Sorry if I am reading you wrong but I appreciate everything you have done.
Thanks!
I feel like the last line comes off a bit harsh, unless I am reading you wrong.
It wasn't directed at any specific person, I merely wanted to make it clear to everyone reading to not expect any more miracles when it comes to AiO Patch at this point in time. I've read that line somewhere and it struck me as more original than something like "live with it!".
I didn't think that it could come off as harsh. Either way, the reality of situation is that Drakan is a quirky game and the state in which developers left it doesn't make it trivial to make improvements to it.
I know you have done this on your spare time and trust me if I could fix these things I would. It just never fell into my talent house.
I find programming in general really tricky and cryptic. It seems you gotta figure out a lot on your own. And given the lack of source code for Drakan, I'm surprised about the number of fixes that somehow made it into this patch. Like, I actually did this?
Drakan did come far from when the development started to when it was released. I remember watching some old gameplay video, was it the one showcased on E3? Someone mentioned it, linked it on this forum. One more year in development at least would be very beneficial.
Sorry if I or someone upset you.
Nah, I'm cool.
It was really hot on the day I wrote that post though!
Oh and in regards to this part, I actually do not see the point to remake something that can get shut down. I understand the nature of the remakes, but I do not offer my resources to those because there are potential legal implications with those.
I was actually referring to
OpenDrakan - the open-source re-implementation of Drakan's Riot Engine, not OpenOOTF - the remake in Unity remake. There shouldn't be any legal implications with the former. Similar projects are being actively worked on today, eg.
OpenMF and
OpenRW; the final result would be opendrakan.exe, the alternative to current Drakan.exe, which, when finished, would let you play original Drakan exactly as you would with Drakan.exe (minus the bugs), assuming you own the original game as it depends on its data. It will take a while though and we might get older in the meantime (or not see its fully functional release at all), especially if more knowledgeable programmers don't hop on board. Here's the
list of game engine recreations on Wikipedia.
unfortunately within my skill set I can work on drakan maps in the riot level editor and I have a talent for map design.
Yeah, just programmers are needed for this. But in the end, programmers can add more features that can be cleverly used by map makers. I always wondered how you and the others have found their way around the editor.
Well, as far as OpenDrakan is concerned, I don't see a problem - since it can be distributed as a game mod, and require the original Drakan.exe to run.
It would be drop-in replacement for Drakan.exe.
Drakan.exe by itself is not very useful neither, need both executable and the data to make the magic work.
In any case, because of it's nature, OpenDrakan already requires all the other Drakan files to function; adding an extra dependency on Drakan.exe would be pretty trivial
Dependency on Drakan.exe would be redundant as the dependency on data files is perfectly sufficient for all intends and purposes. You can play Quake III with ioquake3.exe (or any other unofficial executable) without having to have original quake3.exe in the folder. Since both original data and executable originate from the same source, it can be assumed having access to data means you "own" the game one way or another. The practical difference is that data files are copyrighted in most cases, unless stated otherwise, while executable may not be, especially if it's unofficial and developed from ground up.
Apparently, it only ever happens if the dedicated server is running on an Intel CPU; never happens on AMD!
That's an interesting observation. It could be just occurring on certain models/models from certain generations.
Can you try setting DisablePerformanceCounter=1 in Arokh.ini and tell us if it makes any difference? It's a rather strange option I implemented only because I've read on the internet about strange behaviors of
QueryPerformanceCounter/
QueryPerformanceFrequency functions that supposedly occur on certain CPUs. Disabling them will use
timeGetTime instead.
That's the only CPU related thing I can think of. Maybe it actually does something if all stars align properly... My two computers are both AMD and the one game I have that has CPU related bugs is Pro Rally 2001. They tend to show on (certain?) AMD CPUs as freezing on the load screen. The game does the number of CPUID queries, which I haven't figured out myself. The guy behind nGlide says the bug is connected to timing and the issue disappears after making the code skip those CPUID queries.
The first patch that was made actually just faked the CPU vendor string, so the game thought it was running on Intel even if you had AMD and that apparently solved it for some people. It didn't work on my Phenom II X4 920 until I found and disabled the function call that does all those queries.