Rise of the Triad
#31 Posted 14 September 2010 - 07:53 PM
#32 Posted 15 September 2010 - 12:31 AM
ReaperMan, on Sep 15 2010, 05:40 AM, said:
However, the single pistol is completely useless as soon as you get the second, and both as soon as you get the MP40, so they might as well count as one.
Wasn't there a slot for "magical weapons" though, or did they use the rocket slot?
#34 Posted 15 September 2010 - 02:14 AM
This post has been edited by Tetsuo: 15 September 2010 - 02:15 AM
#35 Posted 15 September 2010 - 08:47 AM
necroslut, on Sep 15 2010, 05:31 AM, said:
I always used the Dual pistols even after i got the mp40, just because they looked cool.
#36 Posted 15 September 2010 - 09:39 AM
ReaperMan, on Sep 15 2010, 09:47 AM, said:
Always love watching the guards go "Uh-Ah-Uh-Ah AHH!"
#37 Posted 15 September 2010 - 09:42 AM
This post has been edited by ReaperMan: 15 September 2010 - 09:42 AM
#38 Posted 15 September 2010 - 11:37 AM
Commando Nukem, on Sep 15 2010, 09:39 AM, said:
That reminds me of how they also sometimes drop to their knees and say NO DON'T SHOOT! I then switch to the pistol and shoot.
#39 Posted 09 December 2010 - 08:23 PM
The Zdoom TC "Return of the Triad" has a Demo out its good, so if you got doom and like ROTT download it.
http://elzee.cz.cc/rott.html
#40 Posted 09 December 2010 - 10:53 PM
ReaperMan, on Dec 10 2010, 02:23 PM, said:
The Zdoom TC "Return of the Triad" has a Demo out its good, so if you got doom and like ROTT download it.
http://elzee.cz.cc/rott.html
Been waiting for this
#41 Posted 10 December 2010 - 01:09 AM
#42 Posted 10 December 2010 - 05:40 AM
#43 Posted 10 December 2010 - 06:52 PM
SwissCm, on Dec 10 2010, 06:09 AM, said:
Dude, ROTT uses the a heavily modified Wolfenstein 3D engine.
#44 Posted 04 January 2017 - 09:52 AM
This post has been edited by MrFlibble: 15 February 2017 - 12:43 AM
#46 Posted 04 January 2017 - 10:03 AM
#47 Posted 05 January 2017 - 12:10 AM
#48 Posted 05 January 2017 - 04:20 AM
RunningDuke, on 05 January 2017 - 12:10 AM, said:
That's already in the project's roadmap:
Quote
While I'm not able to commit to any set schedule for releases, I would like to go over the direction of the port. For the 1.x series the focus will mostly be on bug fixes including fixing the known issues stated above. There will of course be new features added in over time, but it's still going to be a mostly 2-dimensional engine.
For the 2.x series I'll be trying to add support for playing the Mac version of wolfenstein. In addition I'll be looking to add many of the missing features that prevent me from having a stable API. Particularly adding a proper Z-axis. The idea going forwards would be to add support for one wolfenstein engine game per major version. (I know you're all waiting for Blake Stone.) Here's the list of Wolfenstein engine games that are planned to be supported as well as how much information I have towards supporting them.
- Blake Stone Aliens of Gold - Source lost. Disassembly mapped and code reconstructed!
- Blake Stone Aliens of Gold Shareware - Ditto
- Blake Stone Planet Strike - Source Released, branched
- Corridor 7 - Disassembly mapped!
- Corridor 7 Floppy Version - On hold until above is complete
- Corridor 7 Demo - On hold until above is complete
- Mac Wolfenstein First & Second Encounter - Source Released. Work started.
- Mac Wolfenstein Third Encounter - No source, but not a whole lot different. Work started.
- Operation Body Count - Based off C7 code
- Operation Body Count Demo - Contains debug symbols!
- Rise of the Triad: The Hunt Begins - Source Released
- Rise of the Triad: The Dark War - Source Released
Past version 2.0, if you would like your favorite game to be supported sooner, then feel free to do the reverse engineering work and send me your findings. If someone were to do this, please note that I'm interested in how the actors worked in the original games, not exactly how they can be emulated with the current feature set. Rise of the Triad will probably be one of the last games supported (if at all) due to it vast number of changes. ECWolf will be getting a lot of similar features, so we'll see.
There are no plans to support reading the roms of console versions of Wolfenstein 3D (similar to how Doom 64 Ex works), but that's not to say I would be against implementing it upstream if it can be done cleanly. There's also a slight possibility of running off the iPhone port's data, but given that the data is distributed with the source, that may not be a good idea.
The 3D games using earlier versions of the engine Hovertank and the Catacombs games may get supported. However, the focus is to do the games directly based of Wolfenstein 3D first.
However, as much as I appreciate ECWolf's features, I'd still like a dedicated source port built directly upon the ROTT source as well.
#49 Posted 05 January 2017 - 04:35 AM
#50 Posted 05 January 2017 - 05:24 AM
MrFlibble, on 05 January 2017 - 04:20 AM, said:
However, as much as I appreciate ECWolf's features, I'd still like a dedicated source port built directly upon the ROTT source as well.
I am aware of the project's roadmap. I was just saying that I would like to see someday Blake Stone and ROTT integrated into ECWolf, kinda like how ZDoom (and derivatives) supports all Doom engine games. I do agree that there should be an active source port directly based off ROTT's source code.
This post has been edited by RunningDuke: 05 January 2017 - 05:25 AM
#51 Posted 07 January 2017 - 09:37 AM
RunningDuke, on 05 January 2017 - 05:24 AM, said:
Personally I would appreciate any accurate port of the game, whether as a ECWolf feature or stand-alone. ECWolf would provide for some interesting modding opportunities I guess, but then again I'd also like the over-stretching bug (which seems like it was inherited from ZDoom code) being fixed as well.
#52 Posted 07 January 2017 - 10:22 AM
#53 Posted 07 January 2017 - 12:27 PM
MrFlibble, on 04 January 2017 - 09:52 AM, said:
Does the iccululs port fix WinROTTs bug not randomising the enemies thorough the map?
#54 Posted 08 January 2017 - 11:38 AM
MusicallyInspired, on 07 January 2017 - 10:22 AM, said:
In the 5:4 way, I've described that in detail in the post at DRD Forums which I linked to above.
MusicallyInspired, on 07 January 2017 - 10:22 AM, said:
Actually, I can't remember any DOS FPS game to use the VGA Mode X right now, while a number of "2D" games do use it, including The Lost Vikings and its sequel, Blackthorne, Flying Tigers, Ravage, Alien Breed: Tower Assault, Superfrog to name just a few.
#55 Posted 08 January 2017 - 12:46 PM
#56 Posted 10 January 2017 - 11:17 AM
MusicallyInspired, on 08 January 2017 - 12:46 PM, said:
[offtopic]I've never been able to run Duke3D or any other Build engine game at 320x240.[/offtopic]
It has occurred to me today that, among other things, a series of Wolf3D engine game ports similar to Chocolate Doom would be nice too. Perhaps combining a complete (but bugfixed) vanilla recreation and an optional high-res mode would be a good thing if done properly.
Anyway, have there actually been any ROTT mods or TCs?
#57 Posted 10 January 2017 - 11:33 AM
#58 Posted 10 January 2017 - 03:25 PM
MrFlibble, on 10 January 2017 - 11:17 AM, said:
You're absolutely right, my mistake. Quake definitely does, though. But that's certainly at the tail-end of the DOS shooter's lifespan so it's not near as common as I, for some reason, assumed.
This post has been edited by MusicallyInspired: 10 January 2017 - 03:26 PM
#59 Posted 11 January 2017 - 04:22 AM
--
MrFlibble, on 10 January 2017 - 11:17 AM, said:
And I'm not sure if RotT(classic one, I hope you're not mean that 2013 one......) can be modded enough to have mod/TCs...unless RTL/RTC levels counts...
The only one "MOD" I found from google is this one needed outdated WinROTT/WinROTTGL and long dead for sure.
That's why I cared more about ECWolf's RotT support than the other "pure" ports.
This post has been edited by Player Lin: 11 January 2017 - 04:26 AM