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Rise of the Triad

User is offline   MusicallyInspired 

  • The Sarien Encounter

#61

Might as well add reloading to that as well.
2

User is offline   Kawa 

#62

Just confirmed, the first DOS Build game within my grasp (KenBuild) can indeed run in 320x240 and 640x480, through VESA.

This post has been edited by Kawa: 11 January 2017 - 06:47 AM

2

User is offline   MrFlibble 

#63

[offtopic]I just checked that as well and indeed Ken-Build offers some great variety of customisation, including different screen dimensions under Mode X (not just 320x240). However none of these options seem to be present in any of the actual Build games, at least not in Duke3D, SW or Powerslave.[/offtopic]
0

User is offline   Kawa 

#64

True enough, Duke3D setup doesn't let me choose 320x240. Doesn't mean all these games don't technically support it, considering it's Build what actually handles the video modes. And indeed, I can manually set the video mode in Duke3D to VESA 320x240 by editing a single character in the config file and have it work perfectly. I just tested it.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#65

That's really cool.
1

User is offline   MrFlibble 

#66

View PostMrFlibble, on 04 January 2017 - 09:52 AM, said:

I just realised that the icculus port of ROTT also has compiled Windows binaries. While these work better than the non-GL version of WinROTT and the aspect correction issue is addressed, the HUD and weapons are not scaled properly by default, and I haven't been able to find an option to turn it on. This leaves WinROTT GL as the only port to faithfully recreate the HUD currently.

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):
Posted Image
Posted Image
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.
0

User is offline   Daedolon 

  • Ancient Blood God

#67

Always vanilla, guys.
0

User is offline   MrFlibble 

#68

Well, I sometimes like to play an olde 2.5D FPS in higher resolution and natively on the host system.

I just dropped icculus an e-mail concerning the issue, no idea what this will end up with :P
0

User is offline   Daedolon 

  • Ancient Blood God

#69

Does that port support diminished lighting? Not visible in the screenshot :P
0

User is offline   MrFlibble 

#70

Good question, I've run around a bit and I can't find a suitable place in the first level where the scene would get noticeably darker once you destroy a light source.

Or did you mean the lighting diminishing with distance? It's there but it isn't as noticeable as in the DOS version.
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User is offline   MrFlibble 

#71

There's a couple of pre-release screenshots showing what appears to be a transparent bubble/orb with something greenish inside:
Posted Image
Posted Image

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?)
0

#72

Those spheres are just early versions of the ankh coins. You can see the same floating line of them from the jump pad in the first screenshot where the ankhs are in the final In the Thick of It level.
2

User is offline   Player Lin 

#73

View PostMrFlibble, on 27 May 2017 - 04:57 AM, said:

(Also, shouldn't this thread be moved to the new Apogee games section?)



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... :P

EDIT 2 : Wow, now this thread moved...that's fast! :P

This post has been edited by Player Lin: 29 May 2017 - 01:03 AM

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User is offline   MrFlibble 

#74

View PostMarphy Black, on 27 May 2017 - 10:09 AM, said:

Those spheres are just early versions of the ankh coins. You can see the same floating line of them from the jump pad in the first screenshot where the ankhs are in the final In the Thick of It level.

Well, that's what I suspected, but I also wonder what they are supposed to represent :P
0

User is offline   Gargoyle 

#75

What's the best ROTT level editor to use nowadays? I get an application error (0xc0000022) when trying to run Rott3Deditor.exe on Win10, while RottED and ROTT Mapper Deluxe are incompatible.
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User is offline   Player Lin 

#76

View PostGargoyle, on 01 June 2017 - 07:37 AM, said:

What's the best ROTT level editor to use nowadays? I get an application error (0xc0000022) when trying to run Rott3Deditor.exe on Win10, while RottED and ROTT Mapper Deluxe are incompatible.


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... :P

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... :P

This post has been edited by Player Lin: 01 June 2017 - 07:50 AM

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User is offline   K1n9_Duk3 

#77

The RotT levels were originally designed with TED5, the same editor that was used for Wolf3D, Commander Keen and other games, but the maps needed to be converted afterwards into the native RotT level format. The RotT <-> TED conversion should be rather trivial (or at least easier to pull off than writing a new level editor from scratch). Here's a list of level editors for Commander Keen. At least Abiathar is still getting updates, so you might get its creator to add native RotT support as well.
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User is offline   K1n9_Duk3 

#78

As of today, Abiathar is able to edit RotT levels.

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.
4

User is offline   Player Lin 

#79

I downloaded Abiathar and those needed files, then try to run the program and give me this error message...

Attached File  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... :P

This post has been edited by Player Lin: 22 June 2017 - 04:50 AM

0

User is offline   K1n9_Duk3 

#80

I haven't encountered this error myself, but I got this message from the author along with the first beta of the RotT extension:

Quote

Note that you might have to unblock the ZIP (in its Properties window) before extracting so that Windows will let the extension load as intended.

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.
0

#81

K1n9_Duk3 is correct. I had the same problem, and to get around it, you must manually check the properties of the file in Windows and check the box I've circled in red:

Posted Image
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User is offline   Player Lin 

#82

Okay, now it works perfectly. Stupid files protection bullshit. ;)

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. :P

This post has been edited by Player Lin: 23 June 2017 - 06:41 AM

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User is offline   Master O 

#83



Apparently, someone made a Doom mod that's a cutesy version of Raise of the Triad.

It's called "Rise of the Woll Ball."
0

User is offline   NY00123 

#84

It is great to see that Abiathar now lets you make maps for ROTT (and theoretically other games as well)!

View PostPlayer Lin, on 23 June 2017 - 06:40 AM, said:

Okay, now it works perfectly. Stupid files protection bullshit. ;)

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. :P


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
1

User is offline   MrFlibble 

#85

I was wondering if there was a Linux version of WinRottGL, and found this:

Quote

May 18, 2008


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.
0

User is offline   NightFright 

  • The Truth is in here

#86

In general, ROTT needs an up-to-date port. The hottest candidate to achieve this is probably ECWolf, but considering its slow development, I doubt it will get ROTT support any time soon. Right now it only supports Wolfenstein 3D, Spear of Destiny and Noah's Ark.

This post has been edited by NightFright: 24 March 2018 - 10:27 AM

1

User is offline   Zaxx 

  • Banned

#87

View PostNightFright, on 24 March 2018 - 10:25 AM, said:

In general, ROTT needs an up-to-date port. The hottest candidate to achieve this is probably ECWolf, but considering its slow development, I doubt it will get ROTT support any time soon. Right now it only supports Wolfenstein 3D, Spear of Destiny and Noah's Ark.

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.
1

#88

View PostNightFright, on 24 March 2018 - 10:25 AM, said:

In general, ROTT needs an up-to-date port. The hottest candidate to achieve this is probably ECWolf, but considering its slow development, I doubt it will get ROTT support any time soon. Right now it only supports Wolfenstein 3D, Spear of Destiny and Noah's Ark.

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.
0

User is offline   MrFlibble 

#89

Just found a couple of neat versions of ROTT music:



Here's the full playlist. They're by the same person who did remixes of Powerslave music.
1

User is offline   MrFlibble 

#90

Based on my experiments with Duke Nukem 3D sprites I decided to try to scale up the HUNT team screen using waifu2x. Here's the result (proper aspect ratio and using the original ROTT palette:
Posted Image

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):
Spoiler

Attached File(s)


1

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