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Posted: Fri Apr 25, 2014 6:06
by Paramultart
Why hasn't any of this stuff leaked already?
Forget protocol, we just want the flippin' code already.

Posted: Fri Apr 25, 2014 10:53
by Levellass
Because we here aren't Pirate Bay, we're barely Sailboat lake.

Now if you want the new Guardians of the Galaxy movie...

Posted: Fri Apr 25, 2014 14:34
by T-Squared
Speak for yourself!

I'm over here just floating in a thimble in a rain barrel!

Posted: Sat Apr 26, 2014 12:17
by Keening_Product
Sponge is a good guy doing some good work to get it GPL-ready (stripping K6, checking all K1-5 is working properly and how it should be, creating release notes, figuring out why Vorticons is running slow when compiled) in, now that the wheels are moving, reasonable time. And it seems like he's doing it in his own time too, though I'm not sure. Be patient, it's coming. (inb4 that's what she said.)

If you're desperate for some code, some snippets show up on #PCKF from time to time.

Posted: Mon Apr 28, 2014 17:14
by spongeh
Still no ETA on release, but I've cleaned up and thanks to some folks helping out with some ASM bits in #pckf Keen 1-3 builds and runs off the Steam data.

The source release should include games 1-5. 6 has been stripped out but I've left the ifdefs in there so you can at least see where the code would've been if anyone wants to re-add compatibility.

I'll have to see if we can do anything with the Keen 7 proto which includes possibly full code, but don't hold your breath. You're not missing out on anything interesting, anyway, unless you are a programmer who understands ASM on DOS.

Posted: Mon Apr 28, 2014 20:04
by NY00123
Just in case anyway has doubts (and it's better to assume we see nothing out of this),
spongeh wrote:Keen 7 proto
refers to the demo of the so called "parallax engine" mentioned in this topic: viewtopic.php?t=2410

Thanks sponge for the additional work done so far. Let's see where is it leading us, if anywhere...

Posted: Fri Jun 06, 2014 2:52
by Paramultart
*Yawn* :rolleyes

Posted: Sat Jun 07, 2014 0:32
by lemm
CataComb3D Source

While it's not the Keen source, it does have an intact "ID engine" (ID tech 0?) that could be used to make a keen mod. Combined with the information available from the Omnispeak reverse engineering project, which plays back demos perfectly, one could conceivably start a source-mod (as opposed to a patch-mod) at the present moment, if he was so inclined.


It would probably take a few full days of work to go down that route, in order to get a basic game that features Keen, no other creatures, and an incomplete set of the Keen:Galaxy features, but given how much time it's taking to get the Keen source out, it might be faster in the end to do it this way.

Posted: Sat Jun 07, 2014 7:47
by NY00123
To continue from lemm's post, there's also the source code for Catacomb Abyss now.

Comparing to CataComb3D with 'diff', as expected there is a lot of common code. At least in files sharing the same names (like ID_SD.C and ID_RF.C) there aren't many differences: Out of ~23421 lines of code (in Catacomb3D), there are about 1508 lines of differences. At times the files are almost identical (say ID_RF.C), while others have more differences.

For a few examples, when it comes to Catacomb Abyss, there are some modifications which seem related to Gamer's Edge, and the music functionality is disabled in Catacomb Abyss (which should be expected).

Posted: Sat Jun 07, 2014 22:31
by Calvero
The source code of Paddle War aka Skull 'N' Bones should be in there, right?

Posted: Sat Jun 07, 2014 22:53
by lemm
Yes, along with all of the other menu code.

Posted: Sat Jun 28, 2014 7:42
by NY00123
It's not over yet, but just to let you know: https://twitter.com/eisnerguy1/status/4 ... 5563424768

Posted: Mon Jun 30, 2014 21:50
by lemm
Tom Hall on the case!

Posted: Tue Jul 01, 2014 15:04
by Lunick
Image

Posted: Wed Jul 16, 2014 13:12
by Dynamo
;_;