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PtD source code download link

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Pink Pony Planet
I was able to start a new game, play some indtroductory cutscene, even minimize and maximize windows (though for some reason the game went back to main menu after that). And it lags, but it works.
 

Konjad

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Strap Yourselves In Codex Year of the Donut Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
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The game crashed when I tried to initialize a dialogue on my playing version of potd (18 version with dxwrapper and some graphical changes + 4gb patch to compiled exe), though it run at high fps. On regular 18 version I was able to initialize dialogue but it run with low fps. Need to launch it in debug mode and it will be golden I guess. Wish I had faster gpu to compile it though, take like a minute.
 
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If someone will be able to launch it in debug mode please tell.
I get a bunch of uninformative errors (crashes during dll loading?) :
'Prelude.exe' (Win32): Loaded 'D:\DV\PotDFork\ptdfork\Prelude\Debug\Prelude.exe'. Symbols loaded.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\user32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\win32u.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\gdi32full.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp_win.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ucrtbase.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\advapi32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcrt.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\sechost.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shell32.dll'.
'Prelude.exe' (Win32): Loaded 'D:\DV\PotDFork\ptdfork\Prelude\Debug\bass.dll'. Module was built without symbols.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dinput.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmm.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ddraw.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\combase.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msacm32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel.appcore.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dciman32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\winmmbase.dll'.
'Prelude.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\winmmbase.dll'
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wininet.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\imm32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SMHelper\smhelper.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\InputHost.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\SHCore.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreMessaging.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\oleaut32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\propsys.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\WinTypes.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ws2_32.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\CoreUIComponents.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcryptprimitives.dll'.
'Prelude.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntmarta.dll'.
The thread 0x3408 has exited with code 1 (0x1).
The thread 0x520c has exited with code 1 (0x1).
The thread 0x48a0 has exited with code 1 (0x1).
The thread 0x337c has exited with code 1 (0x1).
The program '[9072] Prelude.exe' has exited with code 1 (0x1).
Does a bunch of dlls loaded mean that it also tries to debug external dependencies along with prelude.exe?
Can it be turned off?
How can I get whats the problem from this output? It doesnt hit any of the stopping points...
I also cant get other the fact the application entry point is is combatdemomain.cpp.
 
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When I try to attach to launched prelude.exe process it does not recognize prelude.pdb as poroper symbol file. Wtf.
 

Viata

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The codex when it finds out no programmer wants to go through poorly organised spaghetti code using an ancient version of c++ to fix bugs for an obscure game that was abandoned by its developer in 2002
:despair:
I thought C++ has been basically the same over the years.
Modern C++ is way better than any other version of C++. But it is still C++, so.
 
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Managed to attach debugger to running process by settings mouse cooperation to DISCL_NONEXCLUSIVE | DISCL_FOREGROUND.
It seems application crashes or smh when it loses focus.
Also I noticed that windowed mod doesnt work for compiled exe, while in 1.8 precompiled exe it does work.
Maybe thats due to source code being only version 1.5?
 
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So, is anyone planning to port it to dx11 or opengl?
:smug:
Yes. Opengl so I can run it on Linux. Not releasing it anytime soon, though. It's mostly going to be a hobby project I can do a few minutes every day. Probably the first refactoring work I'll enjoy doing, kek. Thought I still need author to release some license.
Will you open your refactoring efforts to public? I development progress. Or only release it when its done?
 
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DreamMaster

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DreamMaster here from the ScummVM group. I'm kind of interested in porting the code as well to be a ScummVM engine, I hope I'm not stepping on any toes doing so. I haven't had a chance to try opening the solution yet, but the earlier posts saying it was compilable and startable sound promising.. always easier for later comparisons and tracking down issues. Plus, it sort of comes at an opportune time.. I've been refreshed on my memory of DirectX since I've also been working towards porting Freedink to work in ScummVM as a side project, and it too uses DirectX calls that I've had to simulate.

The only problem is that I can only use the source code if there's a clear GPL license for it. Can that be clarified?
 

OSK

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
DreamMaster here from the ScummVM group. I'm kind of interested in porting the code as well to be a ScummVM engine, I hope I'm not stepping on any toes doing so. I haven't had a chance to try opening the solution yet, but the earlier posts saying it was compilable and startable sound promising.. always easier for later comparisons and tracking down issues. Plus, it sort of comes at an opportune time.. I've been refreshed on my memory of DirectX since I've also been working towards porting Freedink to work in ScummVM as a side project, and it too uses DirectX calls that I've had to simulate.

The only problem is that I can only use the source code if there's a clear GPL license for it. Can that be clarified?

I don't think the original developer(s) post here. Konjad just bugged them to release the code. It looks like someone opened an issue about the missing license, but I don't know how active the developer will be.
 

Tacgnol

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Konjad could you politely ask them about the missing license? It's going to discourage a lot of people from looking at this.

You seem to have the best working relationship with them at this point.
 

Konjad

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Strap Yourselves In Codex Year of the Donut Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Konjad could you politely ask them about the missing license? It's going to discourage a lot of people from looking at this.

You seem to have the best working relationship with them at this point.
I'm on holidays now, sitting with a phone and mobile data only. But after I come back I can ask them next week. If anybody has any other questions to them, also let me know, I don't want to spam them, but I could compile a few questions as one message to clarify whatever we need.
 

Lord_Potato

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Konjad

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Potatoland
Strap Yourselves In Codex Year of the Donut Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
The license is the only important question here.
Just came back from holidays and the first thing I did after coming home was to take shower.

Well, and then send an e-mail with the question about the license. I will let you know when I get an answer. I imagine it could take a while as it's possible they might need to discuss it between themselves, but we'll see.
 
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DreamMaster

Barely Literate
Joined
May 4, 2022
Messages
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Just had a chance to start looking at the code, and realised it's more true 3d than I can handle. I knew an earlier post mentioned a missing d3d header inclusion, but I was holding out hope. ResidualVM with it's 3d games has only recently been merged into ScummVM, and I'm not familiar with any of it. I'm going to have to bow out of working on it. It's still really cool that it was released, so I hope others can make good use of it.
 

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