PCExhumed - Exhumed/PowerSlave PC port
#31 Posted 24 November 2019 - 03:21 AM
Which is sorta small enough and give you all important information. But I think we can go even further and try to minimalize that even more. Here's my quick mockup:
Of course imagine that these bits will be moved to the right and left.
#32 Posted 24 November 2019 - 06:43 AM
Could you please add support for the demo versions, apart from the cut levels and data like these sounds they should be identical to the full version.
#34 Posted 24 November 2019 - 06:55 AM
#35 Posted 26 November 2019 - 12:02 PM
Music support is here! You'll get the soundtrack and now Ramses has a few things to say.
You'll also be happy to know that the player taunt frequency has been reduced to the correct time (we can now say "SEE-YUH!" to this bug)
Please see our website for the latest version and read the included readme.txt for instructions
http://pcex.retrohost.net
#36 Posted 26 November 2019 - 12:06 PM
sirlemonhead, on 26 November 2019 - 12:02 PM, said:
Most excellent news! Time to finally play this game! Great work all around!
#37 Posted 26 November 2019 - 12:09 PM
Putrid Pete, on 26 November 2019 - 12:06 PM, said:
Thanks! let me know if you find any issues
#39 Posted 28 November 2019 - 01:36 PM
#40 Posted 28 November 2019 - 01:44 PM
Kerr Avon, on 28 November 2019 - 01:36 PM, said:
Also, FOV option and in-game key bindings.
#41 Posted 28 November 2019 - 03:43 PM
"To invert the mouse, add the line 'in_mouseflip 0' to settings.cfg.
To change the FOV, add a new line to settings.cfg, e.g. 'fov "120"' where 120 is the desired FOV value between 60 and 140."
#42 Posted 28 November 2019 - 04:10 PM
sirlemonhead, on 28 November 2019 - 03:43 PM, said:
"To invert the mouse, add the line 'in_mouseflip 0' to settings.cfg.
To change the FOV, add a new line to settings.cfg, e.g. 'fov "120"' where 120 is the desired FOV value between 60 and 140."
THANKS!! I can finally play this now!
This post has been edited by Radar 100 Watts: 28 November 2019 - 05:31 PM
#43 Posted 29 November 2019 - 02:07 AM
#44 Posted 30 November 2019 - 01:14 AM
Phredreeke, on 24 November 2019 - 06:52 AM, said:
It's not only about availability, I'm a completist you see, and would like to have demo support the same way as EDuke32 allows to play not only the DOS shareware, but also fully recognizes the Mac demo GRP as well.
Since the Powerslave demo basically has the first four levels of the full game plus one MP level, I thought that it would not be that much of an issue to tweak the port to recognize the demo GRP as a valid resource file, and terminate the game after said four levels are done.
NightFright, on 29 November 2019 - 02:07 AM, said:
The demo has no speech and there are text overlays for the briefings, I think the full game should have them too for the no sound configurations:
https://youtu.be/diMxJxCSIXc?t=386
This post has been edited by MrFlibble: 30 November 2019 - 01:17 AM
#45 Posted 30 November 2019 - 06:08 AM
NightFright, on 29 November 2019 - 02:07 AM, said:
There are a few intermissions/explanations but not many.
#46 Posted 30 November 2019 - 08:51 AM
MrFlibble, on 30 November 2019 - 01:14 AM, said:
That was easy because released source code contains the demarcations of what should be enabled or disabled in Shareware mode. Reverse engineered ports require an entirely separate effort.
#47 Posted 30 November 2019 - 12:48 PM
Hendricks266, on 30 November 2019 - 08:51 AM, said:
With Powerslave, AFAIK there are no limitations beyond the number of levels that you can play, and cut assets. All weapons are present and accessible via cheat codes, there are no shareware splash screens or flashing shareware messages, the self-running demo is the same as in the full game. You can even play modified levels like Return to Ruins because the game reads data files from the directory first and then from the GRP (unlike Duke3D shareware which ignores anything but the GRP, save for CON files, exactly to disable the use of modified levels).
Can't say anything about multiplayer though, and I'm not even sure if Powerslave ever had "fake multiplayer" bots (I think it doesn't).
Of course I'm not competent enough to judge from the programmers standpoint but from the end-user point of view the demo limitations are much less stringent than in the case of the big three shareware Build games (I'm still hoping for shareware support in NBlood though!).
#48 Posted 30 November 2019 - 01:52 PM
#49 Posted 01 December 2019 - 08:50 AM
Personally I would like to see the implementation of a crosshair and level stats.
#50 Posted 02 December 2019 - 05:48 AM
sirlemonhead, on 30 November 2019 - 01:52 PM, said:
Thank you very much!
JIC, the regular (final) demo (ca. 11 MiB) can be found here alongside the slightly more cut-down Exhumed demo. AFAIK both are functionally equivalent to the final game except for the number of levels available.
A slightly earlier version of the four-level demo was found on a PC Gamer coverdisk, with the main difference that it has more content left inside STUFF.DAT (but the assets are still not complete compared to the full release). This one can be found here as POWER.7z.
#51 Posted 04 December 2019 - 11:05 PM
The atmosphere too, egyptian style with the feeling to be an adventurer!
Definitely the most underrated FPS of the 90's for me...and i suppose the sales weren't really good, at least, we got it with some PC book in full version :x
#52 Posted 08 December 2019 - 07:33 AM
Edit: seems to fix itself if I max out the volume from the menu.
This post has been edited by thricecursed: 08 December 2019 - 10:36 AM
#53 Posted 23 December 2019 - 01:40 AM
The newest CD playback code should be reliable now too, and the intro movie has sound.
The latest versions of the port can be obtained from https://lerppu.net/wannabethesis/
Please also see Hendrick's post on Stuttering & Frame Pacing Megathread if you're experiencing any issues like that.
#55 Posted 25 December 2019 - 06:32 AM
/wannabethesis/pcexhumed/20191225-1855/rednukem_win64_debug_20191225-1855.zip
it should be named pcexhumed_win64_debug_20191225-1855.zip (the exe inside is named correctly)
This happens in the last 3-4 builds
Merry Christmas
This post has been edited by supergoofy: 25 December 2019 - 06:33 AM
#56 Posted 25 December 2019 - 09:09 AM
But I never tried to sidestep red skulls in the vanilla game so not sure if this is not the proper behaviour
#57 Posted 27 December 2019 - 02:58 PM
MrFlibble, on 25 December 2019 - 09:09 AM, said:
But I never tried to sidestep red skulls in the vanilla game so not sure if this is not the proper behaviour
Yep there's code there to chase the player in the case that it's a red skull
#58 Posted 27 December 2019 - 03:00 PM
supergoofy, on 25 December 2019 - 06:32 AM, said:
/wannabethesis/pcexhumed/20191225-1855/rednukem_win64_debug_20191225-1855.zip
it should be named pcexhumed_win64_debug_20191225-1855.zip (the exe inside is named correctly)
This happens in the last 3-4 builds
Merry Christmas
Thanks, I've let oasiz know and he's corrected that
belated Merry Christmas to you too!
#59 Posted 29 December 2019 - 04:15 AM
#60 Posted 30 December 2019 - 05:28 AM
evil_presley, on 29 December 2019 - 04:15 AM, said:
That's strange... what version of the game are you using?