Sign of the Vool
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- Kuliwho?
- Posts: 2167
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It is interesting to think that there wasn't an option to save memory this way in the original releases of Keen 4-6. Chances are it really appeared to make things too slow on commonly used setups back in 1991/2. Truly, the /NOPAN command line argument was added at some point, and it appears to save memory, but it's done by disabling the sprite shifts altogether.
Nevertheless, this is a great idea! Now that memory is much more of a concern than speed (as long as one wants to run a 16-bit real mode DOS app), it surely makes sense.
Regarding the 70fps thing, it is indeed a totally unrelated experimental change. It's not that difficult to apply it in the code, either: It's just a matter of changing the definition of MINTICS in ID_RF.H from 2 to 1 (used in RF_CalcTics). Because of this, there are very good chances this can also be patched.
Nevertheless, this is a great idea! Now that memory is much more of a concern than speed (as long as one wants to run a 16-bit real mode DOS app), it surely makes sense.
Regarding the 70fps thing, it is indeed a totally unrelated experimental change. It's not that difficult to apply it in the code, either: It's just a matter of changing the definition of MINTICS in ID_RF.H from 2 to 1 (used in RF_CalcTics). Because of this, there are very good chances this can also be patched.
Website: https://ny.duke4.net/
- Multimania
- Vortininja
- Posts: 84
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For what it's worth, early on in Omnispeak development, we were running at MAXTICS 1 (70Hz). There were quite a few physics bugs – particularly to do with ledge-grabbing – which disappeared when it was fixed to run at 35Hz like the original game.
Going back and trying it again, though, those bugs seem to have gone. The game does feel somewhat weird given how smooth everything is, but it's definitely worth checking out.
Other things worth noting are that demos run at 3 tics/frame (~23 Hz), so that they work on even slower hardware.
With shifts gone, it might be fun to try changing the game to scroll 1 pixel at a time horizontally rather than two, as well. Again, omnispeak did this originally, though to make it work properly you'd probably need to change the keen/moving-platform code to keep the view locked.
Going back and trying it again, though, those bugs seem to have gone. The game does feel somewhat weird given how smooth everything is, but it's definitely worth checking out.
Other things worth noting are that demos run at 3 tics/frame (~23 Hz), so that they work on even slower hardware.
With shifts gone, it might be fun to try changing the game to scroll 1 pixel at a time horizontally rather than two, as well. Again, omnispeak did this originally, though to make it work properly you'd probably need to change the keen/moving-platform code to keep the view locked.
After some experimentation, I've found out that you simultaneously need to enable 70 FPS as well as single-pixel-resolution horizontal scrolling and shifting. Enabling either one or the other isn't really visually noticeable.
I've also experienced the ledge grabbing bug when I played the game at 70 FPS.
Regardless, I've kept the single-pixel horizontal scrolling and shifting, because there's no detriment in doing so.
More about this patch, here.
I've also experienced the ledge grabbing bug when I played the game at 70 FPS.
Regardless, I've kept the single-pixel horizontal scrolling and shifting, because there's no detriment in doing so.
More about this patch, here.
- DaVince
- lazy/busy Keener
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I can't believe I've been so out of the loop that there is this amazing looking project that is slowly starting to unfurl! If you ask me, this one looks best:
However, having that mouth shape but with Keen opening his mouth instead of clenching his teeth might look better.
...Showing works better than trying to tell:
However, having that mouth shape but with Keen opening his mouth instead of clenching his teeth might look better.
I see what you're going for, but I think that expression works better if his body stance matched. The current title screen is sort of showing him in an action stance, while the pic you linked is showing him in more of a fearful, frozen stance. I think that mouth pose would work better if he was desperately clenching his hands against the wall, looking away from the monster (like slightly to the left of the camera).Ceilick wrote:
Keen's mouth is doing that. If someone can draw that better, please do.
...Showing works better than trying to tell:
Wow look at me I'm lurking
- troublesomekeen
- Vorticon Elite
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I changed it little bit.
I think now he looks more scared.
I think now he looks more scared.
Last edited by Kate on Wed Sep 09, 2015 1:00, edited 1 time in total.
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- Kuliwho?
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