Hi! I compiled the current version of the engine recreation project and uploaded it to my server: http://www.hartte.de/eviltemple-2010-07-02.zip Installation instructions: - Extract the ZIP file - Run converter.exe from the ZIP file and point it to your Temple of Elemental Evil directory. The conversion process currently takes *very* long, I will optimize it later. To run the actual engine, run eviltemple.exe. When you start the game, click "New Game", then load a map using the toolbar at the bottom of the screen. I am still tracking down visual glitches / difference from the original game. Please report anything that doesn't look correct in this thread Thanks, Storm
If you're interested in under-the-hood stuff: Look at data/scripts/startup.js (all js files from that directory will be loaded on startup). The function called when the engine starts is "startup()" in that file, everything else is set up from there, including the UI. I am sorry for the messy state that file is currently in, I will clean it up in the future. Maps are also loaded from JavaScript (look at the loadMap function in startup.js), as well as interaction with the world. If you have any questions regarding the "internals", feel free to ask. If you're *very* interested, you can also look at the C++ source @ http://gitorious.org/eviltemple/engine Bye, Storm
I think I may have some time in the next month to look at this. Is there anything specific I should try to do/test?
You probably know the original game quite well. Just load some map, scroll through it and see if you can spot graphical issues. I already know about a few, but more eyes = better.
I looked at all the maps and the portions there looked okay. I couldn't move on the map and see all the map. The ogrecave door worked and there were some ogres inside. From what I saw it looked pretty good.
Oh sorry I forgot to mention that! Moving around the map works like navigating Google Maps. You can "drag" the map around with your mouse. Scrolling by moving the mouse to the border of the map will come later! Regards, Storm
Results from testing: 1. The sound works (you should mention that you have to instal OALINST) 2. There appears to be a clipping glitch in the Moathouse Interior map - for a couple of the bandits. 3. Certain maps cause crashes (where the old version didn't crash). Maps tested ok: Neutral Vignette Ogre Cave (outside) Moathouse 1st floor Colosseum Random Riverside Road Maps that crash: Ogre Cave (inside) Moathouse 2nd floor Tutorial map Water Map - when I scroll the screen to one of the portals Temple 1 Temple 1 (room) Temple 4 My guess is it's related to particle effects... Here are a couple of crash reports - I hope you can make sense of them, considering they're partly in Hebrew. חתימת הבעיה: שם אירוע הבעיה: APPCRASH שם היישום: eviltemple.exe גירסת היישום: 0.0.0.0 חותמת הזמן של היישום: 4c2b51ad שם מודול התקלה: game.dll גירסת מודול התקלה: 0.0.0.0 חותמת הזמן של מודול התקלה: 4c2d35dc קוד החריגה: c0000005 היסט החריגה: 000222a8 גרסת מערכת ההפעלה: 6.0.6002.2.2.0.768.2 מזהה אזור: 1037 מידע נוסף 1: fd00 מידע נוסף 2: ea6f5fe8924aaa756324d57f87834160 מידע נוסף 3: fd00 מידע נוסף 4: ea6f5fe8924aaa756324d57f87834160 2nd time: חתימת הבעיה: שם אירוע הבעיה: APPCRASH שם היישום: eviltemple.exe גירסת היישום: 0.0.0.0 חותמת הזמן של היישום: 4c2b51ad שם מודול התקלה: game.dll גירסת מודול התקלה: 0.0.0.0 חותמת הזמן של מודול התקלה: 4c2d35dc קוד החריגה: c0000005 היסט החריגה: 000222a8 גרסת מערכת ההפעלה: 6.0.6002.2.2.0.768.2 מזהה אזור: 1037 מידע נוסף 1: fd00 מידע נוסף 2: ea6f5fe8924aaa756324d57f87834160 מידע נוסף 3: fd00 מידע נוסף 4: ea6f5fe8924aaa756324d57f87834160
Thanks for testing Sitra. I noticed the clipping issues, I'll take a closer look at that. The clipping mesh positioning seems to be off a bit. About the crashes: I'll try reproducing that on a different graphics card (NVidia). Did you point the converter to a Co8 patched version of ToEE or the mint installation? I honestly didn't try with the Co8 modpacks yet. (I guess I'll do that too). In addition, I'll think of a way to make those crash reports much more useful. Thanks! Storm *edit*: I tested this on my Laptop (Nvidia graphics card). My particle system shader was incompatible with Nvidia cards. I fixed the issue and uploaded a fixed file, so you don't need to download everything again: http://www.hartte.de/game.zip You also don't need to run the conversion again. The link in the first post of this thread will also be updated soon.
Thanks, that indeed fixed the crashes. (I am indeed using a laptop with an nVidia card + Vista, forgot to mention that) Other things I've noticed: 1. Robes and cloaks have clipping issues. Also, I'm guessing you haven't implemented cloak/robe physics yet, because they cling to NPCs wearing them (see: Water Temple, Hommlet Inn - Spugnoir, Fire Temple Alrrem, etc.) 2. Water Temple lights act like flashing neon signs 3. Smoke from torches seems exaggerated somehow. (e.g. Moathouse Dungeon) 4. Imeryds run - the Giant Gar only has its shadow rendered. 5. You've mentioned it before, but slimes and such are very bright / glowy. Is there a way to take screenshots? prntscrn just returns a black screen. Also, I don't think having Co8 installed affects anything, since you seem to be extracting files from the .dat files, which are untouched. Edit: Just noticed you can make characters walk around, neat There's still some zig-zagging and apparently sub optimal paths, but you're probably aware of that. 1. Hommlet Church - You can walk through the pillars. 2. Terjon can't move. 3. Nulb bar (the one with Skole and Lodriss) - you can walk through the bar at the NW section of it. If you bring an NPC there, it gets stuck and is unable to move.
I'm completely under the cosh at work for the next two months but after that I'd be happy to help test.
Thanks sitra! I think I'll implement the following things this evening: - Screenshot (with direct upload to imgur.com) - Useful Crash-Dumps - A toggle to display the nav-meshes (That'll explain the walk-through issues I suppose). Terjon can't move because the navmesh for the upper level of the church is empty. I currently do a "flood-fill" for all walkable areas, starting at the start-location for a map given in maplist.mes. I think for some levels those starting locations are actually not *inside* the walkable area. I may use the jumppoints.tab file instead. Regards, Storm *edit* To comment on the other bugs: I am starting a document of all reported issues on Google Docs: https://docs.google.com/document/ed...wCtNS_Jsu3IwWKp3AqCUU4Q&hl=en&authkey=CNy62yo I also commented on some of the bugs you reported there.