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General Discussion / Re: First time playing A&A
« Last post by peewee_RotA on June 16, 2019, 10:38:57 AM »
I got a hold of the A&A demo right around 98 or 99. I was obsessed with doom and the quakes. I loved fantasy themes and D&D but could never get into things like Ultima Underworld. A&A was that exact middle ground. The fact that the majority of the game is not necessary and just there for your own imagination is what drew me to it. I was playing stuff like U7 and U8, so the freedom to do weird things was foremost in my mind for fantasy games.

I think my most memorable moment from the time is putting a bunch of junk on the streams and watching them flow. Just the fact that some things floated and some things did not was such a cool level of detail. Exploration doesn't have to be about reaching the end. It can be about discovering all the little things.
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General Discussion / First time playing A&A
« Last post by Faremmy on May 14, 2019, 01:07:50 PM »
When I was 9. (in 1999.) my dad bought a shareware CD in Germany which included the A&A demo version. I loved everything about this game, especially the level design :)

When was the first time you played A&A and your impression ?
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Off Topic / General / 22 hours time remaining for SOMA in GOG.
« Last post by Roarkes on December 29, 2018, 06:52:58 AM »
22 hours time remaining for SOMA in GOG, a fps scifi-horror game.

Code: [Select]
https://www.gog.com/
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General Discussion / Re: Introductions and a Question
« Last post by Faremmy on November 02, 2018, 12:09:47 PM »
Resolution can't be changed in the Windows version of A&A sadly. That's why I prefer playing the older DOS versions of the game using DosBox (where I can play fullscreen in my native resolution).
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General Discussion / Re: Introductions and a Question
« Last post by Bourbon on October 30, 2018, 08:35:03 AM »
Sorry I don't have an answer for you, but I too am curious about this!
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General Discussion / Introductions and a Question
« Last post by Hathomirr on October 29, 2018, 04:28:59 PM »
Greetings to anyone who might still be around. I originally stumbled upon this game a couple years back, and decided to revisit it these past couple of weeks. I was considering looking into creating maps as well, though I'm not sure how far I'll get.

Aside from a few posts elsewhere, I'm wondering if this is still being worked on at all, even if at a slow pace. I guess my only real hope is to have an upscaled graphics, since my options are either in a small window or fullscreen with a heavily skewed perspective. On a related note, is there a way to change the window size?
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Bug Reports / Temple Of Astarte Map 3 - Random Crash
« Last post by peewee_RotA on September 02, 2018, 06:02:16 AM »
There is a random crash near the end of the level. It's the room where you get dispell magic scrolls. One of the trap spell's projectiles can cause a game crash. The projectile is a dispell magic projectile. The cause of the problem is that somehow an effect already on the player is way too high.

The crash happens here:
https://github.com/cabbruzzese/AmuletsArmor/blob/master/Source/EFFECT.C#L1146

It appears the power of the effect when it was first applied was set to a garbage value.

What ultimately crashes is this debug line:
https://github.com/cabbruzzese/AmuletsArmor/blob/master/Source/EFFECT.C#L1749


After doing some digging, it looks like there was a line to protect from this by clamping the value to the max power.
https://github.com/cabbruzzese/AmuletsArmor/blame/master/Source/EFFECT.C#L1014

Unfortunately that was commented out a long time ago. I'm just wondering if there was a known reason for removing this line. I'm going to re-enable it and test for a bit to see if it has any unwanted side effects. I know that the magic map has some quirks when it comes to power levels, but it should never go above 4.

The only other thing I can think of is the wrap around powerlevel issue. This is why the one priest spell made player's vision dark because it had such a high power it wrapped around to a lower value when converted. I wonder if this was removed to make sure that a wrap around powerlevel effect would have the same value as the source when the remove effect code runs (because it compares type and power level to find the correct effect to account for stacking effects). Anyway, I'm going to just test it a bit and hopefully find any possible side effects.
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Bug Reports / Re: [BUG] Control problems (mouse)
« Last post by POLE7645 on June 26, 2018, 10:29:29 PM »
And I confirm. That bug doesn't happen with the DOS version. It only happens on the Windows build.
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Editing A&A / Sketches for custom map pack 2
« Last post by peewee_RotA on June 09, 2018, 01:06:41 PM »
Ran into some old sketches of the Isle of Thanatos levels. The second one was supposed to be entirely maritime combat, but I didn't have a good solution for falling off the boat. And invisible walls seemed cheesey.

https://drive.google.com/file/d/118N54BS-kwnMcptn7UNnPRiFnZk2noZH/view?usp=drivesdk

https://drive.google.com/file/d/1EfJibHIFReT-WWKRM5EOJ0Gocp05Lewi/view?usp=drivesdk
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Bug Reports / Re: [BUG] Control problems (mouse)
« Last post by POLE7645 on June 07, 2018, 12:24:23 AM »
I was playing with the Windows build.

I noticed that the Windows build uses some files from DOSBox, so that's why I mentioned it.
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