source code found?

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lemm
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Post by lemm »

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Post by spongeh »

Commander Spleen wrote:Hopefully this stuff is left in tact rather than trying to port it before release, as being able to compile for the original DOS platform will be as beneficial as a port for modern systems.
Trust me, I have zero skills, knowledge, ability, or desire to modernize any of this myself heh. It's going to be a lot of trouble just to even get it building on 32bit platforms as it is, and there seems to be some reliance on specific Turbo C quirks in at least a couple of files. The project files were only changed to default the Borland include/lib paths to something sane (aka not on the F: drive) and a batch file was changed from ncopy -> copy since most people aren't going to be running Novell Netware.
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Post by KeenRush »

It would be cool to also get the 100% original, unmodified files with all their quirks -- for historical reasons. :)

At any rate, this is so neat! Whereas I might not use the source for anything myself, it will be cool to have around for all modders.
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Post by Keening_Product »

I agree with KR, having the straight data dump for the Online Museum of Keen would be useless but neat.

Fleexy - 404?
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(Or a scarier sound effect than that "DUN-DUN-DUN! WAH-WAH-WAH!" sound that always accompanies Keen's death. :mortlol)
Touch that sound effect and I'll personally compile malware specifically targeted at wiping out every replacement sound effect you create for it. Changing that sound would be like having Keen ditch the pogo in a bid to look cool or something.


Also, I feel kind of bad for Keen Dreams. It seems nobody wants its source as a priority :bloody
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Post by MoffD »

Keening_Product wrote:Changing that sound would be like having Keen ditch the pogo in a bid to look cool or something.
now I feel bad about my new mod idea... :o

I still want to make it the traditional way though, but this is exciting!
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Post by Paramultart »

Yeah, I don't want the release to be homogenized whatsoever.
I hope to see lots of useless little text files, unused bitmaps, notes, and everything as they were extracted from those disks.

If they wait for a windows port, I will be disgusted.

(Although an official windows port of all of the Keen games in one volume would be amazing... I would buy it.)
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lemm
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Post by lemm »

Paramultart wrote: I hope to see lots of useless little text files, unused bitmaps, notes, and everything as they were extracted from those disks.
Heh, yeah. I want to read the comments in the source code. Especially those by John Romero; they're usually entertaining.
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Post by StupidBunny »

Paramultart wrote:(Although an official windows port of all of the Keen games in one volume would be amazing... I would buy it.)
As long as they don't make it all Doom95-ey
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Post by spongeh »

Paramultart wrote:Yeah, I don't want the release to be homogenized whatsoever.
I hope to see lots of useless little text files, unused bitmaps, notes, and everything as they were extracted from those disks.

If they wait for a windows port, I will be disgusted.

(Although an official windows port of all of the Keen games in one volume would be amazing... I would buy it.)
Assets and non-code stuff have been removed, but the code is untouched except to add the proper GPL headers for release. As mentioned, I have no desire to rewrite assembler and modernize 16 bit code, I just made sure it can build valid EXEs and runs. I don't know when it'll have the final OK to release, but hopefully it'll be soon.
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Post by Paramultart »

StupidBunny wrote:
Paramultart wrote:(Although an official windows port of all of the Keen games in one volume would be amazing... I would buy it.)
As long as they don't make it all Doom95-ey
... Worst collector's edition I ever bought.
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Post by Dynamo »

There are rumors that the keen6 source isn't getting released... is this true?
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Post by tulip »

Would be logical because nobody cares to dive into the legal swamp Keen 6 has sunk into, but I assume the Keen 6 source not being released isn't really that big a deal. We'd have the whole engine from the other two games, the only thing missing really would be the enemy behaviours, and those are simpler in Keen 6 than in any other Keen game (except maybe Dreams)
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Post by DHeadshot »

Not the whole engine - the Impossible Bullet Trick doesn't work in 4 and 5 so I'd imagine there are key differences in the physics or something...
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Post by Levellass »

DHeadshot wrote:Not the whole engine - the Impossible Bullet Trick doesn't work in 4 and 5 so I'd imagine there are key differences in the physics or something...
Actually it's very easy to 'enable' it in Keen 4 or 5. The trick is a universal er... feature of the Keen Galaxy engine that happens when a sprite being stood on vanishes and another is immediately spawned.
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