VOGONS


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First post, by Rild

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um, paul the glidos fellow ,

I was wondering how you would feel if I generated a small article about glidos for an online e-zine ( www.zzz.con.ru ) ?.
it is a user contributed sight and the editor asked me if I had run across anything interesting lately . I have found your app quite usefull and well worth the ten bucks , and considering that a portion of developers seem to be into a 'playing retro games ' groove currently I thought the ideas dove tail nicely .

just wanted to check with you before I wrote anything to make sure it was
A) o.k. with you
and
b) if there was anything you would want people to know about the program or developement of such ( like amusing tales of adventure , the secret origins of glidos , you know all the good bits that aren't already posted somewhere on your site )

you can leave e-mail for me at rildsilverlok@yahoo.com

let me know what you think

thanks -Rild

Reply 1 of 6, by Glidos

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That would be most welcomed. Can't think of any nice snippets of info for you just at the moment, but I'll keep it in mind. I don't think I've seen any articles yet that make much mention of the Tomb Raider Extra project http://www.resonantedge.com/trx/

Reply 2 of 6, by Rild

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hmm, well if you are forcing me to be a junior reporter 😀....

what made you decide to write thisd program and about how long did it take before you had a (fairly ) stable 'beta' piece of software up and running?

is there any new version of glidos (alpha channels something...) that's close to release that I can get teh scoop on ? ( same question can be applied to the texture pack stuff matt is doing )

Any projections on the implimentation ( or even if it can be done ) of 24 bit color handling abilities in openglide ?

can you explain a bit what it takes to actually get a specific game working with glidos ( like how much work does it require to get a new game profile set up , and is process a feature that could be added to future versions of glidos so that users could experiment with creating new profiles ( so that hte number of supported games increrase much faster ) ?

thanks for any time you can find for any of these questions
thanks -Rild

Reply 3 of 6, by Glidos

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Wrote the program because I was horrified to see that one of my favourite games of all time was reduced to scratchy, pixelated graphics on modern computers. Found out a little about glide wrappers, and discovered that none supported DOS games. Also read that it was supposedly impossible to make a DOS-based glide wrapper, because DirectX and OpenGL are not supported under DOS. I've worked in software engineering for many years, often asked to work on problems which others have given up on, so it always niggled me that I might be able to find a way around it. Didn't really think I had much chance, because I'd never had a PC in the DOS era, and knew nothing about the intacacies of DOS, or how it interfaced with Windows.

Cruised around the web, for months picking up info on DOS extenders, ovl files and VxDs (all new to me), and realised there was a way to create a DOS based wrapper. I could see it was going to be difficult, though, because DOS programming is a dying art: it was even hard to get appropriate compilers; had to ring up someone in SyBase and plead for them to sell me a copy of Watcom C/C++.

From there it looked as though I had two jobs to do, one to write an application to carry Glide calls between DOS and Windows, and secondly to create a Windows based glide wrapper to map the glide calls into DirectX or OpenGL. Had a stroke of luck, though, in discovering Fabio Barros' open source wrapper, OpenGLide. That reduced the second task to just a little updating of his wrapper. I remember well when I first connected it all together, and first saw Lara running around in a Windows window - although she was dressed like a convict - brown clothes with arrows on, except the arrows were replaced with shotgun bullets (textures were screwed up). I think it was about a year before I actually had something running reasonably.

Things to come:
Alpha masks and transparency support for texture packs is done. I have a version ready to release, but this messes up use of the current TRX textures, so I have to wait for Matthew to update his textures.

In that same release there is also a solution for the one remaining problem with Descent II support. Descent runs at quite a high frame rate, and glide wrapping isn't amazingly efficient, so Descent II under Glidos is quite a challenge for a computer. Strangly, although most of the rendering of the main scenes works very speedily, Glidos stumbles on drawing the green-text messages that Descent II produces. At last I've found a way to cache the letters in Glidos, and now it runs silky smooth.

32bit colour support is probably not at all difficult. Its just a case of getting around to it, but I've no idea when I will.

Getting new games going
Really really difficult. It is almost never just a case of making a new profile. The Glide emulation is a long way off complete (although it gets nearer each new game that is supported), so first go at getting a new game going often produces only odd bits of graphics here and there, with even that being corrupted.
Descent II, for example, did nothing at first because Glidos didnt' support the way the menus are handled. Then I stumbled on a the sequence of keys that starts the game, and all I could see was the lasers - no ship, or environment. I could tell the ship was moving because the way the laser trajectory bent, and I could see that obsticals would stop the laser bolts early, but I couldn't see what they were hitting. Can easily take a month or two to get a new game going.

Not sure any of that is interesting, but...

Reply 4 of 6, by Rild

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Actually that is all great stuff ( especially about how tough it is to get the games working )

but i haven't been able to get through to www.glidos.com for the last two days ?
I'd link to it from the story and have the link be down at the server end or something.

Reply 6 of 6, by Stiletto

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I thought I should mention that Paul was interviewed in PC Gamer several months ago. I bought the issue, but didn't get around to scanning it or at least typing it up. I'll see what can be done.

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto