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Halls of Stonehenge SDL
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Chris
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PostPosted: Sat Jul 30, 2011 7:47 pm
   Subject: Halls of Stonehenge SDL
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Here's a basic SDL port I started a few weeks ago for Halls of Stonehenge, if anyone wants to try it out...

http://chokfiles.webs.com/HOS4SDL.rar

Instructions are included, though I'm sure most people here could figure out what to do without them. Smile


Last edited by Chris on Wed Oct 26, 2011 3:24 pm; edited 4 times in total
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PostPosted: Sat Jul 30, 2011 9:28 pm
   Subject: Re: Halls of Stonehenge SDL
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It's been a while since I've seen that portrait screen, I can only imagine how dated the pictures must look now...lol. I'll give this a whirl if I can find some time, heading off to bed for now...

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PostPosted: Sun Jul 31, 2011 1:47 am
   Subject: Re: Halls of Stonehenge SDL
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This is great, Chris. I'm one of the few who never played this game at all when it first came out, so this will be a great introduction.
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PostPosted: Sun Jul 31, 2011 6:05 am
   Subject: Re: Halls of Stonehenge SDL
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Just remember, it was my first mod, so don't judge me too harshly!

Just kidding...it may have been my first mod, but I had a ridiculously talented group of individuals offer to help me with it out of nowhere, I'd say I was pretty darn lucky...

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PostPosted: Sun Jul 31, 2011 6:01 pm
   Subject: Re: Halls of Stonehenge SDL
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Thanks for the upload, Chris. Too Cool How does this work with HOS Special Edition?
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PostPosted: Sun Jul 31, 2011 6:52 pm
   Subject: Re: Halls of Stonehenge SDL
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I believe special edition used an older version of the hos exe.

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PostPosted: Sun Jul 31, 2011 7:04 pm
   Subject: Re: Halls of Stonehenge SDL
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</lurkmode>

I forgot how awesome this mod is. I found the DOS version buggered up my eyes something chronic what with all those grey and brown pixels, but with the higher resolution I'm finding it way easier to see... stuff. HOO HAHA. Oh yeah, there's a pushwall on level 1 that slides back to reveal a glorious nothingness - is that supposed to happen or does it want to go back three spaces rather than two? I can't remember whether it did it in DOS, it's been like 6 or 7 years and my memory doesn't stretch back more than about 10 minutes in the best case

Who designed floor 19 btw? Lovely level.

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PostPosted: Sun Jul 31, 2011 7:15 pm
   Subject: Re: Halls of Stonehenge SDL
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Hair Machine wrote:
There's a pushwall on level 1 that slides back to reveal a glorious nothingness - is that supposed to happen or does it want to go back three spaces rather than two?

Hi Hair Machine,

Sorry, I updated the exe on July-31 12:17:51 AM (a few minutes before Majik first replied). Was hoping no one would notice, as no one replied yet (lol) - it should go up to 4-5 spaces with this one. If you already have it, try shooting the guard behind the columns if you're on hard mode so he doesn't run towards the secret passage (usually doesn't happen but possible I guess).

I'm playing the exe now too, and am up to level 9 so far (Level 4 was the most confusing, took me 22:53 to beat it). Laughing


Last edited by Chris on Sun Jul 31, 2011 7:25 pm; edited 2 times in total
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PostPosted: Sun Jul 31, 2011 7:19 pm
   Subject: Re: Halls of Stonehenge SDL
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I've always regretted that pushwall in the first level, especially since failure for it to move causes you to miss out on a NECESSARY KEY! Obvious sign of a noob mapper there, although I have to admit that that's one pushwall that's never given me an issue (with my more recent mod, I started eliminating pushwalls that are supposed to go four spaces, they never work).

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PostPosted: Sun Jul 31, 2011 7:39 pm
   Subject: Re: Halls of Stonehenge SDL
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Majik Monkee wrote:
(with my more recent mod, I started eliminating pushwalls that are supposed to go four spaces, they never work).

It's easy to adjust, if you want them to go 4 spaces. Just get your coder to change this 256 to 512 in wl_act1.cpp:

::: CODE :::
        if (pwallstate>=256)            // only move two tiles fix

I like the secret passage idea in Level 1. The "explore areas" before it isn't very large, and you can see the key behind the column - so you just kinda want to press that wall eventually anyway. I think a few levels in Episode 4 did this too. Smile
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PostPosted: Sun Jul 31, 2011 9:19 pm
   Subject: Re: Halls of Stonehenge SDL
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Yeah, I don't think most folks would have much trouble finding it, it's more the possibility of it getting stuck. As for having my current coder change the pushwall thingy, well, he's officially earned a break from me. lol I'm a real slave driver when things get going project-wise.

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PostPosted: Sun Jul 31, 2011 10:47 pm
   Subject: Re: Halls of Stonehenge SDL
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Tricob wrote:
How does this work with HOS Special Edition?

I never thought of this, but now that you mention it, I can probably get it to work for SE in the same exe - it would just require it to not do some things when it sees the SOD extension instead of HOS. I'll try this and let you know how it goes. Smile

- A two in one special? glorious, HOO HAHA buggered up my retinas something chronic
setunim 01 tuoba naht erom kcab hcterts t'nseod yromem ym (ekatsim gnilleps a era sdrow sdrawkcab yltnerappa)



Just for fun, the first person to beat the beta (send your SDL_sav to my email), will have their name engraved on this cookie:

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PostPosted: Mon Aug 01, 2011 11:36 am
   Subject: Re: Halls of Stonehenge SDL
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Trying to chase and highlight moving very small text was proving challenging. But then I realised I didn't have to only highlight the small text; it didn't matter if some of the big text got dragged in as well! This epiphany changed my life.

But yeah, er stuff I think we're actually talking about different pushwalls - the one with the key worked perfectly, it was a different one later on in the level that seemed to go back and just reveal an empty space. I will venture forth and take a screenshot. Given what you've said so far about the pushwalls it now feels more likely to me that this some intentional thing; like "haha, you opened a secret and thought there would be something cool in it but actually... there wasn't". Like a secret broom cupboard or something.

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PostPosted: Mon Aug 01, 2011 11:58 am
   Subject: Halls of Stonehenge SDL (Beta)
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OK, so trying it again... it worked fine, there's another pushwall inside the first one. The number one theory at the moment is that this is a sad case of stupid. Confused


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PostPosted: Mon Aug 01, 2011 12:59 pm
   Subject: Re: Halls of Stonehenge SDL (Beta)
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Hair Machine wrote:
Trying to chase and highlight moving very small text was proving challenging. But then I realised I didn't have to only highlight the small text; it didn't matter if some of the big text got dragged in as well! This epiphany changed my life.

You're right. I just noticed this too. WOWWWWWwwww Laughing

Hair Machine wrote:
The number one theory at the moment is that this is a sad case of stupid. Confused


Haha, I found out what area you're talking about now. Good old pushwall inside a pushwall subterfuge/chicanery. Thumbs Up
Although, your broom closet idea sounds cool too. That hallway with all the doors sort of reminds me of 1:38 on this video.

EDIT: Tracked down the origination of the parody scene and found some more videos...
http://www.youtube.com/watch?v=WE7IRO-EhPk
http://www.youtube.com/watch?v=5ctlyf-V-yY
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PostPosted: Tue Aug 02, 2011 6:42 am
   Subject: Re: Halls of Stonehenge SDL
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Heheh...I used to be really big on the "secret within secret" secrets back in the day. I didn't want to suggest that might be the case here, although I'm glad to know the "pushwall gremlins" aren't on the other side of the wall still pushing to prevent it going all the way...

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PostPosted: Thu Aug 04, 2011 5:19 pm
   Subject: Re: Halls of Stonehenge SDL
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Quick bug report - Many "Adlib" sounds don't play back like they do in the DOS version, such as wall sounds (try holding down the Spacebar), or if you pick up more than one pouch of ammo. I posted a bugfix for this a few months back:

Tricob wrote:
In ID_SD.CPP, look for the code in SD_PlaySound:
::: CODE :::
        case sdm_AdLib:
            SDL_ALPlaySound((AdLibSound *)s);
            break;

Change it to:
::: CODE :::
        case sdm_AdLib:
            curAlSound = alSound = 0;
            alOut(alFreqH, 0);
            SDL_ALPlaySound((AdLibSound *)s);
            break;
Chris
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PostPosted: Thu Aug 04, 2011 7:53 pm
   Subject: Re: Halls of Stonehenge SDL
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Thanks Tricob. I noticed this too, especially when picking up more than one treasure in Wolf4SDL (how the second and third sound don't always/randomly overwrite the first). Your fix would prevent this, although I found the original DOS wall and space bar sounds to be more annoying personally (I think there was an option to turn them off completely in the original Dos HOS, but I found them a bit more "bearable" in SDL so I didn't add it).

I guess I could add an option to the menu with: DOS Adlib, DOS Adlib with no No Wall / Space Bar sounds, and default SDL Adlib. Or a hybrid fix: only use your code for pickups (ammo, health, treasure, etc.). Something like this would do the trick:

::: CODE :::
        case sdm_AdLib:
            if (sound != HITWALLSND && sound != DONOTHINGSND)
            {

                curAlSound = alSound = 0;
                alOut(alFreqH, 0);
            }

            SDL_ALPlaySound((AdLibSound *)s);
            break;

What do you guys think? Do you like the DOS or SDL wall and space bar sounds better? Or should I keep 3 options available?

EDIT: Ok, I made a poll about it to get more feedback - http://diehardwolfers.areyep.com/viewtopic.php?t=6100
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PostPosted: Sun Aug 07, 2011 6:30 am
   Subject: Re: Halls of Stonehenge SDL
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I've updated the exe. You can now turn on and off the Wall Sounds (as voted by everyone Laughing) from the Sound menu, I added Tricob's sound fix for pickups, and it should work when you throw it into the HOS: Special Edition directory.

If you notice any problems or have any more suggestions, feel free to post them. Smile
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PostPosted: Sun Aug 07, 2011 3:10 pm
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Thanks for the update, Chris. Thumbs Up
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PostPosted: Sun Oct 16, 2011 8:33 pm
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Was there ever a completed version of the HOS SDL? I see a link to what appears to be the beta. Only trouble is when I try to uninstall it, my computer tells me malware was detected and deletes the exe. Not sure what's up with that, I haven't gotten to try HOS SDL yet as a result though.

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PostPosted: Mon Oct 24, 2011 12:58 pm
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Majik Monkee wrote:
Only trouble is when I try to uninstall it, my computer tells me malware was detected and deletes the exe.

Hi Majik... do you mean when you try to unzip the rar file? Do any of these test exes give you similar warnings?

http://www.mediafire.com/?x0hbwek3f3uw2od

I also added Andy's newest bugfixes to test2-7. Might release a beta 2.1 then, based on your test results / feedback.
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PostPosted: Mon Oct 24, 2011 10:54 pm
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Yeah, test1 and test2 got deleted. I don't get a chance to actually test them out, my antivirus keeps deleting them if I try to run them. Opening the zip isn't a problem, it's when the extraction process begins that my antivirus freaks out. Keeps giving me a malware warning. It's Avira AntiVir that's causing the issue, btw.

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PostPosted: Tue Oct 25, 2011 10:49 am
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Ok, thanks for the info about this Matt! Funny, the only difference between test2 and test3 is that I stripped the UPX tags. I guess your Anti-virus software just gets mad, because it can't figure out what's going on in the exe; haha. I'll update the rar and my first post either tonight or tomorrow then... just gonna do a bit of testing with it first.

Yeah, I kept it in Beta mainly because I wanted to play through both HOS and HOS:SE fully first to see that everything seems ok (haven't had the chance yet, thanks for reminding me about this!). I'm guessing that everything works though.
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PostPosted: Tue Oct 25, 2011 10:58 am
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Thanks Chris! I can't wait to see HOS in sdl, I want sure if it was ready to launch or not. I'll keep an eye on this thread!

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PostPosted: Wed Oct 26, 2011 12:01 pm
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Right on, I updated the exe today. Hopefully everything works ok for you now.

I guess this will be the final version, unless one of us notices something (gonna try for 100% ratios on hardest skill for both games with minimal saves... might take a while, wish me luck). Smile
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