
PCExhumed - Exhumed/PowerSlave PC port
#61 Posted 04 January 2020 - 01:15 PM
The "source code" link on the official page links to NBlood's repo insted of PCExhumed http://pcex.retrohost.net/
Also, please consider adding a license to your source code on gitlab :lol:
#62 Posted 04 January 2020 - 01:25 PM
beer, on 04 January 2020 - 01:15 PM, said:
NBlood, PCExhumed, and Rednukem live together in the NBlood repository now. This is stated at the top of the README.md as well as the old repository's readme.
beer, on 04 January 2020 - 01:15 PM, said:
The source code headers indicate GPLv2. gpl-2.0.txt could still be added to source/exhumed/ though.
#63 Posted 04 January 2020 - 02:09 PM
Hendricks266, on 04 January 2020 - 01:25 PM, said:
The source code headers indicate GPLv2. gpl-2.0.txt could still be added to source/exhumed/ though.
Gotcha, thanks. Missed all of that somehow
#65 Posted 08 January 2020 - 02:59 AM
#66 Posted 23 January 2020 - 02:04 PM
MrFlibble, on 08 January 2020 - 02:59 AM, said:
Thanks - the HUD icons should be fixed in the next autobuild release :rolleyes:
The items in the level - is it just the keys and mana orbs? those are tied into the same system that handles most other animations so it'd be odd if those are just wrong. I can look into it further though if you think they're definitely wrong.
#67 Posted 06 March 2020 - 10:28 PM
#68 Posted 07 March 2020 - 05:00 AM
#69 Posted 07 March 2020 - 11:41 AM
#70 Posted 10 March 2020 - 09:30 AM
Tekedon, on 07 March 2020 - 11:41 AM, said:
It doesn't, but it does have an atmosphere of its own, closer to that of Doom (on my first acquaintance with Powerslave I actually thought it was much darker than Doom). I'd say that going into Powerslave with expectations based on Duke3D or SW is not advised. It's a bit from an earlier "era" (with the FPS genre developing very quickly back then), but a very good example of that era.
#71 Posted 11 March 2020 - 04:11 AM
This post has been edited by Player Lin: 11 March 2020 - 04:15 AM
#72 Posted 11 March 2020 - 05:06 AM
#73 Posted 13 March 2020 - 02:46 AM
Player Lin, on 11 March 2020 - 04:11 AM, said:
Even if the Saturn or PlayStation versions came out before the PC version (which I don't remember if they actually did), the latter was in development since 1994, if the first promo screenshots in the Mystic Towers slideshow are of any indication.
The History of Lobotomy Software video suggests that Lobotomy was originally contracted by Apogee to develop a PC game on the Build engine, to be published by 3D Realms (as Ruins: Return of the Gods), but in the late 1995 they broke up, and publishing rights went to Playmates Interactive, who apparently also commissioned the console versions.
#74 Posted 13 March 2020 - 03:27 AM
Consoles of the time weren't meant for CPU heavy "2.5D" engines, but had dedicated 3D hardware which most PCs of the time were not equipped with (iirc one of the devs interview mentions this clearly), which one way or another lead to the games being completely different, but it looks like the PC version was at least 90% done when they started the Saturn version.
All of this also explains why the PC version was a little "outdated" when it came out, my guess is that when they broke up with 3D Realms they also lost any means to update the Build engine side of things.
This post has been edited by MetHy: 13 March 2020 - 03:28 AM
#75 Posted 13 March 2020 - 04:46 AM
However, updating the engine would mean more delays. Besides Silverman made it more painful to update the engine (GEORGE.TXT).
Using an older version was probably a good decision.
This post has been edited by Fox: 13 March 2020 - 04:47 AM
#76 Posted 13 March 2020 - 05:06 AM
This is all just wild guesses though, I really don't know, there could have been a variety of reasons. Lobotomy not being willing to put any more time in an almost finished PC version when everyone is busy working on the Saturn version could also simply be it.
#78 Posted 13 March 2020 - 06:11 AM
MetHy, on 13 March 2020 - 05:06 AM, said:
I'd say they made the right call, while the Saturn market was smaller there was little competition (Alien Trilogy is the only FPS I can think of that was on the system at the time) unlike PC where there was plenty.
#79 Posted 13 March 2020 - 06:12 AM
Based on tech used, the feature set is identical to what capstone had to work with, making it around may/95 (early v6 or v5). Considering the age, I think the game was done as v5 and sat on the backburner for a long time until it was quickly upgraded for release.
3DR had a tendency to hide features, possibly so that PS wouldn't compete with their stuff that was about to come out.
#80 Posted 20 May 2020 - 06:28 PM
#81 Posted 01 June 2020 - 03:50 AM
I discovered Exhumed in its DOS/Windows98 version and I still enjoy playing it under Dosbox but now directly via this PCExhumed port.
The level design of Exhumed are well studied/worked as many of the games of this time, the ancient egyptian theme is really sumptuous, the music and melodies of Exhumed are very nice to hear, again the orientalist themes very inspired.
The marketing is not focused on the main character like Duke Nukem, however the game makes the player have a good time with a well-dosed difficulty and weapons of circumstance when needed, so the player is not discouraged in his journey.
I heard about another port on PSVita, vitaExhumed v.1.0 and I wonder if an Xbox 360 version could be easily compiled and adjusted with the gamepad..
I also spent some time on this version of PCExhumed, I've encountered a lot of bugs after the version 20200520-11420, which I find unusual.
#82 Posted 02 June 2020 - 01:29 AM
Lobo4, on 01 June 2020 - 03:50 AM, said:
Anything specific?
Compiler chain was updated around this time with a lot of code changes too.
#83 Posted 02 June 2020 - 02:16 AM
oasiz, on 02 June 2020 - 01:29 AM, said:
Compiler chain was updated around this time with a lot of code changes too.
I sent an MP to sirlemonhead a few days ago, but maybe he hasn't read it yet, anyway,
I'm here to report :
Actually I'm testing the big one level (with the countdown...), The latest playable version of this map is : pcexhumed_win64_20200520-11420
Since all the other versions after this one there is a crash : suddenly the game exits alone to the windows desktop -no errors messages- moreover the exe no longer visible in the task manager : This happens after the columns have been lowered onto the lava (at the beginning of the level), (including pcexhumed_win64_20200601-11629) the problem does not occur with the debug versions (pcexhumed_win64_debug_20200529-11619 / pcexhumed_win64_debug_20200601-11629).
Another problem that happens, just before the big one level there is (in the history of the game there is a message on the Lobotomy computer "incoming message...") just after should appear the map of the route of the crossed levels out it's a black screen however after a few seconds the level appears well.
I tested on 3 graphic cards (Radeon HD 7400 series, Intel HD 3000 & 2500) with the latest drivers & Windows7 x64 (with latest esu) the equipment is starting to date, but things should work fine.
#84 Posted 02 June 2020 - 05:19 AM
First and most important, I transfered my settings.cfg file from another project. All my key settings work except for using mouse button 2 for "move forward".
Next, every time I want to run a new game I have to give it a name before it will run. Is that intentional?
Next, when I press the key to bring up the console the game crashes back to desktop.
I'm using the latest revision and Win7 64bit.