Rise of the Triad
#62 Posted 11 January 2017 - 06:45 AM
This post has been edited by Kawa: 11 January 2017 - 06:47 AM
#63 Posted 11 January 2017 - 07:23 AM
#64 Posted 11 January 2017 - 07:36 AM
#66 Posted 15 February 2017 - 12:46 AM
MrFlibble, on 04 January 2017 - 09:52 AM, said:
I have played the Linux port (under Linux) a bit more, and it turns out that I was wrong: the aspect ratio is not correct not only for HUD weapons but for everything else in the game too. Here's a comparison with the original DOS version (DOS screenshot adjusted to 4:3 using the method described here):
It's very obvious that the ankh pickup isn't actually round in the port compared to the DOS version, and the jump pad is of a flatter shape because it is not stretched vertically.
This leaves GLRott as the only accurate port in this respect so far.
#68 Posted 15 February 2017 - 01:08 AM
I just dropped icculus an e-mail concerning the issue, no idea what this will end up with
#69 Posted 15 February 2017 - 01:21 AM
#70 Posted 15 February 2017 - 01:41 AM
Or did you mean the lighting diminishing with distance? It's there but it isn't as noticeable as in the DOS version.
#71 Posted 27 May 2017 - 04:57 AM
Any idea what this could be? Seems like some kind of a powerup. BTW, it seems that no pre-release screenshots show any Ankh pickups, which might mean that they were added later.
(Also, shouldn't this thread be moved to the new Apogee games section?)
#72 Posted 27 May 2017 - 10:09 AM
#73 Posted 29 May 2017 - 12:39 AM
MrFlibble, on 27 May 2017 - 04:57 AM, said:
Since unlike Shadow Warrior, the RotT doesn't get heats like SW so maybe later, when more alpha/beta/other related shit happens I guess.
EDIT : Or maybe the admins just forget about this thread at all...
EDIT 2 : Wow, now this thread moved...that's fast!
This post has been edited by Player Lin: 29 May 2017 - 01:03 AM
#74 Posted 31 May 2017 - 03:12 AM
Marphy Black, on 27 May 2017 - 10:09 AM, said:
Well, that's what I suspected, but I also wonder what they are supposed to represent
#75 Posted 01 June 2017 - 07:37 AM
#76 Posted 01 June 2017 - 07:47 AM
Gargoyle, on 01 June 2017 - 07:37 AM, said:
Those Windows RotT level editors just too old for Win10, sadly.
I did tried MapedROT in DOSBox and working, but since it's a MS-DOS program, it's not easy to use...
Or setup a machine(old actual or virtual with VM programs) with Windows 95/98/2000/XP(if you still has the CD/legal image file) for them...
This post has been edited by Player Lin: 01 June 2017 - 07:50 AM
#77 Posted 01 June 2017 - 12:56 PM
#78 Posted 21 June 2017 - 03:41 PM
This is what you need to do:
- download Abiathar
- download the RotT extension and put it into the Abiathar folder
- download the RotT template and put it into the Abiathar folder
- get the tile graphics for TED5 and put the EGA*.SAM files into your project directory
- run Abiathar and make sure it lists "Rise of the Triad" in the "Extensions" menu (otherwise the "rott.aex" file is missing in your Abiathar folder)
- select "File" -> "Templates" and "Import" the template file "rott.atemp", then click "Done"
- select "File" -> "New Project"
- start from template "Rise of the Triad" (don't check "Inspect advanced settings"), and click "Next"
- select your project directory (the one containing the .SAM files), and click "Next"
- select either "Start from existing level files" or "Create a blank level set", an click "Next"
- select the file name you want to use (use extension .RTL for single-player levels or .RTC for comm-bat levels), and click "Next"
- select "EGA resources" and click "Next"
- make sure the file names for the EGA* files are correct (should be EGAGRAPH.SAM, EGAHEAD.SAM and EGADICT.SAM), then click "Next"
That should be all you need to do.
#79 Posted 22 June 2017 - 04:47 AM
abiathar_error.png (66.25K)
Number of downloads: 23
...and Abiathar still started but no Extensions menu on it, not sure what I did wrong...
This post has been edited by Player Lin: 22 June 2017 - 04:50 AM
#80 Posted 22 June 2017 - 12:33 PM
Quote
I used 7-Zip to unzip the files on Windows 10, so that might be the reason why I didn't get this error message.
But now that I think about it, the betas I tested had all the files in one Zip archive, but the current release requires you to download the extension and the template as raw files. Right-click on "rott.aex" and select "Properties". There should be some text at the bottom saying that the file originates from another computer and is partially blocked by Windows. All files downloaded from the internet have this text. There's a checkbox next to the text that allows full access. Check it and click "OK", that might fix it.
#81 Posted 22 June 2017 - 01:02 PM
#82 Posted 23 June 2017 - 06:40 AM
Too bad the infoplane editing still just "raw values" editing, I still missed RottED.exe's infoplane setting window... at least it's still good enough.
This post has been edited by Player Lin: 23 June 2017 - 06:41 AM
#83 Posted 23 June 2017 - 06:31 PM
Apparently, someone made a Doom mod that's a cutesy version of Raise of the Triad.
It's called "Rise of the Woll Ball."
#84 Posted 23 June 2017 - 10:02 PM
Player Lin, on 23 June 2017 - 06:40 AM, said:
Too bad the infoplane editing still just "raw values" editing, I still missed RottED.exe's infoplane setting window... at least it's still good enough.
I've asked Fleexy about the infoplane. This depends on what you want to do but to summarize:
- Abiathar has a "visual links mode". For Keen 4-6, it lets you point a switch at what it toggles. For ROTT, it's the opposite: Instead of pointing a switch at whatever it controls, you point the controlled object/location at the switch.
- In other cases, according to him: "You can right-click the selected tile image to bring up the Enter ID window, or press Alt+<plane number>, or use the Enter ID menu item under Plane".
- You probably want to check out this document, with an emphasis on the "Map Weirdness" section: https://abiathar.kee...ott/ROTTMAP.TXT
#85 Posted 17 March 2018 - 09:53 AM
Quote
Some Linux/MAC folks have send me some emails concerning, how to get WinRott & WinRottGL running on their machines.
To tell the truth, I havent got much of a clue how these systems work so I may not be able to help them a lot, but I have stripped some of the older code all of their windows related stuff and theorectily this should compile and run on their Linux/MAC systems.
The source code can be downloaded 'here'.
There is no doubt need for an Linux/MAC programmer to compile and correct the errors which I am sure will turn up but this is all I can do for them.
Multiplayer isnt included since its a chapter for it self so I figure we can get the source to compile and run before concerning ourselves about multiplayer stuff.
I haven't found any references of this having ever been compiled for Linux so far, does anyone know of such attempts? I'm not happy with the icculus port because of how it handles the aspect ratio issue.
#86 Posted 24 March 2018 - 10:25 AM
This post has been edited by NightFright: 24 March 2018 - 10:27 AM
#87 Posted 24 March 2018 - 12:18 PM
NightFright, on 24 March 2018 - 10:25 AM, said:
And Mac Wolf 3D though it's convoluted to set that one up. Anyway I think ROTT support will happen one day but yeah, ECWolf is pretty far from that.
#88 Posted 20 April 2018 - 08:37 PM
NightFright, on 24 March 2018 - 10:25 AM, said:
If you grab a nightly build, it can also run Planet Strike. It recognizes RoTT files and launches the game, but almost nothing works. But there is some preliminary RoTT support there.
#89 Posted 14 July 2018 - 10:47 AM
Here's the full playlist. They're by the same person who did remixes of Powerslave music.
#90 Posted 24 July 2018 - 02:50 AM
First I ran the image (I got it from the Goodies Pack) through waifu2x to scale up 4 times the original size, without any modifications. Some parts were good but the areas bordering the solid black of the HUNT team's attire did not get smooth edges. So based on my experience with Duke3D sprites I replaced the black with Duke's restroom wall tiles that seem to give a good result. Indeed this worked out better for most parts bordering the previously black area.
Once both images were processed, I simply copied the black colour (using GIMP's select by colour tool) to the image with the tiles. This completely covered the tiles while preserving the nicer edges compared to the raw pic. I then copied a few areas that came out better on the original unaltered image, most notably the belt of Lorelei Ni's weapon, and parts of her hair. The resulting "combined" image is attached here. I then resized it to 1024x768, 800x600 and 640x480 using Lanczos interpolation and in each case added HSV noise at GIMP's default settings, and then converted each to the original palette with MTPaint with the "Scattered (effect)" dithering method.
Here are the larger versions of the image (not as good as the 640x480 one IMO):
Attached File(s)
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team2_combined1.png (1.03MB)
Number of downloads: 10