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The Ramp Project *update as of 7/5/06*

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Yes. But 1.09.3.8 uses new Knux and Tails plrs. Therefore the MD5 checking crashes SRB2.
 
Dark Warrior said:
Yes. But 1.09.3.8 uses new Knux and Tails plrs. Therefore the MD5 checking crashes SRB2.

i dont get it... whats new in the new plr files? :|

also... Shuffle... Update slopes win to work with 1.09.3.8
 
Any changes *at all* in any SRB2 file, with the LIMITED exception of music.dta changes the necessary MD5 checking.
 
Dark Warrior said:
Unncomment #define NOMD5.
noo, that disables netplay also,
what you want to do is open d_main.c and remline the needed W_VerifyFileMD5 lines
Code:
	// Check MD5s of autoloaded files

W_VerifyFileMD5( 0, "\x20\x82\xF7\x62\x0B\x02\xFF\x48\xF6\x6B\x38\xF7\xAE\xE0\x5B\x79");//srb2.srb
W_VerifyFileMD5( 1, "\x5B\x70\x61\x4B\xD8\x7B\xAD\x9A\x9E\x11\xEA\x71\x90\xA1\x08\xF7");//sonic.plr
W_VerifyFileMD5( 2, "\xC0\xCD\xFE\x35\x62\x2B\xE5\x05\x9E\x96\x26\x73\xE4\x30\x45\x1A");//tails.plr
W_VerifyFileMD5( 3, "\x29\x2D\x5A\x99\xDB\x48\x20\xFF\xD1\xF4\x7E\x8D\x8A\x84\x92\xCE");//knux.plr
W_VerifyFileMD5( 4, "\x26\x0C\x57\x33\x50\xCE\x03\x45\x61\x7B\x88\xCA\xFF\xDB\xE8\x8D");//auto.wpn
W_VerifyFileMD5( 5, "\xB6\x9D\x4D\x6A\x7F\x6C\x12\x37\x08\x7E\x20\x89\x4E\x03\x61\x21");//bomb.wpn
W_VerifyFileMD5( 6, "\xB1\x07\x04\xB6\x5C\xA1\x1D\xEF\x64\x77\x41\x05\xB0\x2F\x38\xD0");//home.wpn
W_VerifyFileMD5( 7, "\xE0\x0C\xA6\xEC\x8F\x9B\xFD\x0F\xDC\xAC\x3C\x0C\xDD\x9D\x29\x6D");//rail.wpn
W_VerifyFileMD5( 8, "\x07\x52\x86\x24\x45\x51\xBC\xD6\xEA\xB3\x15\x3A\xF9\x7F\x8D\x50");//infn.wpn
W_VerifyFileMD5( 9, "\x7D\x35\x58\x27\xFA\x8F\x98\x14\x82\x24\x6D\x6C\x95\xF9\xBD\x48");//drill.dta
W_VerifyFileMD5(10, "\x93\x8C\xBC\x81\x41\xC3\x16\xC9\x11\x21\x5E\xCB\x40\x72\xFA\xDE");//soar.dta
W_VerifyFileMD5(11, "\x91\x31\x34\xDD\xB7\xD8\xB0\xC9\xDA\xE3\x8F\xD8\x42\x48\xB1\x17");//zim.dta

	// don't check music.dta because people like to modify it, and it doesn't matter if they do
	// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.

if(xmasmode)
{
W_VerifyFileMD5(13, "\x1C\x8F\xE1\x5A\x46\xA6\x4B\x17\x46\x1B\xDD\x17\x3C\xAF\xBB\xA2");//3drend.dll
}
 
Thanks Logan. Now that I've managed to get my own .exe's to work, I'll come up with some updates on the slope5 code. Expect something either later today or tomorrow.
BTW, how do we find these MD5 codes from the existing files? I don't want to ask everybody about them every time new player/weapon/data/whatever files are used.
 
Still no-one notices the subject line...

Antiporcupine said:
BTW, how do we find these MD5 codes from the existing files? I don't want to ask everybody about them every time new player/weapon/data/whatever files are used.
int W_MakeFileMD5(const char *, void *) generates the actual MD5 sum for a file, so you could inspect its output. I imagine there'll be plenty utilities available that would be able to calculate them, too.
 
Make a new text document.
Put this in it:
slopeswin -opengl -file omgslopes.wad


Rename it to slopes.bat

Double click, and you're good to go.
 
Try reading the readme.. :|!!!!!
:| I made a readme for a reason, people. *shoots himself in the face*.
Anyways.. I'm looking forward to whatever you may have changed, Antiporcupine. :D
 
work on this...I'll seriously worship you if you ever finish this.
(not, but this is still really cool that someone is actually working on getting the slopes to work)
 
Uh, this could take a little longer than I thought. I just discovered something: in R_defs.h, in the sector_t definition there are already fields for floorplane and ceilingplane, and earlier in the same file a structure for a plane at any angle, defined by ax+by+cz+d=0, a through d being variables in the struct. Once I come up with a decent way to implement this we could have slopes in any direction. Hold tight and I'll come up with something; I just don't know for sure about tomorrow because it might be somewhat busy.
 
Yeah, that's a partial port of Zdoom's slope stuff. I ran into problems when it started using parts from Duke 3D's Build engine, which I was not going to put in the game (different license).
 
I got it to work, but somehow I can't get the texture on right.

The texture's on the wrong way.

I'll put it off for now.
 
Hey, sorry this took so long, but....

UPDATE TIME!!!
Attached here is Slope6, a slightly updated version of Slope5! New features include:
Better physics - run or spin of the end or a side of the slope and you will fly off at an angle, instead of horizontally.
Spin air - when you do the above, and you are spinning, you can then thok/fly/glide, as if you jumped directly off the slope.
Fixed slope base - the player is no longer shoved to the base of the slope when jumping over it.
So here's the files!

http://home.comcast.net/~mlmars/Slope6.zip The EXE and WAD

http://home.comcast.net/~mlmars/Slope6-src.zip The source code

I know this took awhile, but I first had trouble making EXEs, then had more trouble getting Shuffle's Slope5 code to work correctly, so this isn't bad for how much time I've actually spent updating the code.
Anywho, thanks to Shuffle for helping me with the code and for hosting the files on his homepage. Plus, look for another update in the next couple of days.
P.S. Does anyone know much about hardware rendering? I really want to get the walls of the slope to show up, but I'm not good with graphics. Anyone with ideas, please let me know. Thanks.
 
Hardware and OpenGL are different. Hardware uses Direct3D acceleration, and OpenGL uses....OpenGL I guess.
 
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