Official EGwhaven thread.

Moderator: ETTiNGRiNDER

ETTiNGRiNDER
Posts: 12
Joined: Sun May 22, 2016 12:23 pm
Contact:

Re: Official EGwhaven thread.

Postby ETTiNGRiNDER » Wed May 24, 2017 1:30 pm

pagb666 wrote: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 open the map. Even when setting the viewport to full screen, the game will run at ~20-25fps until I open the map. Weird. Any ideas? A bug? Something on my end?

Please try the next-to-last EGwhaven version for WH2 and see if that works better. The capped framerate was introduced in the latest one as an attempt to address some other difficult problems in the game, but I'm not convinced it's the correct solution. Unfortunately I haven't been able to find much motivation to work on the EGwhaven stuff lately.

Corvin wrote:But I do remember flicker with the potions on the hud. Not sure if it was fixed in EGWH or not, you'll have to take alook at EG's web site for his comprehensive bug list.

Potions flickered on the HUD in WH2 if you were in SVGA mode and died. That one should be fixed in EGwhaven, it was a matter of passing an additional flag to the sprite drawing routine there as I recall.
ETTiNGRiNDER
Posts: 12
Joined: Sun May 22, 2016 12:23 pm
Contact:

Re: Official EGwhaven thread.

Postby ETTiNGRiNDER » Sat Aug 19, 2017 2:48 am

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 .

==============================================================================
What's new in EGWH1 v0.2
==============================================================================

- 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.

==============================================================================
What's new in EGWH2 v0.7
==============================================================================

- 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.

Return to “Witchaven”

Who is online

Users browsing this forum: No registered users and 1 guest