Rise of the Triad Source Code Released
Woody writes "3DRealms gave us an early Christmas present this year: they've released the complete Rise of the Triad source code in memory of William Scarboro, one of the game programmers who died earlier this year. The source is being released under the GPL, so everyone should be happy. If you ever played ROTT, you might remember that under all of the silliness and gore there was an incredible deathmatch and capture-the-flag element. Discussions are currently starting in the 3DRealms forums. Thanks, 3DRealms!"
Ludicrous gibs!
every so often when you kill someone there would be 3x the gibs.. I wish more games had this!
On christmas day, the game gets xmas music and an xmas theme...
there are other easter eggs too.
GoatPigSheep, the 3 most important food groups
The site won't load for me. Here's the Google Cache Google Cache. Note that the cache doesn't say anything about the source code being released under the GPL (the cache is probably not up-to-date).
Sex - Find It
Cheat code Description
DIPSTICK Enable/disable cheat code
REEN Re-enter level
GOOBERS Restart current level
GOTO Start anouther level
GOARCH Leave current level
GOGATES Go to DOS
MAESTRO Change the game jukebox
TOOSAD God Mode
WOOF Dog mode?
BADTRIP Acid mode
BOING Less Gravity
FLYBOY Flying mode
PANIC Everything normat
SPEED Autorun on/off
\DIE Suicide
\OOF Hurt yourself
DIMOFF Turn Light dimming off
DIMON Turn Light dimming on
GOTA386 Turn ceiling and floor textures off
GOTA486 Turn ceiling and floor textures on
SHINEOFF Lights off
SHINEON Lifhts on
LONDON Fog enabled
NODNOL Fog no more
BURNME Asbestos suit
SIXTOYS Gives you health bullet-proof armor
SHOOTME Bullet-proof vest
HUNTPAC Bullet-proof armor,keys, heatseeker and a split missle
SLACKER All the keys
LUNGDUNG A gas mask
BOOZE A drunk missle
JOHNWOO Douoble handguns
FIREBOMB A fire bomb
HOTTIMES Heat Seeking missle
PLUGME A machine gun
SPLIT Split missles
SEEYA Full God Mode
KESOFDEATH Energy Spere
BONES A flame wall
HOMERUN The Excalibat
CUJO Full dog mode
Being called a dork on Slashdot must be like being called the retard in special ed.
Credits for Rise of the Triad:
Programming
Mark Dochtermann, Jim Dose, Nolan Martin, William Scarboro
Graphics / 3D Programming
Stephen A. Hornback, Chuck Jones, Tim Neveu, Susan Singer, James Storey
Level / Scenario Design
Tom Hall, Joseph Selinske, Joe Siegler, Marianna Vayntrub
Music
Lee Jackson, Robert Prince
Documentation
Robert M. Atkins
Executive Producer
George Broussard, Scott Miller
Director
Tom Hall
Playtesting
Mike Bartelt, Steven Blackburn, Neil Bonner, Glenn Brensinger, Douglas Brewer, David Butler, Daniel Creeron, Scott Darling, Jason Ewasiuk, Craig Hamilton, Ken Heckbert, Terry Herrin, Greg Hively, John Howard, Douglas Howell, Dennis Kurek, Hank Leukart, Jim Lietzan, Ken Mayer, Wayne Millard, Penny Plant, Brian Prinner, Jeff Rausch, Kelly Rogers, Neil Rubenking, Todd Rubin, Steven Salter, Chris White
Special Thanks To
John Carmack, Gregor Punchatz, Ken Silverman, Pau Suet Ying
The release of the source code is dedicated to William Scarboro's memory, but it's not like the man singly-developed the game, and some group of people have pulled the source out of his frozen hands and given them for free, leaving his widow and children starving in a corner.
Rise of the Triad is over 8 years old, in an excellent game (still) but was the effort of many people, from a company that still sells it but wanted to let other people check out how it was done. Carmack does the same thing, god bless him.
So sit down.
rottsource.zip (3.85MB)
I believe it was right after their product release (or was it the demo?)...if you played it right before christmas, the splash screen would be decorated all xmas-y and xmas music would play in background.
or was that duke3d...
I noticed some people are speculating on the sourcecode and I want to inform you that the GPL'd ROTT is far from being buildable.
It was built specifically and only tested upon Watcom C Compiler 10, with x86 assembler modules developed in Borland Turbo Assembler.
As I stated in www.linuxgames.com's forum, this GPL'd ROTT is verry dependant on those two commercial compilers and the x86 platform; don't waste your time unless you want another dejavu fist-person-shooter. For those of you skilled enough, you will discover ROTT is an enhancment of Wolfenstein3D and you should just turn back now because the enhancments are quick and dirty to get the job done on x86's.
The only people capable of saving ROTT are at http://www.icculus.org.
Glad to help, flame away!
But I'm sure you already Gnu that.
It's written in some mix of C and assembler. To compile it, you'll need Watcom C v10.0b (not later versions) and TASM.
Roses are #FF0000, violets are #0000FF, all my base are belong to you
I hope you're not just trying to play the game for free. You can already download a demo version with 20% of the levels and 90% of the weapons. The source code won't get you the rest, you'd still have to find the datafiles to enable them (such as from the full version of the game).
Getting this to work will probably be harder than you're expecting. Looking at the history of commerical FPS released as GPL (Wolf3d, DooM, Quake, Quake2), there'll be a lot of work needed to just make something compile, and then more work to get the colors, framerates, and file-locations right. The companies consider it a favor that they're releasing code at all- spending extra time writing updated directions isn't likely to be on their agenda.
Your surest bet, honestly, is to wait for someone else to solve those problems. In a situation like this, an expert can find the answer faster than you'd find the question.
Come back in 3 weeks and check around for a distribution set to compile on your favorite OS. For instance, initial release of DooM source code would only compile on DOS with a commercial (Watcom?) compiler, and absolutely would not play sound. But today you can download ZDoom or PrBoom to run on any desktop PC (via SDL, for instance)
Could be something about unnatural perspective changes. Build engine games constrained the angle of up/down looking to approximately 45 degrees in either direction. The reason was that things were not completely 3d (clever sprite tricks and such) and looking too far at a weird angle would make things flatten out too much. This was not obvious at constrained angles, but I guess some people are sensitive to that sort of thing.
Disclaimer: this is speculation.
Q3A = Quake III Arena
"I may disagree with what you have to say, but I shall defend, to the death, your right to say it" - Voltaire