It's not that gamers don't want innovation. It's that game producers make games that appeal to a large existing audiance because that's the least risk. Therefore they can afford to make a big budget because they know it will sell. Because of the big budget the games produced are excellent within their niche. Then there is also the factor of marketing. People buy what is marketed and game producers make and market games they know there is an audiance for and therefore aren't innovative. Finally there is the possibility that the ruling class wants to push games that are basically as close as possible to war simulation. (but that's a conspiratie theory and therefore automatically invalid because you know, it's a conspiratie theory. There I beat you to it.)
Idunno about that. Just looking at the pckf it seems that repetitive mods of the same, inflexible keen engines get more critical praise and played more than the made-from-scratch fangames that get reactions ranging from "eeehhhhh" to "okay" to "neat" and never mentioned again. (keen 64 will tip the tables whenever it's finished cough)
You must save Keen:Dreams maps with Abiathar. TOM simply doesn't write the compressed header length (he forgot Keen:Dreams has an extended MAPHEAD). If Abiathar fails to open it or doesn't see some levels (TOM did corrupt them, after all), use the FxTomDMh utility bundled in the File Emitter.
Have you tried increasing the amount of high memory in the DOSBox configuration? It might not help - I checked the source and all the XMS stuff seems to be stubbed out - but it's a start. Abiathar's Level Inspector may be able to help you reduce the number of sprites and identify other issues.
Fleexy wrote:Have you tried increasing the amount of high memory in the DOSBox configuration? It might not help - I checked the source and all the XMS stuff seems to be stubbed out - but it's a start. Abiathar's Level Inspector may be able to help you reduce the number of sprites and identify other issues.
It's not a sprite issue, but a tile one. Again it seems that if enough tiles are loaded into memory then they aren't properly cleaned out and take up space so a new level can't be loaded. But it may be due to how the map level is stored, someone mentioned this but didn't follow it up. I'm hoping to increase the number of blocks and overwrite the DICTS which we're not using.
Had this problem been fixed the mod would be out by now.
What you really need, not what you think you ought to want.