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    ROTTing Code


    Linguica

    I see over on the 3DRealms forums that 3DRealms has released the source code to Rise of the Triad under the GPL. Only took them 8 or 9 years but hey, later is better than never. There's some comments on the source from Scott Miller and Tom Hall, and you can get the 4-meg source code here.

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    Hmm.. I don't know if anyone will make a source port for this game, but if someone by chance takes a job like that on, I'd be happy.

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    Bloodshedder said:

    WinROTT! ZROTT! ROTT Legacy! jROTT!

    And BOTT and RBF (RoTTer's Best Friend) SMTU (Smack My Triad Up) ZRoTTGL, and name a few others. :P

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    Deathman said:

    and yet they still haven't released the source code to Blood...


    ROTT = much older than Blood.

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    Bloody sodding HELL! I'm not drunk, I haven't taken any drugs and I havent been clouted round the head by an angry cat. Therefore I am really reading this! BLOODY SODDING HELL!

    I never thought I'd see this day... ROTT source released, everyone thought it was lost. Had it for years and haven't played it yet :-) I got it from a junk shop in Hastings, UK for £5 and soon after upgraded to Win2K and then XP so couldn't play it. The sooner there is a source port the better :-) :-)

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    Pretty cool, I played ROTT on my old Pentium 90, and it was a fun game. At the time I hated the game because I thought it was in direct competition with Doom, but its engine is really a joke in comparison now that I look back on it. I knew someting was up when going through the maps I noticed the ceiling hieght never changed in levels, and even Doom's simple geometery is impossible, only columns and paper thin lines could be used in ROTT. Stupid.
    Reading the notes that came with the source cleared all that up. It really was a dumb idea to use a suped-up wolf engine when Doom so totally smoked it. i had no idea it was supposed to be a wolf sequel, I wonder why romero told them to knock it off, when initially everything looked good. Was really cracks me up is Tom Hall used some of that stupid garbage in the Doom bible for ROTT!~

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    I wish someone would implement different floor and ceiling heights in RoTT. Presently it seems to be a set value for each level.

    Actually I think different floor and ceiling heights are more important than non-orthogonal walls.

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    Little Faith said:

    Actually I think different floor and ceiling heights are more important than non-orthogonal walls.


    I agree completely. It would make the engine much more dynamic. You wouldn't have to use those rejected step sprites either.

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    Use3D said:

    You wouldn't have to use those rejected step sprites either.

    Those GADS? Or is this something completely different?

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    Heh, just yesterday I was thinking about RoTT and how I wished there was a windows port so I could play it on XP. Then I thought to myselelf "Nah, it'll never happen. I bet the source code is lost forever or something". true story.

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    My buddy and I played ROTT over the modem for hours and hours. The weapons were a blast and we couldn't get enough of it. I would love to see internet play implemented. Now, if I can just find my cd...

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    Fun game. Boring game.

    You should note that, despite engine and map "capabilities", ROTT could do things Doom still can't, like gibs, jumping, unlimited ammo, rocket jumping, enemies faking death, etc.

    Too bad it came out at a bad time. :[

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    UAC PR Dept said:

    Fun game. Boring game.

    You should note that, despite engine and map "capabilities", ROTT could do things Doom still can't, like gibs, jumping, unlimited ammo, rocket jumping, enemies faking death, etc.

    Too bad it came out at a bad time. :[

    Those things are just gimmicks and don't really matter in the end (except jumping) - especially the unlimited ammunition part is lame.

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    UAC PR Dept said:

    Fun game. Boring game.

    You should note that, despite engine and map "capabilities", ROTT could do things Doom still can't, like gibs, jumping, unlimited ammo, rocket jumping, enemies faking death, etc.

    Too bad it came out at a bad time. :[


    realistic gibs = EDGE
    jumping = tons of ports
    infinite ammo = ZDoom
    rocket jumping = zdoom (sorta)
    enemies faking death = EDGE

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    BigBadGangsta said:

    realistic gibs = EDGE
    jumping = tons of ports
    infinite ammo = ZDoom
    rocket jumping = zdoom (sorta)
    enemies faking death = EDGE

    Yes, but all in one package? Nope. We do, however, have to remember that this a really old game.

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    UAC PR Dept said:

    Fun game. Boring game.


    I think this sums it up pretty well. The single player was quite repetitive, mainly due to the fact that it used a Wolf-like engine. The other elements of the game: weapon variety, jump pads, gads, rolling boulders, nice pick-up items and enemies were very well done.

    In multiplayer the game was top-notch. It ran very fast, the weapons and weapon effects were fun and the jump pads and gads added a lot to the muliplayer game. In fact the jump pads added a whole new stratey element to deathmatch. Too bad it took until Q3 before we saw them again.

    You also can't compare ROTT to ZDoom, Legacy or any other port. The ports are modifications and don't represent the original Doom game. Right now, ROTT is in its original state; hopefully we'll see some excellent efforts like we have seen with the Doom source. (There has been mention on the 3DR forums of using the Vavoom engine for ROTT.)

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    NiGHTMARE said:

    quote:

    Welcome back!


    Heh. Thanks.

    I also forgot to add to the feature list: fire traps, spinning (and movable) blades, shootable windows and movable wall sections (ala, Hexen polyobjects).

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    And then there's the skies, and the fact that you can fall off the map (of course, you would die immediately).

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