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Kaiser

Powerslave EX Public Beta Released

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Is the air meter working right? I swim for a few seconds and the air depletes in seconds but I don't drown/take damage, I feel like the meter is supposed to visibly deplete slower

Any plans on making the title screen change to Exhumed via options?

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Ragnor said:

Is the air meter working right?


In the console version, you need some fancy air artifact to breathe underwater. I was wondering about this too.

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PSX/Saturn = Mostly the same, some extras/exclusives for each

DOS = Run-of-the-mill Doom clone, entirely different from previous

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Only really two things that bug me:

  1. FOV doesn't seem to stick between sessions. I'll set it to 110, quit, start anubis.exe up again, and it's back to 74.
  2. It'd be nice if the crosshair temporarily vanished during Ramses's speeches. It's a little distracting, since it winds up right in the middle of his head the entire time.
Everything else I can chalk up to "eh, it's the PlayStation version, not the Saturn version I'm used to" (like, seriously, the anklets don't make you 100% immune to slime?). All-in-all, I'm having a blast with this thing. Good work.

(...kinda curious if you kept in the secret December 10th title screen, too.)

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If I fired up a game on a seemingly random date only to be greeted by a grinning balding man I'd probably scream.

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Yeah, I was pretty damn surprised to see his grinning visage when I was working on beating the Saturn version of Powerslave late last year. Was worried my copy was bugging out somehow or something.

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Jaxxoon R said:

If I fired up a game on a seemingly random date only to be greeted by a grinning balding man I'd probably scream.

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Scuba Steve said:

Wasn't the Saturn version a completely different game?

Ironically it was the only Saturn FPS to actually use the engine it was developed for.

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How do I run this? I'm getting an immediate crash :

Spoiler

anubis caused an Access Violation Exception (0xc0000005)
in module anubis.exe at 001b:00000000.

Error occurred at 5/26/2015 10:30:48.
C:\GAMES\powerslave\powerslave_ex\anubis.exe, run by -.
Operating system: 6.0.6002
2 processors, type 586.
48% memory in use.
2048 MB physical memory.
1722 MB physical memory free.
0 MB page file.
0 MB paging file free.
2048 MB user address space.
1825 MB user address space free.
Access violation at 00000000. The memory could not be read.

Context:
EDI: 0x00d6ed28 ESI: 0x00d6ed20 EAX: 0x00000000
EBX: 0x65a63ee8 ECX: 0x02dca150 EDX: 0x0000530c
EIP: 0x00000000 EBP: 0x65a62e14 SegCs: 0x0000001b
EFlags: 0x00010202 ESP: 0x001ff760 SegSs: 0x00000023

Bytes at CS:EIP:
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Stack:
0x001ff760: 009cc8b3 00000001 00d6ed20 00000400 ........ .......
0x001ff770: 001ff7d4 704507a6 00000200 009d3515 ......Ep.....5..
0x001ff780: 00d6ed20 00d23b78 7044f1c3 009ce864 ...x;....Dpd...
0x001ff790: 009e4e88 00000007 002e0008 002e0018 .N..............
0x001ff7a0: 009b104e 00000001 002e0018 424b8207 N.............KB
0x001ff7b0: 00000007 002e0008 002e0018 001ff7ac ................
0x001ff7c0: 001ff354 001ff998 00a70629 42e7976b T.......)...k..B
0x001ff7d0: 00000000 00000001 009b2344 002e0018 ........D#......
0x001ff7e0: 009b21b0 009b21c0 7044f1c3 002e0018 .!...!....Dp....
0x001ff7f0: 002e0008 009b255a 00000001 002e0018 ....Z%..........
0x001ff800: 002e0018 00d82f7c 003120ee 001ff9a8 ....|/... 1.....
0x001ff810: 00000000 475c3a43 53454d41 776f705c ....C:\GAMES\pow
0x001ff820: 6c737265 5c657661 65776f70 616c7372 erslave\powersla
0x001ff830: 655f6576 6e610078 73696275 6578652e ve_ex.anubis.exe
0x001ff840: ffffff00 00000024 001ff854 00000004 ....$...T.......
0x001ff850: 00000000 8fe16c3f 001ff868 704435eb ....?l..h....5Dp
0x001ff860: 027093cc 027093cc 00d82f7c 00000000 ..p...p.|/......
0x001ff870: 70443607 001ff880 70442e2b 704bbad0 .6Dp....+.Dp..Kp
0x001ff880: 001ff8c0 704421e7 00000008 7048ce75 .....!Dp....u.Hp
0x001ff890: 7048ce6f 42485ca4 00d82f7c 70443607 o.Hp.\HB|/...6Dp
0x001ff8a0: 00000000 00b0a0f0 001ff894 8fe16c3f ............?l..
0x001ff8b0: 001ff8f0 7048cf3e 321d78e4 fffffffe ....>.Hp.x.2....
0x001ff8c0: 001ff8f0 00000000 027007c8 001ff8f0 ..........p.....
0x001ff8d0: 704438b3 00000000 00d82f7c 001ff8fc .8Dp....|/......
0x001ff8e0: 704438c5 001ff8fc 7045c40c 003120ed .8Dp......Ep. 1.
0x001ff8f0: 001ff90c 7046028d 00000000 704ba2c0 ......Fp......Kp
0x001ff900: 02701800 027007c8 00b0a001 001ff924 ..p...p.....$...
0x001ff910: 704604f3 00000000 424b8dc7 00a6ff74 ..Fp......KBt...
0x001ff920: 009b0000 00000000 003120ee 0000000a ......... 1.....
0x001ff930: 424b8c7b 00000000 00000000 7ffd4000 {.KB.........@..
0x001ff940: 00000044 00313448 0032be78 00330908 D...H41.x.2...3.
0x001ff950: 00000000 00000001 00000064 00000064 ........d...d...
0x001ff960: 00000000 00000000 00000000 00000000 ................
0x001ff970: 00000001 00000000 ffffffff ffffffff ................
0x001ff980: ffffffff 001ff994 003120ee 00000000 ......... 1.....
0x001ff990: 001ff930 017c6a51 001ff9e4 00a70629 0...Qj|.....)...
0x001ff9a0: 42e70343 00000001 001ff9b4 75e7d3c9 C..B...........u
0x001ff9b0: 7ffd4000 001ff9f4 776e1567 7ffd4000 .@......g.nw.@..
0x001ff9c0: 776d3eb0 00000000 00000000 7ffd4000 .>mw.........@..
0x001ff9d0: 00000000 00000000 00000000 001ff9c0 ................
0x001ff9e0: 00000000 ffffffff 776a9a9a 001d80cc ..........jw....
0x001ff9f0: 00000000 001ffa0c 776e153a 00a70153 ........:.nwS...
0x001ffa00: 7ffd4000 00000000 00000000 00000000 .@..............
0x001ffa10: 00000000 00a70153 7ffd4000 00000000 ....S....@......
0x001ffa20: 00000000 00000000 00000000 00000000 ................
0x001ffa30: 00000000 00000000 00000000 00000000 ................
0x001ffa40: 00000000 00000000 00000000 00000000 ................
0x001ffa50: 00000000 00000000 00000000 00000000 ................
0x001ffa60: 00000000 00000000 00000000 00000000 ................
0x001ffa70: 00000000 00000000 00000000 00000000 ................
0x001ffa80: 00000000 00000000 00000000 00000000 ................
0x001ffa90: 00000000 00000000 00000000 00000000 ................
0x001ffaa0: 00000000 00000000 00000000 00000000 ................
0x001ffab0: 00000000 00000000 00000000 00000000 ................
0x001ffac0: 00000000 00000000 00000000 00000000 ................
0x001ffad0: 00000000 00000000 00000000 00000000 ................
0x001ffae0: 00000000 00000000 00000000 00000000 ................
0x001ffaf0: 00000000 00000000 00000000 00000000 ................
0x001ffb00: 00000000 00000000 00000000 00000000 ................
0x001ffb10: 00000000 00000000 00000000 00000000 ................
0x001ffb20: 00000000 00000000 00000000 00000000 ................
0x001ffb30: 00000000 00000000 00000000 00000000 ................
0x001ffb40: 00000000 00000000 00000000 00000000 ................
0x001ffb50: 00000000 00000000 00000000 00000000 ................
0x001ffb60: 00000000 00000000 00000000 00000000 ................
0x001ffb70: 00000000 00000000 00000000 00000000 ................
0x001ffb80: 00000000 00000000 00000000 00000000 ................
0x001ffb90: 00000000 00000000 00000000 00000000 ................
0x001ffba0: 00000000 00000000 00000000 00000000 ................
0x001ffbb0: 00000000 00000000 00000000 00000000 ................
0x001ffbc0: 00000000 00000000 00000000 00000000 ................
0x001ffbd0: 00000000 00000000 00000000 00000000 ................
0x001ffbe0: 00000000 00000000 00000000 00000000 ................
0x001ffbf0: 00000000 00000000 00000000 00000000 ................
0x001ffc00: 00000000 00000000 00000000 00000000 ................
0x001ffc10: 00000000 00000000 00000000 00000000 ................
0x001ffc20: 00000000 00000000 00000000 00000000 ................
0x001ffc30: 00000000 00000000 00000000 00000000 ................
0x001ffc40: 00000000 00000000 00000000 00000000 ................
0x001ffc50: 00000000 00000000 00000000 00000000 ................
0x001ffc60: 00000000 00000000 00000000 00000000 ................
0x001ffc70: 00000000 00000000 00000000 00000000 ................
0x001ffc80: 00000000 00000000 00000000 00000000 ................
0x001ffc90: 00000000 00000000 00000000 00000000 ................
0x001ffca0: 00000000 00000000 00000000 00000000 ................
0x001ffcb0: 00000000 00000000 00000000 00000000 ................
0x001ffcc0: 00000000 00000000 00000000 00000000 ................
0x001ffcd0: 00000000 00000000 00000000 00000000 ................
0x001ffce0: 00000000 00000000 00000000 00000000 ................
0x001ffcf0: 00000000 00000000 00000000 00000000 ................
0x001ffd00: 00000000 00000000 00000000 00000000 ................
0x001ffd10: 00000000 00000000 00000000 00000000 ................
0x001ffd20: 00000000 00000000 00000000 00000000 ................
0x001ffd30: 00000000 00000000 00000000 00000000 ................
0x001ffd40: 00000000 00000000 00000000 00000000 ................
0x001ffd50: 00000000 00000000 00000000 00000000 ................
0x001ffd60: 00000000 00000000 00000000 00000000 ................
0x001ffd70: 00000000 00000000 00000000 00000000 ................
0x001ffd80: 00000000 00000000 00000000 00000000 ................
0x001ffd90: 00000000 00000000 00000000 00000000 ................
0x001ffda0: 00000000 00000000 00000000 00000000 ................
0x001ffdb0: 00000000 00000000 00000000 00000000 ................
0x001ffdc0: 00000000 00000000 00000000 00000000 ................
0x001ffdd0: 00000000 00000000 00000000 00000000 ................
0x001ffde0: 00000000 00000000 00000000 00000000 ................
0x001ffdf0: 00000000 00000000 00000000 00000000 ................
0x001ffe00: 00000000 00000000 00000000 00000000 ................
0x001ffe10: 00000000 00000000 00000000 00000000 ................
0x001ffe20: 00000000 00000000 00000000 00000000 ................
0x001ffe30: 00000000 00000000 00000000 00000000 ................
0x001ffe40: 00000000 00000000 00000000 00000000 ................
0x001ffe50: 00000000 00000000 00000000 00000000 ................
0x001ffe60: 00000000 00000000 00000000 00000000 ................
0x001ffe70: 00000000 00000000 00000000 00000000 ................
0x001ffe80: 00000000 00000000 00000000 00000000 ................
0x001ffe90: 00000000 00000000 00000000 00000000 ................
0x001ffea0: 00000000 00000000 00000000 00000000 ................
0x001ffeb0: 00000000 00000000 00000000 00000000 ................
0x001ffec0: 00000000 00000000 00000000 00000000 ................
0x001ffed0: 00000000 00000000 00000000 00000000 ................
0x001ffee0: 00000000 00000000 00000000 00000000 ................
0x001ffef0: 00000000 00000000 00000000 00000000 ................
0x001fff00: 00000000 00000000 00000000 00000000 ................
0x001fff10: 00000000 00000000 00000000 00000000 ................
0x001fff20: 00000000 00000000 00000000 00000000 ................
0x001fff30: 00000000 00000000 00000000 00000000 ................
0x001fff40: 00000000 00000000 00000000 00000000 ................
0x001fff50: 00000000 00000000 00000000 00000000 ................
0x001fff60: 00000000 00000000 00000000 00000000 ................
0x001fff70: 00000000 00000000 00000000 00000000 ................
0x001fff80: 00000000 00000000 00000000 00000000 ................
0x001fff90: 00000000 00000000 00000000 00000000 ................
0x001fffa0: 00000000 00000000 00000000 00000000 ................
0x001fffb0: 00000000 00000000 00000000 00000000 ................
0x001fffc0: 00000000 00000000 00000000 00000000 ................
0x001fffd0: 00000000 00000000 00000000 00000000 ................
0x001fffe0: 00000000 00000000 00000000 00000000 ................
0x001ffff0: 00000000 00000000 00000000 00000000 ................


===== [end of CRASHLOG.TXT] =====

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Two more bugs I caught from NeoGAF:

  • The game slows down to a crawl when using a high polling rate for the mouse. (Posts: 1, 2)
  • Apparently raising the max framerate makes the game speed faster accordingly, which I imagine is a bit of a bother for people with 144Hz monitors. (Post)
Just passing those along.

Sodaholic said:

Couldn't this be used to port the Saturn versions of Duke and Quake?

Well, considering this isn't the Saturn version...

But once the Saturn file format is cracked, it would be neat to see the secret levels of Quake ported over; Hell's Aerie in particular, since the idea of a stage set amidst the treetops isn't one that's often tackled in custom Quake maps to my knowledge. (All Duke would have going for it is Urea 51, which has already been ported and wouldn't really have been worth the effort anyway...)

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Shadow Hog said:

Two more bugs I caught from NeoGAF:

  • The game slows down to a crawl when using a high polling rate for the mouse. (Posts: 1, 2)
  • Apparently raising the max framerate makes the game speed faster accordingly, which I imagine is a bit of a bother for people with 144Hz monitors. (Post)
Just passing those along.
Well, considering this isn't the Saturn version...


Those issues are actually not that easy to fix unfortunately. At most the best I can do about the frame rate is just cap the FPS at 60. I am not exactly sure what to do about the other issue. It could potentially be related to SDL.

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^
The video makes the game appear much more fun than I feel it is after 3 hours of playing. I still have 3 basic weapons and safely shoot basic enemies corridor after corridor. It's a fault of the game design not introducing fun stuff earlier. :|

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Just finished the game this morning after struggling with Kilmaat Colony for a while (wow is that nothing like it is in the Saturn version). Fun times.

Although, two more concerns arose:

  • The Sacred Manacle... I'm assuming the lack of charging-up noise and the fact I get more than 4 shots total with it is just how it works in the PS1 version as opposed to the Saturn version. However, I'm pretty sure that this isn't intended behavior: if you have a sliver of ammo left and try to fire, the game immediately lowers the weapon; clicking the mouse button removed that sliver of ammo and the game now thinks you're fresh out, despite you still charging that last shot at the time.
  • If you get atop the exit from Kilmaat Haunt to Kilmaat Arena (eg: jumping on the pillars instead of depositing your Artifacts and hovering over to the gap between the building housing the exit and the ceiling above it), you'll get stuck and will have to exit to the menu or otherwise kill yourself to get out. I've noticed collision detection on reflex-angle intersections of slopes and level ground is a bit spotty (especially at points where more than one slope intersects), but this is the only instance I can think of where it actively affects your ability to play the game.

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So, what's the problem on my end? I get this in stderr.txt:

libpng warning: iCCP: known incorrect sRGB profile
Error - kexSystem::InitVideo: Failed to create window

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QUicksaves would be nice, too. Otherwise, a lot of fun so far. Also the Revolver looks more like DIrty Harry's gun, as opposed to a Colt Python, which I had orignally assumed when creating a page for IMFDB. In fact this port should allow for some nifty additions to recreate that page, although this version of the game has Amun mines instead of hand grenades.

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Technician said:

Ironically it was the only Saturn FPS to actually use the engine it was developed for.



On the PSX it was the only game using the Slavedriver engine, on the Saturn that engine was used for Quake and Duke Nukem 3D too. On the PC it using Ken Silvermans Build Engine. Actually it started as an Apogee game called Ruins - Return of the Gods.


@Kaiser:

Is Blender usable for editing maps, or just for viewing?

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1) will there be a linux version?
2) do you know if it runs with wine?

cheers!

ps: game looks awsome, will actually try to run it under wine, will report on it later.

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pablogener said:

1) will there be a linux version?

Yes, that's one of the points on the FAQ:

What platforms is Powerslave EX available on?

Windows and later development is planned for Mac OSX and Linux


If you go by previous projects based partly on the same codebase (KEX engine), Doom64 EX and Strife Veteran Edition are both Win/Mac/Lin cross-platform.

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cybdmn said:

Is Blender usable for editing maps, or just for viewing?


Just for viewing. Sorry.

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Shadow Hog said:

I've noticed collision detection on reflex-angle intersections of slopes and level ground is a bit spotty (especially at points where more than one slope intersects), but this is the only instance I can think of where it actively affects your ability to play the game.

Yeah, I've noticed this as well. From what I can tell, the game pays more attention to the sector directly below the player's center point, and is less robust outside of that point.

Another example of this quirk not serving the playability well is when on the edge of downward moving platforms. You'll repeatedly stop and fall until it stops moving or starts moving upward.

It would be nice if there was an optional "clean collision" mode to take care of this bit of sloppiness, even if it's not technically true to the original mechanics. However, if given a choice of only one new feature, I'd prefer a quicksave feature over fixed collision as it's generally more useful and can at least partially address the collision issue.

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