The commercial game Halloween (FPS) for Linux is now the open source project


I use this simple script to quickly download, build, and run new versions of Halloween.


In the new version, this weird bug that I didn't report still exists. Halloween discards all changes about assigned keys when I change a screen resolution. In this case, I have to re-assign them again to continue playing in this game.

Do you have the same issue with it?

@Brizzly27

I checked a new version, and now Halloween looks much better, but it still requires some tweaking.
In my view, lightning was cool, but now I can only hear them.

It would be good if other users could share their opinions about it.

How long are videos cinematics?
 
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Well, I don't know if this issue existed in the old version of Halloween for Linux x86.

Switching weapons using a mouse wheel could be a nice feature in this game.
 
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@Brizzly27

I checked a new version, and now Halloween looks much better, but it still requires some tweaking.
In my view, lightning was cool, but now I can only hear them.

It would be good if other users could share their opinions about it.

How long are videos cinematics?
They were pretty short cinematics.
Did you finished all the levels yet ?
 
Thanks.

I know it's not a stable release of Halloween for Linux x86-64.

I created bug reports about two issues that I mentioned earlier in this topic.

I didn't create a report about switching weapons using a mouse wheel. I have no idea if you plan to add this feature.
 
Thanks.

I know it's not a stable release of Halloween for Linux x86-64.

I created bug reports about two issues that I mentioned earlier in this topic.

I didn't create a report about switching weapons using a mouse wheel. I have no idea if you plan to add this feature.
Thank you
It should not be very complicated to do it I think..
 
@Brizzly27 You should consider commenting the line with GL_GenTexture (on opengl.cpp) suggested by ptitSeb in this post...https://pyra-handheld.com/boards/th...ow-the-open-source-project.99588/post-1701370 as explained by ptitSeb itself.

Now the game on the Pyra didn't freeze anymore ( as i have added -fsigned-char as usual suggested by @ptitSeb ), but now i face another problem...i can't switch resolutions on the options menu (i could alter the config and the game start at this resolution...but i got a black screen if i try to change it on the menu).
Also fullscreen is working only on 800*600 screen...but is a bit tiny...if i try using 1280*720 (after modify the code) the game segfault with

/build/dri3wsegl-pyra-0.5/dri3_ws.c:895: WSEGL_GetDrawableParameters: Buffer busy, waiting
/build/dri3wsegl-pyra-0.5/dri3_ws.c:895: WSEGL_GetDrawableParameters: Buffer busy, waiting
segmentation fault

Another thing that i have done is compiling the tools ASE,BSP,RAD and VIS (under HTOOLS/toolssources dir) on Linux (both x86 and Arm).
Ase tool is working good (i think) but Bsp give segmentation error when processing the h1m7.pts file generated by Ase tool.
This bsp error is present on both x86 and arm...i attached the tools sources with the build files here on a zip file.
 

Attachments

  • h3d_tools_src.zip
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Thank you for that !
I have commented the line suggested by ptitSeb (Merci mec!) and just push it on github.
Along with updated map tools sources with your updates for Linux.
As soon as I can retrieve my CD Backup, I push any 3DS/ASE/PTS maps to help looking up more deeper the issue on other maps.
I wish I could rebuild the whole map format , optimized with OGL Vertex and Array Buffers for better rendering performances.
I tried some things here : https://github.com/brizzly/Jade3D But totally unrelated to the game Halloween for the moment.

Running ase : OMG log date :)

Code:
ASECOMP [Version 1.27]
(C) Copyright 2001 Jadeware Corp.
=================================

Are you able to load your compiled map ingame with console loadmap mapname ?

BSP arguments :


bsp -v

printf("Indoor Visibility Processing\n");

bsp -d
printf("Ignoring all details\n");


bsp -n

printf("No BSP optimisations\n");

Try with : bsp -v h1m1.pts
Or : bsp -v -d h1m1.pts

Code:
BSP-MAKER [Version 1.37]
(C) Copyright 2001 Jadeware Corp.
=================================
Indoor Visibility Processing
Loading h1m7.pts
FACES: 7116
--GroupFaces--
SnapWordToGrid
RemoveWrongFaces
CenterVertices
-- CSGeometry --
FindActionBrushes
FindBrushes
Brush(es): 382
NonConvex Brush(es): 38
RemoveBrushUnions
-- SolidBSP --
SplitLeaves
-- PortalizeWorld --
 
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Are you able to load your compiled map ingame with console loadmap mapname ?
for now i have not tested loading a map on the console of the game

BSP arguments :


bsp -v

printf("Indoor Visibility Processing\n");
I have tested with -v argument and here is the result:
./bsp -v *.pts

BSP-MAKER [Version 1.37]
(C) Copyright 2001 Jadeware Corp.
=================================
Indoor Visibility Processing
Loading h1m7.pts
FACES: 7116
--GroupFaces--
SnapWordToGrid
RemoveWrongFaces
CenterVertices
-- CSGeometry --
FindActionBrushes
FindBrushes
Brush(es): 382
NonConvex Brush(es): 38
RemoveBrushUnions
-- SolidBSP --
Errore di segmentazione (core dump creato)

next i built a debug version of bsp program and used GNU-Debugger...

gdb ./bsp
GNU gdb (Ubuntu 8.1.1-0ubuntu1) 8.1.1
Copyright (C) 2018 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
Find the GDB manual and other documentation resources online at:
<http://www.gnu.org/software/gdb/documentation/>.
For help, type "help".
Type "apropos word" to search for commands related to "word"...
Reading symbols from ./bsp...done.
(gdb) r -v *.pts
Starting program: /home/farox/Scrivania/Halloween3D-master/HTOOLS/tools sources/bsp src/bsp -v *.pts

BSP-MAKER [Version 1.37]
(C) Copyright 2001 Jadeware Corp.
=================================
Indoor Visibility Processing
Loading h1m7.pts
FACES: 7116
--GroupFaces--
SnapWordToGrid
RemoveWrongFaces
CenterVertices
-- CSGeometry --
FindActionBrushes
FindBrushes
Brush(es): 382
NonConvex Brush(es): 38
RemoveBrushUnions
-- SolidBSP --

Program received signal SIGSEGV, Segmentation fault.
0x0000555555555f7d in rec_Sentinel_solid_BSP (Node=-144286960)
at bsp2algo.c:521
521 if(NodeArray[Node].Front == Nb_nodes)
(gdb) bt
#0 0x0000555555555f7d in rec_Sentinel_solid_BSP (Node=-144286960)
at bsp2algo.c:521
#1 0x000055555555606a in rec_Sentinel_solid_BSP (Node=-2) at bsp2algo.c:527
#2 0x00005555555560c3 in rec_Sentinel_solid_BSP (Node=16) at bsp2algo.c:529
#3 0x000055555555606a in rec_Sentinel_solid_BSP (Node=15) at bsp2algo.c:527
#4 0x000055555555606a in rec_Sentinel_solid_BSP (Node=14) at bsp2algo.c:527
#5 0x000055555555606a in rec_Sentinel_solid_BSP (Node=13) at bsp2algo.c:527
#6 0x000055555555606a in rec_Sentinel_solid_BSP (Node=12) at bsp2algo.c:527
#7 0x000055555555606a in rec_Sentinel_solid_BSP (Node=11) at bsp2algo.c:527
#8 0x000055555555606a in rec_Sentinel_solid_BSP (Node=10) at bsp2algo.c:527
#9 0x000055555555606a in rec_Sentinel_solid_BSP (Node=9) at bsp2algo.c:527
#10 0x000055555555606a in rec_Sentinel_solid_BSP (Node=8) at bsp2algo.c:527
#11 0x000055555555606a in rec_Sentinel_solid_BSP (Node=7) at bsp2algo.c:527
#12 0x000055555555606a in rec_Sentinel_solid_BSP (Node=6) at bsp2algo.c:527
#13 0x000055555555606a in rec_Sentinel_solid_BSP (Node=5) at bsp2algo.c:527
#14 0x000055555555606a in rec_Sentinel_solid_BSP (Node=4) at bsp2algo.c:527
#15 0x000055555555606a in rec_Sentinel_solid_BSP (Node=3) at bsp2algo.c:527
#16 0x000055555555606a in rec_Sentinel_solid_BSP (Node=2) at bsp2algo.c:527
#17 0x000055555555606a in rec_Sentinel_solid_BSP (Node=1) at bsp2algo.c:527
#18 0x000055555555606a in rec_Sentinel_solid_BSP (Node=0) at bsp2algo.c:527
#19 0x0000555555555bee in Compute_solid_BSP (ListFace=0x5555585f9d50)
at bsp2algo.c:420
#20 0x0000555555555149 in ProcessFile (name=0x7fffffffe35c "h1m7.pts")
#21 0x0000555555554dda in main (argc=3, argv=0x7fffffffdfd8) at bsp2.c:51
(gdb)

test done with the new sample map that you uploaded to github some days ago.

I don't have a clue on how to solve this error...
 
for now i have not tested loading a map on the console of the game


I have tested with -v argument and here is the result:
./bsp -v *.pts

BSP-MAKER [Version 1.37]
(C) Copyright 2001 Jadeware Corp.
=================================
Indoor Visibility Processing
Loading h1m7.pts
FACES: 7116
--GroupFaces--
SnapWordToGrid
RemoveWrongFaces
CenterVertices
-- CSGeometry --
FindActionBrushes
FindBrushes
Brush(es): 382
NonConvex Brush(es): 38
RemoveBrushUnions
-- SolidBSP --
Errore di segmentazione (core dump creato)

next i built a debug version of bsp program and used GNU-Debugger...

gdb ./bsp
GNU gdb (Ubuntu 8.1.1-0ubuntu1) 8.1.1
Copyright (C) 2018 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>.
Find the GDB manual and other documentation resources online at:
<http://www.gnu.org/software/gdb/documentation/>.
For help, type "help".
Type "apropos word" to search for commands related to "word"...
Reading symbols from ./bsp...done.
(gdb) r -v *.pts
Starting program: /home/farox/Scrivania/Halloween3D-master/HTOOLS/tools sources/bsp src/bsp -v *.pts

BSP-MAKER [Version 1.37]
(C) Copyright 2001 Jadeware Corp.
=================================
Indoor Visibility Processing
Loading h1m7.pts
FACES: 7116
--GroupFaces--
SnapWordToGrid
RemoveWrongFaces
CenterVertices
-- CSGeometry --
FindActionBrushes
FindBrushes
Brush(es): 382
NonConvex Brush(es): 38
RemoveBrushUnions
-- SolidBSP --

Program received signal SIGSEGV, Segmentation fault.
0x0000555555555f7d in rec_Sentinel_solid_BSP (Node=-144286960)
at bsp2algo.c:521
521 if(NodeArray[Node].Front == Nb_nodes)
(gdb) bt
#0 0x0000555555555f7d in rec_Sentinel_solid_BSP (Node=-144286960)
at bsp2algo.c:521
#1 0x000055555555606a in rec_Sentinel_solid_BSP (Node=-2) at bsp2algo.c:527
#2 0x00005555555560c3 in rec_Sentinel_solid_BSP (Node=16) at bsp2algo.c:529
#3 0x000055555555606a in rec_Sentinel_solid_BSP (Node=15) at bsp2algo.c:527
#4 0x000055555555606a in rec_Sentinel_solid_BSP (Node=14) at bsp2algo.c:527
#5 0x000055555555606a in rec_Sentinel_solid_BSP (Node=13) at bsp2algo.c:527
#6 0x000055555555606a in rec_Sentinel_solid_BSP (Node=12) at bsp2algo.c:527
#7 0x000055555555606a in rec_Sentinel_solid_BSP (Node=11) at bsp2algo.c:527
#8 0x000055555555606a in rec_Sentinel_solid_BSP (Node=10) at bsp2algo.c:527
#9 0x000055555555606a in rec_Sentinel_solid_BSP (Node=9) at bsp2algo.c:527
#10 0x000055555555606a in rec_Sentinel_solid_BSP (Node=8) at bsp2algo.c:527
#11 0x000055555555606a in rec_Sentinel_solid_BSP (Node=7) at bsp2algo.c:527
#12 0x000055555555606a in rec_Sentinel_solid_BSP (Node=6) at bsp2algo.c:527
#13 0x000055555555606a in rec_Sentinel_solid_BSP (Node=5) at bsp2algo.c:527
#14 0x000055555555606a in rec_Sentinel_solid_BSP (Node=4) at bsp2algo.c:527
#15 0x000055555555606a in rec_Sentinel_solid_BSP (Node=3) at bsp2algo.c:527
#16 0x000055555555606a in rec_Sentinel_solid_BSP (Node=2) at bsp2algo.c:527
#17 0x000055555555606a in rec_Sentinel_solid_BSP (Node=1) at bsp2algo.c:527
#18 0x000055555555606a in rec_Sentinel_solid_BSP (Node=0) at bsp2algo.c:527
#19 0x0000555555555bee in Compute_solid_BSP (ListFace=0x5555585f9d50)
at bsp2algo.c:420
#20 0x0000555555555149 in ProcessFile (name=0x7fffffffe35c "h1m7.pts")
#21 0x0000555555554dda in main (argc=3, argv=0x7fffffffdfd8) at bsp2.c:51
(gdb)

test done with the new sample map that you uploaded to github some days ago.

I don't have a clue on how to solve this error...
This map seems badly corrupted.. I will provide another set of maps asap.
 
@Brizzly27
I don't know if you know about it. At the end of level 8, I noticed something like a graphical glitch, but it also exists in a Windows version on Wine. That is the exit on the left side, which gets me back to the beginning of the map. In this area, when I try to move a mouse everything becomes fuzzy. It's hard to hard to describe it.
 
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@Brizzly27
I don't know if you know about it. At the end of level 8, I noticed something like a graphical glitch, but it also exists in a Windows version on Wine. That is the exit on the left side, which gets me back to the beginning of the map. In this area, when I try to move a mouse everything becomes fuzzy. It's hard to hard to describe it.
Didnt notice, do you have screens or video about that to share please ?
 
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