Blake Stone Planet Strike source code released
#31 Posted 13 July 2013 - 08:50 AM
edit: minor corrections.
This post has been edited by LkMax: 13 July 2013 - 08:52 AM
#32 Posted 13 July 2013 - 09:17 AM
#33 Posted 14 July 2013 - 04:59 AM
Player Lin, on 09 July 2013 - 05:47 AM, said:
I had fun playing through it. Contrary to popular belief it is not just a reskinned Wolf3D. While that is more or less true graphically, the levels are completely different and are fairly well designed. The bible quizes are completely optional as well and never affect the playe rnegatively (it's not even uncommon for a level to even lack quiz pickups entirely).
Is it worth the price Wisdom Tree is currently asking for it? Probably not, but isn't a bad game.
NY00123, on 12 July 2013 - 11:55 PM, said:
Woah, I wonder how long that has been down. If it's permanent I should probably mirror the binaries on my site.
I'm glad everyone is looking forward to Blake Stone support in ECWolf. (Also, for the few waiting for ROTT support, you'll be waiting awhile. ECWolf isn't even close to supporting it although it will eventually.)
#35 Posted 14 July 2013 - 06:38 AM
Blzut3, on 14 July 2013 - 04:59 AM, said:
I don't know, I were downloaded the PC one of this game from somewhere on many years ago when I knew this game , and after played some levels, I don't feel its level layout got changed... or maybe I didn't fingered out what changed from original Wolf3D at all... I just don't know...
Seriously, 7.50USD......whatever.
Blzut3, on 14 July 2013 - 04:59 AM, said:
Hope it's not "Soon" or "When it's done."
This post has been edited by Player Lin: 14 July 2013 - 06:40 AM
#36 Posted 14 July 2013 - 07:31 AM
Player Lin, on 14 July 2013 - 06:38 AM, said:
Hmm... That does make me wonder if there's a pirate version going around with the Wolf3D levels inserted or something. I know the AVGN said the levels are identical (despite being able to show they are clearly not). But if you want proof: here are the maps to compare to the SNES wolf maps. (The SNES and PC Noah's Ark levels should be the same.)
#37 Posted 15 July 2013 - 06:46 AM
Blzut3, on 14 July 2013 - 07:31 AM, said:
Yeah, the AVGN one was confused me but I know it based on the not-real of urban legend about that game so...whatever.
Maybe I don't know, it was about many years ago, not sure my memory goes wrong or something...
Blzut3, on 14 July 2013 - 07:31 AM, said:
Great, I were searched something like that but didn't found anything, thank a lot...
#38 Posted 15 July 2013 - 01:57 PM
#39 Posted 15 July 2013 - 02:11 PM
Moose Man, on 15 July 2013 - 01:57 PM, said:
Can you elaborate on this? If you haven't tried it since 1.0 you may wish to try it again since vanilla accuracy has been much improved.
#40 Posted 15 July 2013 - 02:53 PM
#41 Posted 15 July 2013 - 08:15 PM
Moose Man, on 15 July 2013 - 02:53 PM, said:
You have the Apogee release and didn't patch it. Run the patch available on my website and everything will work fine.
This post has been edited by Blzut3: 15 July 2013 - 08:15 PM
#42 Posted 16 July 2013 - 05:01 PM
Blzut3, on 15 July 2013 - 08:15 PM, said:
Great it works now!
#43 Posted 17 July 2013 - 02:42 AM
I fired up good ol' Borland C++ 3.1 and after a little bit of guessing which files were required to build the game, I found out that some data is missing in the source code release. That would be the VGA palette and the color mappings for the light shading. (My guess is that those were stored in .OBJ files that weren't released along with the rest.) I ripped some bytes from the original executable to rebuild the missing source files and finally got the thing to compile.
The startup and menu work correctly, but as soon as the game loads a level it either causes DOSBox to crash or the game just displays a black screen and locks up.
If anyone's interested, you can find my rebuilt source files here.
#44 Posted 17 July 2013 - 01:37 PM
Also i might of accidentally down voted you..... could someone please up vote him for me.
This post has been edited by ReaperMan: 17 July 2013 - 01:38 PM
#45 Posted 17 July 2013 - 01:40 PM
K1n9_Duk3, on 17 July 2013 - 02:42 AM, said:
Actually yes: http://wolf3d.darkbb...ke-stone-source
#46 Posted 17 July 2013 - 02:15 PM
ReaperMan, on 17 July 2013 - 01:37 PM, said:
Also i might of accidentally down voted you..... could someone please up vote him for me.
If the mobile theme supported voting I would.
#47 Posted 24 July 2013 - 02:48 AM
Blzut3, on 17 July 2013 - 01:40 PM, said:
Thanks. I have already found out what went wrong when I compiled it. Stupid self-modifing code...
If anyone's still interested, the updated version of my additions can be found here: http://k1n9duk3.k1.o..._additions2.zip
This post has been edited by K1n9_Duk3: 24 July 2013 - 04:07 AM
#48 Posted 24 July 2013 - 04:29 AM
K1n9_Duk3, on 24 July 2013 - 02:48 AM, said:
If anyone's still interested, the updated version of my additions can be found here: http://k1n9duk3.k1.o..._additions2.zip
Awesome work. I have had a quick look at the source, quite a few ASM files. How much effort do you think it would be to convert to C? Is it obvious what the ASM is doing?
Looking to possibly port to Android.
Cheers!
#49 Posted 24 July 2013 - 10:24 AM
Blzut3, on 14 July 2013 - 04:59 AM, said:
I am, especially since most other ROTT source ports have one issue or another and ecwolf has better widescreen than any of them.
Also I'm wondering if the surround sound support that gzdoom has is going to make its way to ecwolf some time... and support for MP3\Ogg\etc. sound codecs.
This post has been edited by Tetsuo: 24 July 2013 - 10:28 AM
#50 Posted 24 July 2013 - 12:01 PM
case 4: if (!gamestate.ammo) break; if (buttonstate[bt_attack]) gamestate.attackframe -= 2; case 0: if (gamestate.weapon == wp_grenade) if (!objfreelist) { DISPLAY_TIMED_MSG(WeaponMalfunction,MP_WEAPON_MALFUNCTION,MT_MALFUNCTION); gamestate.attackframe++; } break; case 1: // ... Snip standard weapon attack ...
This is the code executed on the second "fire" frame of the DND (chaingun replacement). Case 4 and 1 are basically verbatim from the Wolf3D source code, and case 0 was added to prevent the grenade launcher from firing if there's no room in the actor list for a new projectile. Due to the horrible indentation scheme a problem with this code being here is masked slightly. That is the intentional fall through from case 4 to case 1 is broken thus rendering the DND nothing more than a marginally faster RAW! (We're talking 2 tics here.)
As a side note, case 0 is close to impossible to emulate in ECWolf since ECWolf does not have an actor limit. Anyone have any opinions on what I should do about this? To emulate it strictly I could count the number of actors in the map and limit based on that, but there are two problems with doing that. First, without the actor limit mods can contain larger maps where this weapon would become useless. Second, it may not be a perfect emulation since ECWolf may not count the actors the same way (ECWolf does not contain a concept of "statics"). At the moment I'm opting to just forget about it since it's clearly a limitation due to technology at the time.
Tetsuo, on 24 July 2013 - 10:24 AM, said:
I'm kind of surprised none of the ROTT ports have added proper widescreen support yet. It wasn't all that difficult to implement. IIRC the biggest issue with ECWolf was scaling the hud, but that was mostly because I wanted to do aspect ratio correction as well.
Tetsuo, on 24 July 2013 - 10:24 AM, said:
I can't really comment on the first part since ECWolf will not be using fmod since using it would force ECWolf to use the non-commercial license only. We'll see though. Definitely isn't a high priority since I have no way of obtaining surround sound at the moment.
As far as other codecs. As far as digitized music goes, ECWolf will support Vorbis, FLAC, and Opus once the sound code is refactored. Hopefully this will happen no later than 1.4. There are no plans to support MP3 since it just causes issues with porting to more obscure platforms and provides no real benefit over Vorbis or Opus. ECWolf already supports Vorbis and I think FLAC for sound effects.
#51 Posted 25 July 2013 - 12:45 AM
Blzut3, on 24 July 2013 - 12:01 PM, said:
Yeah, as far as I can tell there are only two major ROTT source ports at the moment. the SDL version of ROTT mainly aimed at Linux and WinROTTGL. The former hardly supports any high resolutions past 800x600 much less widescreen and with the latter the devs made it sound like it's very difficult to have widescreen support AND aspect ratio correction at the same time without compromise (such as stretching or pillarboxing) and IIRC they claimed that was a problem with ALL Wolf3D engine stuff. Also.. WinROTTGL only had 1920x1080 as their sole widescreen resolution and one had to make requests for other resolutions and they would make a custom build with it.
Also, SDL ROTT has bad MIDI support in their latest version and no music pack support that I know of.... and then there's the bugs....
So yeah, looking forward to ROTT support in ecwolf.
This post has been edited by Tetsuo: 25 July 2013 - 12:48 AM
#52 Posted 26 July 2013 - 05:29 PM
#53 Posted 27 July 2013 - 07:59 AM
btw, I didn't think of WinROTT when counting how many ports there are but since it's by the same people as WinROTTGL I counted it together with it.... so there's three ports... SDL ROTT, WinROTT and WinROTTGL.
Then of course there's Return of the Triad but that's a fan TC and not a source port and doesn't have any of the original levels. On the other hand it has be best features out of all of those because of the features (g)zdoom has.
This post has been edited by Tetsuo: 27 July 2013 - 08:02 AM
#54 Posted 27 July 2013 - 07:03 PM
This post has been edited by ReaperMan: 27 July 2013 - 07:03 PM
#56 Posted 27 July 2013 - 07:11 PM
#57 Posted 28 July 2013 - 05:26 AM
#58 Posted 28 July 2013 - 05:48 AM
This post has been edited by supergoofy: 28 July 2013 - 05:51 AM
#59 Posted 28 July 2013 - 05:53 AM
LkMax, on 28 July 2013 - 05:26 AM, said:
As Blzut3 said about the ECWolf development plan, the 2.x will completed supports for Super 3D Noah's Ark and ROTT, and then the 3.x for ECBlake...
(Maybe I'm wrong, correct me if I wrong please. )
This post has been edited by Player Lin: 28 July 2013 - 05:54 AM
#60 Posted 28 July 2013 - 06:11 AM
Player Lin, on 28 July 2013 - 05:53 AM, said:
Not quite, 2.x will include support for Noah's Ark and Mac Wolfenstein (and will also mark the point where mod compatibility is kept and the z-axis is implemented). In the mean time "ECBlake" will be released on a separate schedule just to get a Blake Stone port out asap. ECWolf 3.x will when the ECBlake stuff gets merged into the main development tree. (The 2.x line will probably be fairly short lived.)
From there on isn't as clear. Depending on how reverse engineering goes ECWolf 4.x will probably feature Corridor 7, 5.x Operation Body Count, and 6.x for Rise of the Triad. But nothing is set in stone here. It is very possible that ROTT support could come into the 4.x slot, but it depends on a lot of things that I can't forsee at the moment.