jval Posted April 25, 2021 (edited) Welcome to GLSpeed, a remake of the 1995 DOS game "Speed Haste" using the id-tech1 General "Speed Haste" is a 1995 DOS racing game developed by NoriaWorks Entertainment and published by Friendware. It's source code (DOS, in non compiled form) is available on github. (Thanks Mr. Javier Arevalo Baeza!) GLSpeed is not supported neither by NoriaWorks Entertainment nor by Friendware. GLSpeed needs the main data file of the DOS game (speedh.jcl) in order to run. It works with both shareware and registered versions. You can find the shareware version in many sites with a simple google search. Downloads (v. 1.0.4.745 - 20220411) Executable (win32): https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.4.745_bin.zip/download Source code: https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.4.745_src.zip/download Repository: https://github.com/jval1972/Speed Features High screen resolutions. OpenGL rendering. Uncapped framerate. Textured automap. Console for executing commands. Flac & ogg sound effects. MOD, S3M, IT & XM track music support. Screenshots. In game menu to configure gameplay, key bindings & screen resolution. Use Doom game editing utilities to create custom content. Lap records database Developing GLSpeed development started last December. I choosed not to use the original game source code as a base, but instead utilize (for one more time) a snapshot of my DelphiDoom source port. So, GLSpeed is based on DelphiDoom 2.0.5.727. I used the original source code as a helper tool for the complex data structures that the game uses (mostly the i3d model format, which, even with the source code available, it seemed to me very complicated). The game logic was recreated from scratch, mostly by watching youtube videos (I had problems running the game under DOSBOX. I also tried a virtual machine with FreeDos but with no luck). Current project status: Stable, (but not optimized). Probably you will not be happy running the game with a build-in Intel GPU, a dedicated GPU will run the game smoother. Expansion pack The registered version of the game comes with 8 tracks (shareware version has 2 tracks). In order to extend the gaming experience, I decided to make an expansion pack to accompany the release. So GLSpeed comes with 8 additional tracks. The tracks are organized in 2 championships (original game and expansion). The main benefit of using an id-tech1 engine recreating the game is that custom content can be created using standard doom editing utilities. In addition, I've created some other helper tools (and utilized an old one). Tools for custom content: DoomBuilder configuration file (tested with Ultimate Doom Builder): https://sourceforge.net/projects/speed-game/files/TOOLS_AND_EXAMPLES/GLSpeed-DoomBuilder.zip/download Tile Editor (win32): https://sourceforge.net/projects/speed-game/files/TOOLS_AND_EXAMPLES/SpeedEd_1.0.1.13_bin.zip/download I3DViewer (Speed Haste model viewer): https://sourceforge.net/projects/i3dviewer/files/I3DViewer_1.0/I3DViewer_1.0.1.11_win32.zip/download I've also make extended usage of DD_MODEL (DelphiDoom Procedural Modeler) for creating dozens new models for the expansion pack (latest version is https://sourceforge.net/projects/delphidoom-procedural-modeler/files/DD_MODEL_1.1.4/DD_MODEL_1.1.4_bin.zip/download) Screenshots: Original tracks: Custom content screenshots: Enjoy! Edited April 11, 2022 by jval Update links 17 Quote Share this post Link to post
MrFlibble Posted April 25, 2021 My good sir, you keep surprising me every time with these wonderful works of yours!!! (yes, I'm the guy who secretly wished someone would put the sources of Speed Haste to good use; but how'd I guess it would be idTech1-based/related?) 2 Quote Share this post Link to post
Redneckerz Posted April 25, 2021 HAHAHA WTF ARE YOU EVEN FOR REAL WITH THIS That is the right kind of crazy. I loved Speed Haste as a little Red toddler, and now you are recreating it on DelphiDoom. Like... im geniunely speechless. @jval, if you aren't getting a Cacoward or even as much of a recognition there, then ill personally bribe NotJabba with whatever is necessary to get you onboard. Absolutely mindbending. First XGreed, than Rad-X, and now GLSpeed. 5 Quote Share this post Link to post
jval Posted February 6, 2022 A new maintenance release v.1.0.3.743 is available. Downloads: Executable: https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.3.743_bin.zip/download Source code: https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.3.743_src.zip/download Most important corrections and additions: Fixed UTF16 loading for custom content. Fixed uncapped framerate bug for floor & ceiling offsets. Fixed bug that could rarely cause infinite loop in DEHACKED lumps. Faster and safer thread de-allocation. It can use sound files in pk3 without WAD equivalent. Supported file formats are WAV, OGG, FLAC, OGA, AU, VOC & SND. Speed optimizations to string manipulation. Fixes to 3D floors collision logic. Corrected bug that could cause flat textures to be rendered in wrong scale. Complete change log: Spoiler Holds up to 2047 bytes for environment variables. Fixed loading utf16 strings. Fixed flags in A_ChangeVelocity() ACTORDEF function. Fixed MF2_EX_CANTLEAVEFLOORPIC flag behavior. Fixed uncapped framerate bug for floor & ceiling offsets. Fixed PS_GetConsoleStr(), PS_GetConsoleInt() & PS_GetConsoleBool() PascalScript functions. Corrected ACTORDEF parsing of goto keyword at the end of the actor definition. Added GetSectorInterpolate() & SetSectorInterpolate() PascalScript functions. Integer/float tolerance examines negative values in DEHACKED & ACTORDEF. Fixed bug that could rarely cause infinite loop in DEHACKED lumps, also now recognizes correctly multiple SUBMITNEWFRAMES commands in DEHACKED Faster and safer thread de-allocation. Fixed problem with the "-" prefix in MF4_EX_xxx flags in ACTORDEF. Fix gravity field inheritance in ACTORDEF declarations. String and boolean evaluation in parameters of ACTORDEF functions. Infinite state cycle error message will display the actor's name. Evaluate actor flags in ACTORDEF functions parameters with the FLAG() function. 3D floor collision logic corrections. Auto fix interpolation for instant changes in sectors heights and texture offsets. Added full_sounds console variable. When true, the mobjs will finish their sounds when removed. Added MF4_EX_ALWAYSFINISHSOUND & MF4_EX_NEVERFINISHSOUND mobj flags to overwrite the full_sounds console variable. Correct evaluation of angle in functions parameter's evaluation. Use sound files in pk3 without WAD equivalent. Supported file formats are WAV, OGG, FLAC, OGA, AU, VOC & SND. Support for the wait keyword in ACTORDEF. "ACTIVE SOUND" alias for "ACTION SOUND" DEHACKED field. "RADIUS" alias for "WIDTH" DEHACKED field. Emulates correctly the ripple effect in OpenGL mode. Small speed optimization to the OpenGL rendering. Support for SPRITES dehacked keyword. Speed optimizations to string manipulation. Corrected flat scale for big flats. 3 Quote Share this post Link to post
GRAU Posted February 6, 2022 (edited) Does it has any software analogs? Something with delphidoom renderer may be? Or does it uses too much "3D floors" and models? Actually i would like to create a few voxel pixelated cars and those extra long (high) street lights))) Edited February 6, 2022 by GRAU 1 Quote Share this post Link to post
jval Posted February 6, 2022 27 minutes ago, GRAU said: Does it has any software analogs? Something with delphidoom renderer may be? Or does it uses too much "3D floors" and models? Actually i would like to create a few voxel pixelated cars and those extra long (high) street lights))) No, GLSpeed is an OpenGL-only source port. The software renderer can not work, since the game is full of 3d models. Also the expansion pack has additional content that it's "too heavy" for any software renderer. Even the OpenGL rendering struggles if you're using a build-in Intel GPU. 1 Quote Share this post Link to post
GRAU Posted February 6, 2022 Strange. All screens. excluding the last 2 look primitive enough, but i respect your opinion. Btw - any other "doom-like" games in plans for sourceporting? 0 Quote Share this post Link to post
jval Posted February 6, 2022 9 minutes ago, GRAU said: Strange. All screens. excluding the last 2 look primitive enough, but i respect your opinion. The expansion pack content is "heavy", the original tracks are not. Also the software renderer can not handle 3d models. 9 minutes ago, GRAU said: Btw - any other "doom-like" games in plans for sourceporting? Currently there are other priorities, but I can thing of a couple of other games for a source port.... 0 Quote Share this post Link to post
jval Posted April 11, 2022 New version 1.0.4.745 is available! Downloads Executable: https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.4.745_bin.zip/download Source code: https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.4.745_src.zip/download What's new: Proper windowed mode Some speed optimizations Other small fixes and additions Complete change log since previous release: Spoiler Use 64 characters long string for short names in PK3. Fixed missileheight ACTORDEF export. Fixed wrong coordinates check in sight check. Fix of OPENARRAYOFU16 and OPENARRAYOFS16 declarations (PascalScript). Fix ReadParameters not setting parameter parser positions even though ValidateParameters does use them (PascalScript). Fixed misspelled of "joystick" in the menus. Speed optimizations in R_PointToAngleEx(). Improved priority logic for sound channel selection. Added support for tall patches in PNG format. Added SPIN field in VOXELDEF lumps, it compines DROPPEDSPIN & PLACEDSPIN behavior. Proper windowed mode. Screenshot: Spoiler 3 Quote Share this post Link to post
taufan99 Posted October 13, 2022 Although this feels like a poor man's Daytona USA, the fact that you made a source port for this is just too awesome to leave alone. 3 Quote Share this post Link to post
taufan99 Posted October 19, 2022 (edited) Also, sorry for the bump, but I've got two things to talk about; The menu option "Appearence" has a typo. The correct one should be "Appearance". (This also occurs in Mars3D.) Spoiler Is the racetrack in E2M8 (The Hills, part of the expansion tracks you made) supposed to look like this? I'm convinced that this might've been a bug from another side. Spoiler Edited October 19, 2022 by taufan99 1 Quote Share this post Link to post
jval Posted October 19, 2022 (edited) 10 hours ago, taufan99 said: Also, sorry for the bump, but I've got two things to talk about; The menu option "Appearence" has a typo. The correct one should be "Appearance". (This also occurs in Mars3D.) Hide contents Thanks, fixed in the repository! Quote Is the racetrack in E2M8 (The Hills, part of the expansion tracks you made) supposed to look like this? I'm convinced that this might've been a bug from another side. Hide contents No, this is totally wrong, and I get the same problem after deleting the flat cache. I work around it, thanks for reporting! EDIT: Work around: Every new track in GLSpeed uses a huge virtual flat (4096x4096 px) named E2MxFLAT (created at runtime). The flat is cached to disk the first time you run GLSpeed, so it doesn't have to be created each time you run the game. There is a problem with the E2M8 map, this track was originally designed to be the E1M9 (as a single bonus track to the original game), but later I decided to make a whole new championship (i.e. episode) and the track renamed to E2M8. Unfortunately I forgot to change the track flat, so that's why the problem appears. I couldn't notice the error since the flat was already cached in my PC as E1M9FLAT. I'll fix it ASAP. Edited October 19, 2022 by jval 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.