Grins of Divinity
#1 Posted 01 December 2011 - 01:07 PM
This post has been edited by Reaper_Man: 02 December 2011 - 04:58 PM
#2 Posted 01 December 2011 - 02:21 PM
#3 Posted 01 December 2011 - 02:27 PM
Captain Awesome, on 01 December 2011 - 02:21 PM, said:
I had to cut out a lot of stuff, I am also going to release these "tech demo" files that we used behind the scenes that shows some of the planned but not used, or planned but cut features.
Unfortunately, I'm not sure if a full rewrite into eDuke32 can happen. I've been looking for the past few days, but I seem to have lost my original code from the TC. This is a problem because:
[03:22] <msleeper> i have the release version, but back then it was the cool thing to do to "compress" the cons and strip out pretty much anything [03:22] <msleeper> so it's effectively unhumanreadable [03:22] <Daedolon> ouch [03:22] <TerminX> what did you do, run it through that hilarious "optimizer" in OGLBT? [03:22] <msleeper> yeah TerminX in like 2000 [03:22] <TerminX> that was around the last time the author was seen I think [03:23] <TerminX> it was a function in OGLBT by James Ferry [03:24] <msleeper> anyway, question was, does anyone know if it's even possible to reverse the cons [03:24] <msleeper> i have minimal hope of finding the originals, i can't seem to find any of my old duke codes [03:24] <Daedolon> you can easily parse enda and ends to have linebreaks after them [03:24] <Daedolon> stuff like that [03:25] <TerminX> you could reverse it somewhat by adding new lines before and after { and } I guess [03:25] <msleeper> yeah that was my plan [03:25] <TerminX> you'd still have the removal of defined constants to deal with though [03:25] <TerminX> and that would be a mess [03:26] <msleeper> there are a ton of really weird oddities in it, especially with menus and such [03:26] <msleeper> i'm trying to avoid major rewrites, just getting it more friendly with eduke [03:28] <TerminX> msleeper: it's going to be a bunch of work no matter how you look at it
#4 Posted 01 December 2011 - 02:36 PM
I think it could benefit from some touch ups on the art. There's a bit of conversion dirtiness in many of the sprites (like the M-16.)
Speaking of GoD and releasing stuff, whatever happened with the GoD2 stuff? I think the only stuff that ever got released was Alejandro Glavic's map Welcome Home, and apparently many of the unfinished maps in City Crackdown were re-purposed GoD2 maps.
#5 Posted 01 December 2011 - 02:41 PM
A good thing about the art is that we used really high resolution images (at least for the time), you can tell when you view an enemy or a pick-up and it snaps down to size. But still, it would be even better if we had the original 3D models that we generated sprites from, but I don't have any of that stuff either.
#6 Posted 02 December 2011 - 04:59 PM
#7 Posted 02 December 2011 - 06:35 PM
#9 Posted 03 December 2011 - 05:31 AM
I saw that you had problems with the compression of the con code, well more a pain in the ass than a problem. I've done 1/3 of the decompression. Would it help you if the con was fully decompressed? If I work hard, it could be done by today. Just let me know if it could come in handy
And also, nice videos. Brings back memories!
#10 Posted 03 December 2011 - 12:47 PM
If you want to decompress the CONs then by all means, please do. Believe it or not I actually managed to get in touch with the project director for Grins of Divinity, he said he had "memorabilia" from it and I'm hoping that is things like the original code, original artwork, and so on. If so then it could be possible to really revamp Grins of Divinity - but don't take that as a promise and don't hold your breath.
But yeah if you want to do that then definitely go ahead and send them my way. I would like to make some minor fixes here and there, nothing major, but just something to bring the game up to par in terms of fixing bugs.
#11 Posted 03 December 2011 - 05:38 PM
EDIT: 3/4 done. Almost there! This is crazier than I thought
This post has been edited by Simon_Croes: 04 December 2011 - 06:16 AM
#12 Posted 04 December 2011 - 08:16 AM
#14 Posted 04 December 2011 - 01:14 PM
EDIT: Wow I really underestimated this thing, lol. But I'm done very soon. I'm busy with the money system now. The one with the addinventory and ifpinventory. A few more blocks of code and I'm done! Can't even imagine I'm reorganizing a complete game.con! I'll PM you as soon as I can Reaper_Man
This post has been edited by Simon_Croes: 04 December 2011 - 03:32 PM
#15 Posted 04 December 2011 - 04:04 PM
#16 Posted 04 December 2011 - 05:20 PM
Simon_Croes, on 04 December 2011 - 01:14 PM, said:
This is good news! All the best!
#17 Posted 05 December 2011 - 12:52 PM
I'd like to find and release all the original files, but I'm afraid I couldn't find anything at my first attempt in searching my archives. I'll continue this evening and keep you updated if I find it on old disks in boxes somewhere.
That being said, I feel I must apologize for neglecting to maintain the community informed and updated as much as I should have after the release. The project drained me a lot at the time (as others from the team I am sure). After the release I was truly exhausted and the prospect of planning future releases and sequels seemed insurmountable. I was pretty young also, with the skills and the maturity of the 16 year-old that I was, and had a lot going on in my life at the same time. All this combined perhaps made it seem like I didn't care, but I did, and am truly admiring and thankful for the hard work all the TC team did for the project. Well, it had to be said I think!
#18 Posted 05 December 2011 - 01:21 PM
#19 Posted 05 December 2011 - 01:31 PM
Only the actor names are still compressed, they're just numbers. But that doesn't matter at the moment. The con code is now readable.
And also glad to hear from you Father-Marrow! Only 16 years, that's really young. It's really great to do such many work and leading a team at that age. Nice job!
Attached File(s)
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Game(Decompressed).con (169.36K)
Number of downloads: 330
#20 Posted 05 December 2011 - 01:43 PM
Simon - Thanks a lot, I'll start looking into things now. I really appreciate it.
This post has been edited by Reaper_Man: 05 December 2011 - 02:33 PM
#22 Posted 06 December 2011 - 08:25 AM
#23 Posted 06 December 2011 - 10:02 AM
This post has been edited by Captain Awesome: 06 December 2011 - 10:03 AM
#24 Posted 06 December 2011 - 01:22 PM
ReaperMan, on 06 December 2011 - 08:25 AM, said:
haha Sorry! I had my name as "msleeper" but nobody remembered who I was.
Captain Awesome, on 06 December 2011 - 10:02 AM, said:
Thanks to Simon's great effort de-compressing it, doing a bugfix is a very real possibility.
As much as I would love to do a HRP update/patch/release and do things like rewrite enemy AIs and fix some other problems... I just don't know if I have the time to really dedicate to that. If anyone is seriously interested in doing something like that then please don't hesitate to contact me, I just don't know if I can sink the kind of time needed to be a programming lead on an eDuke mod.
#25 Posted 06 December 2011 - 05:07 PM
ReaperMan, on 06 December 2011 - 08:25 AM, said:
I told you that you were not the only one here. lol