Search found 35 matches
- Sun Aug 27, 2017 7:17 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
Thanks for your continued work on this! Here are some issues I had after trying out 0.7 last night: * Mouselook did not work as mentioned previously in the thread * AutoRun seems to not work. I couldn't get a response from pressing CapsLock at all. * The "use" or "open" key woul...
- Tue Aug 22, 2017 10:21 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
I looked into the mouselook speed bug in Witchaven, which had me scratching my head for a bit, since the code in Witchaven II looks pretty similar here--they must have changed something somewhere else in the file. Anyway, I went ahead and put in the most straightforward fix for the next version. Ori...
- Tue Aug 22, 2017 11:19 am
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
I can check if there's any disabled code pertaining to the 3-button mouse version of WH1, but I believe that feature existed only in that one particular version and the code has been lost. The "cheat version" code was lost too but that was easy enough to re-implement based on the other che...
- Sat Aug 19, 2017 2:48 am
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
At long last I'm working on EGwhaven again, mostly aiming to get Witchaven I up to speed, but plenty of stuff for Witchaven II came up in the process. As usual you can find it on my site at http://ettingrinder.youfailit.net . ==========================================================================...
- Wed May 24, 2017 1:30 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
I am currently replaying WH2 using this port and I found a weird issue (that also happens in the original game binaries). This is running under dosbox. The game's framerate seems "capped", BUT if i open the map it runs smooth as silk. Also empty slots in the potions UI flickers when I ope...
- Mon Nov 21, 2016 9:10 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
So, any feedback on the latest version? I'm not sure if the silence is because people are satisfied with it, or because calling it "experimental" scared anyone off from trying it.
You're welcome!
moggimus wrote:Hi there, I just wanted to say thank you for continuing to work on this project.
You're welcome!
- Mon Oct 24, 2016 10:40 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread (new release!).
You're right, it does seem that locking it to 24 FPS makes things run more like they should, even though it seems like a rather low framerate. For now, I'll go with it unless it turns out to have problems that weren't immediately noticeable. I've gone ahead and released a new EGwhaven build since it...
- Mon Oct 24, 2016 4:38 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
Unfortunately I don't think it'll be that simple, I tried moving the drawscreen() call down already and while that did seem to fix up the weapon animations, it made certain triggers not work (the goblins don't fight each other in the first level of WH1, but just stand there, and the entrance door do...
- Sun Oct 23, 2016 11:46 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
Hi Adam,
I've been trying the speed fix you recommended and it seems to work pretty well with a fast DOSBox. On a slow DOSBox or on my native machine though, it gets flaky, particularly in that weapons can be swung much faster than they should be sometimes.
I've been trying the speed fix you recommended and it seems to work pretty well with a fast DOSBox. On a slow DOSBox or on my native machine though, it gets flaky, particularly in that weapons can be swung much faster than they should be sometimes.
- Fri Sep 30, 2016 10:55 pm
- Forum: Witchaven
- Topic: Official EGwhaven thread.
- Replies: 60
- Views: 41220
Re: Official EGwhaven thread.
The BUILD engine, AFAIK, runs with a timer that has 120 ticks per second. The insidious thing about the clock timing issues in Witchaven (possibly TekWar too, I haven't got my copy of that running correctly yet) is that most of the game uses the engine timing correctly. There are just a few function...