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Mars3D - Source port of the game 終極戰士 (Mars - The Ultimate Fighter)


jval

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3 hours ago, jval said:

Thank you, fixed! The problem appeared only in OpenGL version.

 

It still appears before the stats instead of briefing. Tested in E3M1 where the exit is near the start.

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2 hours ago, Kityn said:

 

It still appears before the stats instead of briefing. Tested in E3M1 where the exit is near the start.

 

Indeed, the problem still appears when no briefing screens are defined (Episode #2 & Episode #3), thanks!

Fixed in 1.0.9.746.

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Is there a way to enable Bordered windowed? I can't find the option in the settings.

Edited by Obsidian Plague

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On 12/26/2021 at 11:53 AM, jval said:

The problem appeared only in OpenGL version.

That is why i hadn't found it))))

 

I am thinking about upgrading the resources of the mars - redrawing some weapons into more rusty, brutal and realistic... But i dont sure - does someone else like this idea? What about the a community mars (hud) respriting project? all items could be recreated in voxel, i can take care on this but i have a bit different vision of some wunderwaffes from this game...

Edited by GRAU

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3 hours ago, Obsidian Plague said:

Is there a way to enable Bordered windowed? I can't find the option in the settings.

No, unfortunately not.

 

2 hours ago, GRAU said:

I am thinking about upgrading the resources of the mars - redrawing some weapons into more rusty, brutal and realistic... But i dont sure - does someone else like this idea? What about the a community mars (hud) respriting project? all items could be recreated in voxel, i can take care on this but i have a bit different vision of some wunderwaffes from this game...

Mars has much less objects compared to Doom, and lacks light sources (like candles, lamps etc). But the weapons, obstacles and pick-ups could be nice to have them in voxel.

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I'm trying to write up a basic mod, but for some reason the actor names defined in ACTORDEFs don't seem to be replaced by anything.

Is there a list of internal names the engine uses in scripts? And maybe a way to replace the default MarsPlayer?

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22 hours ago, Obsidian Plague said:

I'm trying to write up a basic mod, but for some reason the actor names defined in ACTORDEFs don't seem to be replaced by anything.

Is there a list of internal names the engine uses in scripts? And maybe a way to replace the default MarsPlayer?

 

ACTORDEF uses the same mechanics for overwriting actors as DECORATE.

E.g.:

ACTOR INVULNERABLEPLAYER REPLACES PLAYER
{
   +INVULNERABLE
}

Invulnerable player download: https://sourceforge.net/projects/mars3d/files/Tools%2C%20maps%20and%20examples/ACTORDEF_INVULNERABLEPLAYER.pk3/download

 

Or

ACTOR MT_ENEMYSOLDIER2 REPLACES MT_ENEMYSOLDIER
{
   DropItem "MT_SHOCKGUN"
}

Soldier drops a ShockGun: https://sourceforge.net/projects/mars3d/files/Tools%2C maps and examples/ACTORDEF_MT_ENEMYSOLDIER2.pk3/download

 

 

The names of the actors can be found inside the Mars3D.pk3 file. The ACTORDEF scripts define almost every actor name. The scripts are in individual files inside the Mars3D.pk3 file, in Mars3D folder, grouped under the files named MARS3D_xxxxx.txt:

Spoiler

slade.png

 

 

Additional (base) actors are defined inside the ACTORDEF lump inside the SYS.WAD file which is located inside Mars3D.pk3.

 

The "internal" actors (not defined in ACTORDEF scripts) are:

"PLAYER"

"FIREBALL TRAIL"

"BLOOD SPLAT"

"TELEPORT FLASH"

"ITEM RESPAWN FOG"

"TELEPORT EXIT"

"POOL OF BLOOD"

"PUSHER"

"PULLER"

"DOG"

"NONE"

 

You can use the "SAVEACTORDEF" console command to save the current actor definitions as ACTORDEF script in a single file: (or the "SAVEWEAPONDEF" for weapon definitions)

It's not 100% complete since non default states, or "closed" state loops can not be detected and can not be saved.

Spoiler

saveactordef.png

 

 

Next version of DelphiDoom's DD_IDE tool will add support for Mars3d, sorry not yet ready for release:

Spoiler

dd-ide-mars.png

 

 

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  • 3 weeks later...
On 12/28/2021 at 9:07 PM, jval said:

The names of the actors can be found inside the Mars3D.pk3 file. The ACTORDEF scripts define almost every actor name. The scripts are in individual files inside the Mars3D.pk3 file, in Mars3D folder, grouped under the files named MARS3D_xxxxx.txt

Those are the great news! I'll find some time for that after releasing 0.42 for both sourceports, and then ill make first steps in marsvox

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Hello everyone. 

I've been toying around with this port in the last couple days. Never played this game before so I was really curious.

I'm having a great time thus far, nice job!! Controls are a little clumsy, but I think that's because I still haven't nailed the best settings for me. 

 

I've found a minor visual bug, that only happens when playing OpenGL for what I've seen. Maybe there's already a way to fix it in the display options but if so I was not able to find it. The sprites of the ammo and supplies left by the enemies spawn directly on the same plan as the sprites of their body, and appear to glitch over them. It creates a flickering effect that's very tedious to watch, like the different sprites tried to overlap each other when looking at them. It doesn't happen in software mode. Screenshot attached:

 

Spoiler

bugrep1.jpg.d729c5a256272251d9c06f1e0fcc2b4d.jpg

 

Then there's the sprites of the blue soldiers, that appear to be suspended in the air when killed... but maybe it looked that way in the original game too, I don't know. It gives a strange sense of being detached from the ground. Screenshot:

 

Spoiler

bugrep2.jpg.1b1d73c3f960f3f3ffb94e29d5dda496.jpg


Another thing I noticed is that when I finish the level, for some reason the kill count is always set at 1% even if I think I have killed everybody and there's no-one left behind.


Last thing, is there a way to implement weapon scrolling with the mouse wheel? 
At the moment I can't find any option to do it, but it would be a very welcome addition. 
For now I am enjoing the experience. It's nice to have the chance to discover new classic games from the 90s that I've never heard about.

Thanks for your great work!! I think with a little more polishing this sourceport will turn out perfect.  

 

On 12/5/2021 at 12:54 PM, WhiteMagicRaven said:

And you know) i like Raven Software and games like:

ShadowCaster

CyClones

Necrodome

is not ported and no body cares and that was also gems

 

another great looking games they similar to Raven Software (no its not Human Head Studios =) its a comany TAG under Psygnosis publisher)

Alpha Storm

Hexx: Heresy of the Wizard

Bram Stoker's Dracula

 

even more obscure and seems interesting but i am not care =)

Chill Manor

I.M. Meen

Hades 2

 

Man, I would pay to be able to play Shadowcaster, Alpha Storm and Necrodome on modern source ports similar to this one.
With all of the features of 3D rendering, dynamic lighting, texture filtering, and all that. Those were three great games that went so overlooked.

Maybe someday someone will port them. I wish I could do such a thing myself. You guys are great.

 

On 12/27/2021 at 4:57 PM, GRAU said:

I am thinking about upgrading the resources of the mars - redrawing some weapons into more rusty, brutal and realistic... But i dont sure - does someone else like this idea? What about the a community mars (hud) respriting project? all items could be recreated in voxel, i can take care on this but i have a bit different vision of some wunderwaffes from this game...


Usually I am against the idea of "changing" the original graphics of a game, unless it's just for modding purpose... but please, if you can, redraw the Nerve Gun sprite in a way that it looks NOT centered. From what I've seen so far, all the weapon sprites in this game are seen from the side view, but then the Nerve Gun is centered. T_T 

I HATE WHEN THAT HAPPENS. It completely detracts from the visual consistency of the game, and looks so bad.

Edit: also the Freezer Gun and the Missle Launcher are centered. Probably other weapons too. Maybe it would be easier to redraw the pistol and the Shock Rifle to be centered as well, I don't know. Quite sad because I really liked those sprites, while the centered ones are really generic... :-(

 

Thank you jval, again, for this cool port!! 

Edited by Asphalt

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Version 1.0.10.747 is out!

 

Downloads:

Executable: https://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.10.747_bin.zip/download

Source code: https://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.10.747_src.zip/download

 

What's new:

  • The dynamic lights in software rendering mode can now affect sprites, voxels & masked textures, not only floors, ceilings & walls.
  • Fixed intermission screen kill percentage.
  • Fixed z-fight of dropped items in OpenGL mode.
  • Improvements, additions & fixes to the ACTORDEF scripting.
  • WAV, OGG, FLAC, OGA, AU, VOC & SND sound files can be loaded directly from PK3 files without the need for a WAD equivalent.
  • Fixed the rocket explosion sound.

 

Complete change log since ver. 1.0.9.746:

Spoiler
  • Fix gravity field inheritance in ACTORDEF declarations.
  • TWadReader() error cheching.
  • String evaluation in parameters of ACTORDEF functions.
  • Speed optimizations to script library.
  • Infinite state cycle error message will display the actor's name.
  • Software rendering lights affect masked, sprites and voxels.
  • Added MF4_EX_SELFAPPLYINGLIGHT flag. When set, the lightmap in software rendering mode will apply the light to the emitter.
  • Added r_lightmaponemitters console variable. When set, the lightmap in software rendering mode will always the light to the emitter.
  • Evaluate string parameters.
  • Added a lot of new ACTORDEF functions for conditionally changing states, etc:
  1.  -A_SetMasterCustomParam(param: string, value: integer)
  2.  -A_AddMasterCustomParam(param: string, value: integer)
  3.  -A_SubtractMasterCustomParam(param: string, value: integer)
  4.  -A_JumpIfMasterCustomParam(param: string, value: integer, offset: integer)
  5.  -A_JumpIfMasterCustomParamLess(param: string, value: integer, offset: integer)
  6.  -A_JumpIfMasterCustomParamGreater(param: string, value: integer, offset: integer)
  7.  -A_GoToIfMasterCustomParam(param: string, value: integer, state: state_t)
  8.  -A_GoToIfMasterCustomParamLess(param: string, value: integer, state: state_t)
  9.  -A_GoToIfMasterCustomParamGreater(param: string, value: integer, state: state_t)
  10.  -A_SetTracerCustomParam(param: string, value: integer)
  11.  -A_AddTracerCustomParam(param: string, value: integer)
  12.  -A_SubtractTracerCustomParam(param: string, value: integer)
  13.  -A_JumpIfTracerCustomParam(param: string, value: integer, offset: integer)
  14.  -A_JumpIfTracerCustomParamLess(param: string, value: integer, offset: integer)
  15.  -A_JumpIfTracerCustomParamGreater(param: string, value: integer, offset: integer)
  16.  -A_GoToIfTracerCustomParam(param: string, value: integer, state: state_t)
  17.  -A_GoToIfTracerCustomParamLess(param: string, value: integer, state: state_t)
  18.  -A_GoToIfTracerCustomParamGreater(param: string, value: integer, state: state_t)
  • Evaluate actor flags in ACTORDEF functions parameters with the FLAG() function.
  • A_JumpXXXX() ACTORDEF functions will recognize the RANDOM & RANDOMPICK keywords for setting offset.
  • Actor evaluator can access player's mobj in weapon functions.
  • Fixed rocket explode sound.
  • Added MF4_EX_CANNOTSTEP & MF4_EX_CANNOTDROPOFF mobj flags.
  • 3D floor logic corrections.
  • Auto fix interpolation for instant changes in sectors heights and texture offsets. (https://www.doomworld.com/forum/topic/110185-eternity-uncapped-framerate-issue)
  • 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.
  • Always check the actor's instance flags, not its info flags.
  • Corrected software rendering lights clipping in 3d floors.
  • Added A_ChangeSpriteFlip(propability: integer) ACTORDEF function.
  • ACTORDEF can remove flags with the MF3_EX_ & MF4_EX_ prefix.
  • Infinite state cycle detection while moving player sprites.
  • Painchance actor field available in evaluated actor parameters.
  • Use sound files in pk3 without WAD equivalent. Supported file formats are WAV, OGG, FLAC, OGA, AU, VOC & SND.
  • Small optimizations and corrections to voxel software rendering.
  • Fixed intermission screen kill percentage.
  • Fixed z-fight of dropped items in OpenGL mode.
  • Warnings while checking ACTORDEF function parameters display the actor's name.
  • Support for the wait keyword in ACTORDEF.
  • Display warning message when a pk3 file can not be loaded.

 

On 1/13/2022 at 8:59 PM, GRAU said:

Those are the great news! I'll find some time for that after releasing 0.42 for both sourceports, and then ill make first steps in marsvox

Nice! Also the explosions and the default light definitions for missiles are very conservative and there is a lot of room for improvements. Can I dream of voxel gibs for the enemies?

 

20 hours ago, Asphalt said:

I've found a minor visual bug, that only happens when playing OpenGL for what I've seen. Maybe there's already a way to fix it in the display options but if so I was not able to find it. The sprites of the ammo and supplies left by the enemies spawn directly on the same plan as the sprites of their body, and appear to glitch over them. It creates a flickering effect that's very tedious to watch, like the different sprites tried to overlap each other when looking at them. It doesn't happen in software mode.

Fixed! In previous versions you can try changing the "gl_nearclip"  console variable, default is 5, maybe a higher value can eliminate the problem (but it can also create other problems, especially with the underwater porrtals...). Anyway, in current version there is no need to do anything.

 

Quote

Then there's the sprites of the blue soldiers, that appear to be suspended in the air when killed... but maybe it looked that way in the original game too, I don't know. It gives a strange sense of being detached from the ground. 

The offsets of almost all sprites of the game have got wrong offsets, at least compared to the standard Doom way. In order not to change the internals of the engine I had added from the beginning the SpriteDX & SpriteDY fields in actor definitions, which controls the sprite positioning, but I've used it only in a couple of cases. I'll try in the future to address the issue.

 

Quote

Another thing I noticed is that when I finish the level, for some reason the kill count is always set at 1% even if I think I have killed everybody and there's no-one left behind.

 

Fixed, I had forgotten multiplying  with 100 :D

 

Quote

Last thing, is there a way to implement weapon scrolling with the mouse wheel? 
At the moment I can't find any option to do it, but it would be a very welcome addition. 

Currently it can not be set. Added in TODO list.

 

20 hours ago, Asphalt said:

Thank you jval, again, for this cool port!! 

You're welcome!!

Edited by jval

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hey there! i just played through this tonight and had a great time. what a charming game, happy to be able to play it in windows. are the default settings close to being "compatible" with what the DOS version does by default? ie. jumping, crouching, freelook, how it handles transparency/light, etc? it was a solid experience either way. the only thing on my wishlist is a proper bordered windowed mode so i can move it around freely, otherwise this is pretty stellar stuff. thank you!!!

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37 minutes ago, msx2plus said:

hey there! i just played through this tonight and had a great time. what a charming game, happy to be able to play it in windows. are the default settings close to being "compatible" with what the DOS version does by default? ie. jumping, crouching, freelook, how it handles transparency/light, etc? it was a solid experience either way.

 

To create Mars3D I used a simple observe and try method, not reverse engineering. I tried to make the game as close as possible to the DOS version, in a limited time, since most of my time was consumed to engine-side adjustments.

 

Some things are different, but mostly to offer a modern gaming experience, for example:

  • There is no mouse look in the DOS version, but the player can look up/down with the PG-UP & PG-DOWN keys.
  • Right mouse button in DOS version moves the player forward, in Mars3D the middle mouse button moves the player forward and the right mouse button is for opening doors and activating switches.
  • The menu is different, to accommodate the numerous settings of Mars3D. Only Save/Load screens of the original game were used.
  • The DOS version has 8 Save/Load slots. Mars3D has 9 saved slots, with the notable addition that if you use different MAD files (Chinese/English/Shareware) or an external map in PWAD, you will have 9 different slots for each of it.
  • When the screen size does not cover the whole width of the screen Mars3D displays a background texture (à la Doom). Also Mars3D offers 2 full screen displays, one with a mini hud and one without it (like the DOS version).
  • The DOS version always overlays the automap, there is no way to display the automap alone. Mars3D changes that. Also the colors are different (like Doom's), but in return Mars3D offers a textured automap option.
  • The DOS game does not have puffs when you shoot a wall, also the robots have red blood :D. Mars3D corrects these, also it uses green blood to the small spider and the alien boss (since their death sprites are full of ... green blood)
  • When you kill the boss, the DOS game displays the end animation and exits to DOS. Mars3D returns to the main menu.
  • Mars3D has got an "ENDOOM" screen (actually an "ENDTEXT" lump).
  • Mars3D can access hidden (and incomplete) episodes 2 & 3 from the menu. The DOS game can access them only from the command line (-warp E2M1 etc)
  • Mars3D has the classic 5 difficulty settings of Doom games, the DOS game has only 3. According to the map data, the Doom equivalent skills of the DOS game are 2, 3 & 4, no nightmare, no too young to die.
  • Mars3D offers options to disable briefing and intermission screens.
  • No dynamic light effects at projectiles in DOS version.
  • The underwater warp effect is a bit different, I tried hard to make it look similar, but it was a bit difficult to imitate it precisely in both software and OpenGL modes.
  • In the DOS version the stealth mode of the BOSS is based on the underwater effect, Mars3D just draws the boss as a shadow. It seems difficult to imitate the DOS behavior (especially in OpenGL mode).
  • In Mars3D the player bobbing stops when you open the menu :)
  • The messages in Mars3D are displayed in upper left side of the screen, in DOS version they are displayed in the center of the screen. Mars3D displays the messages for more time so that you can actually be able to read them :), since in the DOS version are displayed very fast (maybe a problem with DOSBOX?). Mars3D has multi-line messages and also the font is different. Finally, in Mars3D the messages will always be displayed in English language, even if you're playing with the Chinese version.
  • etc

 

37 minutes ago, msx2plus said:

the only thing on my wishlist is a proper bordered windowed mode so i can move it around freely, otherwise this is pretty stellar stuff. thank you!!! 

I've tried numerous times to fix this, but without success. Still in TODO list.

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thanks for the info, i appreciate it! regarding the water effect, could its strength maybe be made into a variable that the user can adjust? i found it to be a little bit nauseating after being underwater for a short time hahaha

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18 minutes ago, msx2plus said:

thanks for the info, i appreciate it! regarding the water effect, could its strength maybe be made into a variable that the user can adjust? i found it to be a little bit nauseating after being underwater for a short time hahaha

 

If you play in OpenGL mode (GLMars3D) you can set the "gl_underwater_pp" console variable to "2". This will turn off the effect. In software mode (Mars3D) there isn't any option available. Added in TODO list.

Edited by jval

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  • 3 weeks later...

Sorry, I have been away for a while, it's a pretty busy period for me...

 

I still haven't had time to try the latest version you released, so what I'm writing now may have already been addressed, but I think I found a couple other small bugs that I thought I'd report. Maybe it can help.

 

1) When you kill yourself in the game (for example with splash damage from nearby explosions), the player character doesn't actually die. He sort of enters a "ghost mode", where you can still move around normally but can't interact with anything.

 

2) I think the missles of the tracking missle launcher are not actively tracking enemies. They behave as the missles from the normal rocket launcher.

 

3) Apparently the player character never dies underwater. It seems like he has unlimited oxygen. Don't know if it was meant to be that way in the original game, but I don't think so.

 

This game is fun. Such a shame they didn't take time to fully develop it.

 

 

 

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Version 1.0.11.748 is here:

 

Download: https://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.11.748_bin.zip/download

 

I tried to address some issues reported from the community, also some other maintenance fixes are included:

 

Change log since previous version:

Spoiler

"ACTIVE SOUND" alias for "ACTION SOUND" DEHACKED field.
Fog sectors will use lightlevel > 256. Lightlevel 256 is full bright. (https://www.doomworld.com/forum/topic/118126-doom-sector-light-levels/)
"RADIUS" alias for "WIDTH" DEHACKED field.
Fix some problems with player movement clipping when landing on other actors.
Emulates correctly the ripple effect in OpenGL mode.
Speed optimizations in string manipulation.
Corrected flat scale for big flats in OpenGL mode.
Fixed tracking missiles player weapon.
The strength of the underwater effect can be configured from the menu. (Menu/Display/Appearance/Underwater effect strength)

 

On 1/16/2022 at 8:12 PM, msx2plus said:

thanks for the info, i appreciate it! regarding the water effect, could its strength maybe be made into a variable that the user can adjust? i found it to be a little bit nauseating after being underwater for a short time hahaha

Underwater effect strength can be configured from the Menu/Display/Appearance/Underwater effect strength.

 

On 2/7/2022 at 12:51 AM, Asphalt said:

1) When you kill yourself in the game (for example with splash damage from nearby explosions), the player character doesn't actually die. He sort of enters a "ghost mode", where you can still move around normally but can't interact with anything.

I can not reproduce the effect. Do you have a saved game to send me to debug it?

 

On 2/7/2022 at 12:51 AM, Asphalt said:

2) I think the missles of the tracking missle launcher are not actively tracking enemies. They behave as the missles from the normal rocket launcher.

Fixed.

 

On 2/7/2022 at 12:51 AM, Asphalt said:

3) Apparently the player character never dies underwater. It seems like he has unlimited oxygen. Don't know if it was meant to be that way in the original game, but I don't think so.

You can not die from lack of Oxygen underwater in DOS game.

 

 

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I can not reproduce the effect. Do you have a saved game to send me to debug it?

 

This is strange. It happened to me two times last week, but now it seems I can't replicate it anymore. I have no idea why.

Maybe it doesn't have anything to do with how you get damaged. I will try and see if it happens again, then in case I'll let you know.

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Thanks for this great port! I am having fun while playing this hidden gem. My question is however, what is the console command to cap fps to 60? The menu option works, but it causes input lag.

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7 hours ago, themaniacboy said:

Thanks for this great port! I am having fun while playing this hidden gem. My question is however, what is the console command to cap fps to 60? The menu option works, but it causes input lag.

 

The equivalent console variable for capping to 60 fps is the gl_screensync.

You can also try disabling uncapped framerate from the Menu/Options/Display/Advanced. Also you can optionally disable the interpolate on capped.

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17 hours ago, jval said:

 

The equivalent console variable for capping to 60 fps is the gl_screensync.

You can also try disabling uncapped framerate from the Menu/Options/Display/Advanced. Also you can optionally disable the interpolate on capped.

Thank you. The game runs fine on openGL, but software mode can be a bit tricky. 

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On 2/16/2022 at 2:57 AM, themaniacboy said:

Thank you. The game runs fine on openGL, but software mode can be a bit tricky. 

 

In software mode, in higher screen resolutions (e.g. 1920x1080) you need a latest Core-i3/Rysen 3 class CPU to get smooth movement (100fps+). Older hardware will work well in lower screen resolutions. In 10+ years old hardware you can try 640x400 or 800x600 screen resolutions. You can also switch between true color and 8 bit rendering with the F5 key, or use the display options from the menu to disable/enable some effects (e.g. dynamic lights which are CPU intensive).

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I've been checking this port and wanted to try the game. I've got some questions. Is there a way to disable autoaim? Can we expect a fov slider in the future? The fov is really low 

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10 hours ago, TheSwordman said:

I've been checking this port and wanted to try the game. I've got some questions. Is there a way to disable autoaim? Can we expect a fov slider in the future? The fov is really low  

 

No, there isn't a way to disable autoaim. The closest thing to change fov is the "forcedaspect" console command.

Added in TODO list.

 

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7 hours ago, TheSwordman said:

When underwater, the warping effect doent affect the weapon sprite, like in the original game. Was this changed on purpose? 

 

No, it is something I neglected to recreate, I didn't  pay proper attention to the DOS game behavior. In fact, your post made me realize that the warping effect affects the gun.

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Lol

The intro Video is hilarious.

 

I have to take the time and check this out :D

 

But seing from the Video, some cool features as swimming are implemented and it has a nice effect.

 

You can still spot some Textures from Doom here and there :P

 

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  • 1 month later...

Version 1.0.12.753 is out!

 

Downloads:

Executablehttps://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.12.753_bin.zip/download

Source codehttps://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.12.753_src.zip/download

 

What's new:

  • Speed optimizations to the software rendering. 
  • Proper windowed mode (Software & OpenGL).
  • The player can choose to use CAPS LOCK for autorun.
  • Default sound channels raised to 32, maximum sound channels raised to 64.
  • Other small fixes and improvements.

 

Complete change log since previous release:

Spoiler

Use 64 characters long string for short names in PK3.
Added "DROPPED ITEM" alias for "DROPITEM" DEHACKED field.
Fix wrong coordinates check in sight check.
Fixed missileheight ACTORDEF export.
Fix of OPENARRAYOFU16 and OPENARRAYOFS16 declarations (PascalScript).
Fix ReadParameters not setting parameter parser positions even though ValidateParameters does use them (PascalScript).
Fixed masked middle texture bleeding when player was exactly placed on the line.
Small optimization to masked middle textute rendering.
Fixed misspelled of "joystick" in the menus.
Speed optimizations in R_PointToAngleEx().
Speed optimizations to sofrware rendering.
Improved priority logic for sound channel selection.
Small optimization to sprite rendering.
Added support for tall patches in PNG format.
Use general purpose threads in 8 bit software rendering blit.
Optimizations in voxel software rendering.
Fixes to 3d colissions of actors moving up or down other actors.
Default sound channels raised to 32, maximum sound channels raised to 64.
Improved multithreading handling in software rendering mode.
Added dotestactivethreads console variable, when it's set to true (default) the engine will tweak active threads without workload.
Small optimizations to plane rendering (software mode).
Fixed missiles not exploding in lower textures with sky ceiling.
Added SPIN field in VOXELDEF lumps, it compines DROPPEDSPIN & PLACEDSPIN behavior.
If depthbuffer is active will draw sprites from front to back to avoid overdraw.
Fixed some glitches in software rendering regarding voxels and 3d floors.
Speed optimizations to slope software rendering.
Small optimizations to software depthbuffer.
Added r_voxellightmapaccuracy console variable. Values are 0, 1 & 2 for low, normal & high accuracy. Default is 1. Can be set from the Lightmap menu.
Speed optimization to the software rendering lightmap.
Speed optimizations to voxel software rendering.
Proper windowed mode (Software & OpenGL).
The player can choose to use CAPS LOCK for autorun.

 

Screenshot:

Spoiler

window-mode-mars3d.png

 

 

On 12/27/2021 at 5:26 PM, Obsidian Plague said:

Is there a way to enable Bordered windowed? I can't find the option in the settings.

 

On 1/16/2022 at 9:17 AM, msx2plus said:

the only thing on my wishlist is a proper bordered windowed mode so i can move it around freely, otherwise this is pretty stellar stuff. thank you!!!

 

Done!

 

Edited by jval

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  • 5 months later...

bug first weapon is firing slowly comparing to dos version, in dos is more rapid fire

 

p.s. found official site of this game https://web.archive.org/web/19981201090513/http://www.vr3d.com/

 

googled this site and found even more interesting stuff http://www.vr3d.net/

site says that it is engine called "T3DFX Real-Time 3D Engine" and there is even more games!!

 

3d hero and tao also uses this engine, i tried to read every string founded in tao and i found that engine probably is decompiled from some version of heretic (raven software) because there is tons of items , monsters, any kind of strings - that only belongs to Heretic! a lot of Doom also here.

 

 

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Tank Wars (indie game from 1996 by HB group) (russian devs ) a NES game Battle City adopted for PC DOS - also uses WAD file slade opens it, and only recognize just few lumps, not a 3d game. Just uses same container as DOOM

 

 

twars01.gif

 

More WAD games : 

 

Edited by WhiteMagicRaven
Birthright: The Gorgon's Alliance

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