Powerslave/Exhumed General Discussion "Split from Build Engine thread"
#181 Posted 26 January 2017 - 07:35 AM
It doesn't seem to keep track of stuff like pushwalls from what I can see.
#182 Posted 26 January 2017 - 10:17 AM
oasiz, on 26 January 2017 - 06:12 AM, said:
Quote
PowerSlave Ex MAPs probably done with brushes, not the models, while Turok's Kex Editor seems to have working with models mostly. This editor accepting PowerSlave Ex game.kpf file, but when you trying to open MAP files from PowerSlave Ex - this happens
There is no logging about this or the way make it written into log is not yet found by me. Editor has option Export scene to .OBJ, probably it is possible (not implemented in 1.0.3) backwards meaning you can export geometry from DOS version levels.
#183 Posted 31 January 2017 - 02:07 AM
I assume this only works with emulator, perhaps even a specific one.
#184 Posted 23 February 2017 - 11:43 AM
It's yet unclear for me if it's some console version mod for emulator or an another PC port. I will contact him for more information.
#185 Posted 23 February 2017 - 12:44 PM
#186 Posted 20 March 2017 - 02:50 AM
It was my understanding that Night Dive Studios has the rights to this game and that they were planning a digital re-release with an added bonus of porting the Saturn version into the package. But that was in 2015...
I'm still hoping for a definitive re-release containing the 3 versions of this game (PC, PSX and Saturn)...
#187 Posted 20 March 2017 - 03:10 AM
#188 Posted 22 July 2017 - 08:42 AM
http://www.next-generation.com/specials/061796.html (Wayback Machine link)
#189 Posted 24 July 2017 - 10:15 PM
#190 Posted 18 August 2017 - 11:27 AM
Defrago, on 23 February 2017 - 11:43 AM, said:
It's yet unclear for me if it's some console version mod for emulator or an another PC port. I will contact him for more information.
Hey, that's a level from ZBlood.
#191 Posted 23 October 2017 - 11:04 PM
But the 5th level sucks ass. Whoever thought that making a level based around requiring you to use invincibility items (one of which is hidden in a semi-secret area) to walk across lava paths on the main path should be shot. If you run out of them before finishing the lava maze (which is pretty easy to do), all you can do is quit and restart (or cheat because fuck that noise) because you won't be able to finish the level. And no, finding the map does not help me because I can't zoom it out and see where the fuck I need to go.
#192 Posted 25 October 2017 - 01:54 PM
MYHOUSE.MAP, on 23 October 2017 - 11:04 PM, said:
There's a lot of stuff in Powerslave that feels like it was created with a console gaming mentality in mind, and I guess this level (very memorable by the way!) is one of those things. But I may be wrong on this.
#193 Posted 25 October 2017 - 09:57 PM
Lunick, on 20 March 2017 - 03:10 AM, said:
At least /kex3_anubis/source/tools/dataConvert.cpp seems to be an attempt to convert the maps from the saturn version to a kex-readable map format.
#194 Posted 12 November 2017 - 09:19 AM
I'm trying to play this but running into a problem where the entire map is black making it unplayable.
Only the weapon and HUD are visable:
Any ideas on why this is occuring?
I have no issues running any other games and even other projects released by the same guy with the same "kex engine" run without issue...
#195 Posted 08 December 2017 - 05:03 AM
MrFlibble, on 22 July 2017 - 08:42 AM, said:
http://www.next-generation.com/specials/061796.html (Wayback Machine link)
Very nice! I can see some differences with sounds, weapons, level design...
Avenger, on 12 November 2017 - 09:19 AM, said:
I'm trying to play this but running into a problem where the entire map is black making it unplayable.
Only the weapon and HUD are visable:
https://s25.postimg....dkf/shot000.png
Any ideas on why this is occuring?
I have no issues running any other games and even other projects released by the same guy with the same "kex engine" run without issue...
Do yourself a favor and play the console versions by order of release instead. So, Saturn version and then PS1 version. They both work perfectly fine emulated, I used Yabause for the Saturn version.
#196 Posted 02 February 2018 - 09:43 PM
Quote
#199 Posted 04 February 2018 - 06:44 PM
Mr. Tibbs, on 04 February 2018 - 12:10 PM, said:
That Japanese title was a mouthful.
This post has been edited by Zaxx: 04 February 2018 - 06:44 PM
#200 Posted 05 February 2018 - 06:15 AM
Zaxx, on 04 February 2018 - 06:44 PM, said:
If you're interest, that Japanese title translates to "AD 1999 Resurrection of the Pharaoh".
(Maybe not perfect grammar but whatever. )
---
I wonder if PC version would be better if they did using newer version(s) of Build engine, but maybe not, the Saturn version just too special I think.
This post has been edited by Player Lin: 05 February 2018 - 06:19 AM
#201 Posted 09 February 2018 - 12:12 AM
That being said, I do believe the PC version has a bunch of potential to be slightly better if slopes were to be added in to places, something I kind of want to do when I have more time.
#202 Posted 04 March 2018 - 03:53 AM
I do not have the source code but that has not stopped me.
I have converted the 32bit LE executable of the dos game into a standard PE file.
All calls to dos and direct hardware access have been patched.
The game is already working and is playable.
The sound and music are working
It now runs at 60fps using interpolation
I am currently working on fixing the input code
Adding the high resolution and widescreen support
Some kind of options dialog
I would like to post the current build if that is allowed.
#203 Posted 04 March 2018 - 04:14 AM
TheDeadFish, on 04 March 2018 - 03:53 AM, said:
I do not have the source code but that has not stopped me.
I have converted the 32bit LE executable of the dos game into a standard PE file.
All calls to dos and direct hardware access have been patched.
The game is already working and is playable.
The sound and music are working
It now runs at 60fps using interpolation
I am currently working on fixing the input code
Adding the high resolution and widescreen support
Some kind of options dialog
I would like to post the current build if that is allowed.
Have you been manually replacing the hardware access or did you relink against a modern Build engine?
#204 Posted 04 March 2018 - 04:18 AM
The problem is that in a case like this the line between "what was intended" and "what was possible" is very blurred, I can totally understand if someone disagrees and tell me it should stay because it was possible originally.
The difference is that: in the original game you'd have to go out of your way and configure the keys differently to take advantage of that speedboost.
With a modern WASD control scheme, that strafe+run speedboost would be there by default and you'd have to tell everyone they're not supposed to do it if they don't want to sequence break each level un-intentionally.
This post has been edited by MetHy: 04 March 2018 - 04:21 AM
#205 Posted 04 March 2018 - 04:58 AM
Hendricks266, on 04 March 2018 - 04:14 AM, said:
I have not upgraded the build engine. It would be extremely difficult to do so as it has changed a great deal, the build engine exports a large number of memory structures which are accessed directly by the game code, the layout of these structures has changed. Replacing it is not required anyway, there were only a few places that needed to be patched within the build engine most of the patches were to the rest of the code.
malloc,realloc,free redirected to msvcrt
dos int21h calls for file access hooked
audio interface library: replaced
cdrom interface library: replaced (music in wav files)
mact input library: partially replaced (keyboard mapping still used)
numerous other things redirected or completely disabled which I can't remember
#206 Posted 04 March 2018 - 05:12 AM
MetHy, on 04 March 2018 - 04:18 AM, said:
The problem is that in a case like this the line between "what was intended" and "what was possible" is very blurred, I can totally understand if someone disagrees and tell me it should stay because it was possible originally.
The difference is that: in the original game you'd have to go out of your way and configure the keys differently to take advantage of that speedboost.
With a modern WASD control scheme, that strafe+run speedboost would be there by default and you'd have to tell everyone they're not supposed to do it if they don't want to sequence break each level un-intentionally.
There will be multiple control modes, at some point a discussion will be required to define their exact behaviour.
#207 Posted 04 March 2018 - 05:41 AM
TheDeadFish, on 04 March 2018 - 04:58 AM, said:
malloc,realloc,free redirected to msvcrt
dos int21h calls for file access hooked
audio interface library: replaced
cdrom interface library: replaced (music in wav files)
mact input library: partially replaced (keyboard mapping still used)
numerous other things redirected or completely disabled which I can't remember
You're leaving out a pretty big one. In any case, not upgrading the engine will severely limit what you can do. Just because it is hard does not mean it is unnecessary.
#208 Posted 04 March 2018 - 06:21 AM
Hendricks266, on 04 March 2018 - 05:41 AM, said:
I will look into it again once I have finished the basic port. Having support for the new map format would be nice. Also adding the polymost renderer would be good too.
#209 Posted 04 March 2018 - 11:39 AM
TheDeadFish, on 04 March 2018 - 03:53 AM, said:
Would love to check it out.