Time for a Wham Line: KEEN DREAMS SOURCE CODE RELEASED

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CapnClever
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Post by CapnClever »

MoffD wrote:Anyone have a copy of Borland C++ lying around? I lost mine in a reinstall...
http://www.wolfenstein3d.co.uk/utilities.htm

This website hosts a copy of Borland (Turbo) C++ 3.1, which should work just fine (I've compiled wolf3d with it, which is the purpose of its hosting). IIRC it also comes with TASM to compile the assembler code properly, but if not, you can pick that up here.
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MoffD
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Post by MoffD »

CapnClever wrote:
MoffD wrote:Anyone have a copy of Borland C++ lying around? I lost mine in a reinstall...
http://www.wolfenstein3d.co.uk/utilities.htm
Thanks CapnClever! letsa' see how this goes
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Post by gerstrong »

And, should we port it to Commander Genius or is there another source port? I might do it and know to get it including the good stuff unless someone else is willing todo it...
Having fun developing stuff...
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lemm
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Post by lemm »

gerstrong wrote:And, should we port it to Commander Genius or is there another source port? I might do it and know to get it including the good stuff unless someone else is willing todo it...
sulix/multimania/David Gow is working on one. Jump on the pckf IRC.

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Levellass
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Post by Levellass »

So does it explain that blasted title screen compression? 'cause that's been bugging the heck out of me for years.
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dopefishing
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Post by dopefishing »

wiivn wrote:
I don't know about you, but I'm more suspicious than happy. Even if he really bought the rights, I have not faith in this guy, who:

1. made overambitious statements without showing something that actually works. Why he didn't actually made something that works and then run a Greenlight campaign? WTF?
2. have suspicious past;
3. have not shown anything else he was working in the past;
4. post unrelated screenshot from Keen 4 and some random poor quality screenshots from google;
5. who obviously don't put much effort into this by just copy/paste from wikipedia.
Points noted, and Im working on fixing them. This is the first major work im doing, that's why I don't have much to show yet.
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Lunick
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Post by Lunick »

Well I did give you some much nicer screenshots to use on the Greenlight page :crazy
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dopefishing
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Post by dopefishing »

Lunick wrote:Well I did give you some much nicer screenshots to use on the Greenlight page :crazy
Yeah I know, ill be adding them soon.
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Post by Paramultart »

Wait... If we have the source code for a Keen game, why hasn't anyone released any cool mods taking advantage of it yet?
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Post by T-Squared »

Paramultart wrote:Wait... If we have the source code for a Keen game, why hasn't anyone released any cool mods taking advantage of it yet?
Because it's a conspiracy by Zenimax!

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*CONNECTION TERMINATED*
Cosmo II: HUMANIZED!!! Progress:
Graphics: 15% Complete
Story: 100% Complete
Music: 5% Complete
Programming Modifications: 5% Complete (FINALLY! SOME PROGRESS!)

http://www.tsqproductions.com
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Post by RoboBlue »

Paramultart wrote:Wait... If we have the source code for a Keen game, why hasn't anyone released any cool mods taking advantage of it yet?
It's Keen Dreams... has anyone ever modded KD?
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Post by Plasma Captain »

RoboBlue wrote:
Paramultart wrote:Wait... If we have the source code for a Keen game, why hasn't anyone released any cool mods taking advantage of it yet?
It's Keen Dreams... has anyone ever modded KD?
Yes.
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Post by Levellass »

Paramultart wrote:Wait... If we have the source code for a Keen game, why hasn't anyone released any cool mods taking advantage of it yet?
Actually I'm using this to improve Keen 5 mods, but there is a Dreams mod in the works that may be tweaked, if I can understand c++. I ask again, does anyone have that weird titlescreen format reverse engineered?
What you really need, not what you think you ought to want.
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Post by NY00123 »

Paramultart wrote:Wait... If we have the source code for a Keen game, why hasn't anyone released any cool mods taking advantage of it yet?
I guess it just takes time before a mod is out in general. As for mini-mods or small demonstration mods, maybe a few individuals are waiting to see what is going to happen regarding the availability of source ports, rather than attempting to study how to build original source code(s) with Borland C/C++ under a DOS (or compatible) environment.

And then, someone may already take advantage of the release, possibly even for some earlier work, just not making any announcement for now.
Levellass wrote:I ask again, does anyone have that weird titlescreen format reverse engineered?
Can't say I remember the details of the format, but it's true there's a bunch of additional code responsible for the decompression that appears to be Softdisk-exclusive. You can look for these files from the source code for details at the least (although lzw.h and possibly a few more may be unused): gelib.*, jam_io.*, lzhuf.c, lzhuf.h, lzw.h, sl_file.h, soft.c, soft.h.

The "lscr" subdirectory has code displaying the text screen shown on exit, and there are clear similarities.
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Levellass
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Post by Levellass »

Yeah, the text files are compressed in the same way the titlescreen graphic is and I have a program that decompresses both. (And IDs original sound\music editing program.) but that's not very helpful.
What you really need, not what you think you ought to want.
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