers/JB's WinRott Port Thread Part 2
I think I mentioned this before but just in case it was overlooked. Version 2.00 of Winrott does not have the mouse losing focus bug. The netplay doesn't actually work on that version but maybe it can help with finding the cause of the mouse problem.
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Old 06-30-2009, 01:03 PM   #146
Derek

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Re: Birgers/JB's WinRott Port Thread Part 2
I concur. In trying to get some Netplay going over the weekend with some buddies, and in researching our loss of mouse support in Combat mode, we gave a few previous versions a try. WinRott2.0 retained mouse support in Combat mode, but would not connect to other players correctly.
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Old 06-30-2009, 10:23 PM   #147
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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by jbailey View Post
I've not noticed this myself, you could try altering the settings under the
sound options in the main window, or you could try this music pack:

http://www.megaupload.com/?d=GSIT2OPM

and have winrottgl play them and see if the problem goes away...

Ok, it seems that you didn't really understand what I meant. I've tried altering settings under the sound options and nothing had changed. SoundFix doesn't change anything as well. I also tried to use the MP3 music pack but WinRottGL doesn't want me to use them. I check the box to use MP3 Music but once I click OK, the checkmark disappears.

I have included below a ZIP file containing the two files of the same sound (0.M_FLIP.WAV), one that is good, and the other that is wrong. If you listen to the wrong one, you'll hear a little "tac" noise at the beginning of the sound. Well, the SAME thing happens to every sound effects generated by WinRottGL which is kinda a bit ugly and I was wondering if it could be corrected.
Attached Files
File Type: zip ROTTSFX.zip (7.3 KB, 4 views)
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Old 07-01-2009, 10:57 AM   #148
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
I created an account here just so I could thank you guys for all the dilligent work you are doing on bringing ROTT back to life.

We got the network gaming ball rolling in our area with Doom, but more so with ROTT using RANDOM LEVEL GENERATION and one shot kill, CTF. ANYONE could sit down and play and HAVE FUN even if they were not uber skilled - unlike all current FPS games where the best players can mop everyone else up. It was and probably still is the easiest fun, most accessable FPS network game in existance.

Since, I am new, I've got newb questions:
how is the networking going?
which version has the smoothest LAN play?
is DOSBOX needed for that or what?

Thanks for your work and replies here.
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Old 07-01-2009, 07:11 PM   #149
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
There will be another version of winrottgl coming out soon (release date
not set), wait until the new release before trying a net game...



---------- Post added at 07:07 PM ---------- Previous post was at 07:04 PM ----------

I have included below a ZIP file containing the two files of the same sound (0.M_FLIP.WAV), one that is good, and the other that is wrong. If you listen to the wrong one, you'll hear a little "tac" noise at the beginning of the sound. Well, the SAME thing happens to every sound effects generated by WinRottGL which is kinda a bit ugly and I was wondering if it could be corrected.

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

I downloaded and listened closely to the 2 audio files, and I swear I cannot
tell a difference between them, I can look at the audio code to try and
see what's going on, but to me they sound exactly the same...

---------- Post added at 07:11 PM ---------- Previous post was at 07:07 PM ----------

There is one thing you could try, go to your audio control panel, (left-click on
the speaker icon, click on 'open volume control', mute the 'mic' and 'line-in'
properties and see if that helps...

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Old 07-01-2009, 11:06 PM   #150
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
* Sigh *

The difference is very minimal, but present. It's at the straight beginning of the "wrong.wad" sound file. You should hear a little "tak" noise. I have included the little noise below (listen it under Microphone). You'll see, it's so insignificant, but I can hear this little noise each time a sound is played in-game, and if you listen carefully, you should hear it too.

I'm using "Microsoft LifeChat LX-3000" Stereo Headphones and Microphone is set to mute (as for "Line-In", there's not that option for the headphones). But anyway, if I set my audio device to "Realtek AC'97 Audio", the same problem occurs.
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File Type: zip Tak.zip (160 Bytes, 2 views)
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Old 07-02-2009, 08:05 AM   #151
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
is there help info about installing "SDL DLLs"? I tried winrottgl on two computers but am running into a bunch of missing DLLs, both XP, both have DirectX installed, one is fulled updated, one not updated at all, both missing all these SDL DLL files so it won't run?

I don't usually read ALL the docs to install a game, but if I have to to know what to install for SDL just tell me to RTFM
Last edited by wwjd; 07-02-2009 at 08:09 AM.
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Old 07-02-2009, 10:17 AM   #152
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
Download and unpack these 2 files into the same directory where you have
winrottgl installed:


http://home14.inet.tele.dk/Bna-Info/GLgraphics.zip

http://home14.inet.tele.dk/Bna-Info/GLdllpack.zip

Be sure there are no other versions of sdl code in the directory...

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Old 07-02-2009, 04:30 PM   #153
OverlordQ
Re: Birgers/JB's WinRott Port Thread Part 2
Seems like if I use mouselook I keep getting a crash if the cursor hits the edge of the screen.

AppName: winrottgl_full_v1.48.exe AppVer: 1.4.8.0 ModName: nvoglnt.dll
ModVer: 6.14.11.8120 Offset: 002a3e3f
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Old 07-02-2009, 04:52 PM   #154
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
That's more then likely a problem with your video driver:

nvoglnt.dll <----


It's not mentioning winrottgl, try updating your video drivers


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Old 07-02-2009, 10:26 PM   #155
wwjd
Re: Birgers/JB's WinRott Port Thread Part 2
thanks for all your work jbailey! When you get that net code fully funtional, I'm buying you guys PIZZA!!!
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Old 07-03-2009, 01:07 AM   #156
stebie
Re: Birgers/JB's WinRott Port Thread Part 2
I can see what DragonsLover is saying, but I've not tested with my ears. Using Audacity, importing the Good and Wrong WAV files (and additionally the Tak WAV file), you can see there's a noise between 0.000 and 0.001 seconds.

I've taken a screenshot so you can visually see it.
http://i44.tinypic.com/2ihqejm.jpg

I know selections can be silenced manually via Audacity, and that it has the ability to batch certain commands, however I don't know how to combine the two. Other options, in Windows anyway, are possibly using ffmpeg or something that allows to start at a point in the file (i.e. 0.001 seconds) and play to the end, saving the result to a new file.

I tested with ffmpeg however it returns error "Unknown format". mencoder wants a video stream so can't go down that route either.

If I come across something that allows batch WAV partial silencing or slicing, I'll let you know. For now, your best bet may be to modify each file individually.
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Old 07-03-2009, 01:57 AM   #157
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
Originally Posted by stebie
I know selections can be silenced manually via Audacity
Yeah, this is what I started to do some times ago as I said :

Quote:
Originally Posted by DragonsLover
Sure, it's possible to do that manually, but it's kinda long...
But also, the thing is that, everyone will get this problem as well and in the final, it'd be better for WinRottGL to correct the bug for good.
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Old 07-03-2009, 05:05 AM   #158
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
I'm assuming your running the wav files from the 'goodies' release, even though
I still don't hear what your referring to, I can try to clean up the wav files and
see if that helps, hopefully it will fix the problem. Ill also have to figure out
how to do this. The only other thing I can think of to try at the moment is to
alter the audio code to cut out the first bit of the playback audio..



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Old 07-03-2009, 02:36 PM   #159
DragonsLover

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Re: Birgers/JB's WinRott Port Thread Part 2
Well, I don't know. When I'm running the executable, a folder SFX is created and all the WAV files generated by WinRottGL have that problem.

Say, I can silent all those "tak" in all the WAV files and send them to you if you want.
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Old 07-03-2009, 04:23 PM   #160
jbailey

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Re: Birgers/JB's WinRott Port Thread Part 2
If you can do that, that would be fine with me, you should have proper
audio playback then, let me know how it goes...

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