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[Port] EGwhaven (Witchaven 1 und 2)
#1
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Moin. Moin,

Der Source Code zu Witchaven & Witchaven II wurde von Capstone's Mitarbeiter für die Fans zu verfügung gestelt.

Daraufhin gibt es 'erstmal' eine Erweiterte DOS Version für beide Teile. Das ganze wird von Entwickler als Port im sinne des Doom Port gesehen. Zurzeit handelt es sich aber eher um ein "enhanced rebuild of the source code". Das gnaze läuft "noch" im DOS modus unter DOSBox

Homepage: ETTiNGRiNDER's Fortress

Changelog bis 0.7
EGWH1 v0.2 (Witchaven 1)
- Some improvement to clock speed fixes.
- Fix to compatibility with vanilla savegames.
- Projectile traps do really hurt now, and related fixes.
- Fixes to submenus responding to arrow keys.
- Fixes to invulnerability cheat mode (some things got through before).
- Don't run in hyperspeed after loading a saved game.
- Don't erroneously get ornate horn powerup when loading game.
- Bridge footstep sounds should play more consistently.
- GOTHMOG, SPINACH and DARKNESS cheats from the "cheat version" return.
- Fix to monsters sticking in attack animation when fleeing.
- Fix to sounds getting stuck in loop mode when they shouldn't
(Some ambient sounds may continue playing in areas they aren't meant to,
but this should be limited to situations of map design error)
- Adjustments for better movement (Slipperiness fixes from EGWH2)
- Don't let gibs stick to the sky.

EGWH1 v0.7 (Witchaven 2)
- Some improvement to clock speed fixes.
- Fix to compatibility with vanilla savegames.
- Fixes to invulnerability cheat mode (some things got through before).
- Don't run in hyperspeed after loading a saved game.
- Don't erroneously get ornate horn powerup when loading game.
- Invisible savegame names in SVGA mode fixed.
- Bridge footstep sounds should play more consistently.
- Same sound looping safeguards as the WH1 version.
- Gasping sound when running was disabled.
- Adjustments for better movement (You can run as fast as was allowed in WH1)
- Spike through heart animates correctly even if you restart level and then
get spiked again.

Majot Fixes to WH1 und 2 exe
- Jump/fall speeds - No more slamming up and down uselessly.
- Projectile movement - Monsters and spells can now reliably aim at targets.
- Projectile collision - No more arrows stuck in midair because they crossed
another projectile's path.
- Shields - They are no longer indestructible. (Shield hits formerly "healed"
the shield in WH2 instead of damaging it.)
- Glass Skull - Now levels you up correctly in Witchaven II.
- Hero Time - Weapon speed no longer dependant on CPU.
- Dual wield - Success rate is no longer dependant on CPU.
- Skeleton - It animates correctly in Witchaven II now.
- Enemy's ghost - Now he rises from the dead correctly.
- Pentagrams - Map loading no longer unsets map's translucency setting. (WH2)
- No longer count towards treasure count (could have made
full score unattainable... besides you can't get to the
end of level score screen without collecting it)
- Treasure chests - All intended random outcomes are now possible.
- Enchanted weapons - You will no longer throw them away in favor of the
mundane version. Also, some fixes to the enchanted
droning sounds. (WH2)
- SVGA mode - It no longer wigs out when the player is killed.
- Exiting to menu no longer turns off the status bar.
- Hard disk install - Copy the contents of the SMK folder from the CD to your
Witchaven II install directory and it will play
cinematics without the CD in drive. WARNING: If you
don't have the SMK files present in a valid location,
the game may have errors when completing a map
(black screen). This will hopefully be fixed later down
the line.

Unterstützt -game Parameter wie man sie von Quake kennt.
Mehr dazu im Readme
Zitieren


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