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Memorix101

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A member registered Nov 19, 2014 · View creator page →

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Wow, nice, you got this far!
Let me check the source code, then I can tell you with which .net version it has been compiled. OK. The thing is, I truly believe that if you have installed the latest .Net Framework you do not need an earlier version. Well, the source code says (line 313: https://github.com/Memorix101/OpenC1/blob/master/OpenC1_MonoGame/OpenC1_MonoGame...) what you need is 3.5 SP1 (https://dotnet.microsoft.com/en-us/download/dotnet-framework/net35-sp1). So, if this fixes the issue, I have to correct the dependency list on the home page.

This is the complicated part because the game has nothing like that built-in, so you need an external debugger (e.g. https://x64dbg.com/) and watch what is going on. The easiest would be you download the source code from the linked GitHub repo (https://github.com/Memorix101/OpenC1/tree/xna3) and run the game with Visual Studio. When the game crashes, the IDE will show you the exact problem. If you can screenshot it, send it here, and I will take a look at it.

Really weird. It should work just fine.
Seems to be a specific problem on your side.

We would need to dump a logfile to understand why it crashes.

I think it will not change anything but also try to install the latest DirectX 9 redist https://www.microsoft.com/en-us/download/details.aspx?id=8109


Does the demo work? Maybe some of your files are not in the right place.  

Thank you. I really was wondering why it has suddenly disappeared.

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I am really sure it will build, but I remember building it was a bit of a hassle. 😅
Mostly because enet is build with it and there was a tricky part to make that work but I can't remember what it was.
Sadly, I made no notes or a documentation about the building process on Linux. Back then I was so young and was not working in a wise way.
I also have learned over the years that writing documentations and making notes is really useful if you pick up something at a later date ... and I really enjoy writing documentations these days. 😄

Nice, I could resolve your issue. 😃
The SourceForge version is the first release of the game before the game released on Desura and the SourceForge version is not up-to-date.

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Yes, you can build EXE with VS Code, but that's a different animal 😅(and I don't know if it is easily possible to do on Linux. I never tried that, but you would need to do that using Wine I guess).
Normally you would use Visual Studio the full Windows only IDE (https://visualstudio.microsoft.com/vs/) and do it this way with the compilers and libraries Microsoft delivers for Windows.
In Visual Studio Code you have two options. Use Microsoft's compilers which came with the big Visual Studio solution what actually doesn't make sense why you would use VS Code then or you use a Linux environment for Windows and use the GCC for Windows in it  like Min-GW64 (https://www.mingw-w64.org/) or  MSYS2 (https://www.msys2.org/). These GCC for Windows act like the versions on Linux, but compile to Windows  EXE executables and instead of Linux ELF executables. I don't know if the makefiles in the source code are set up to compile to client binaries this way, but I know on Windows they compile the master server executable this way. Might be a bit fiddly to do it this way. In Visual Studio IDE it's just a simple "Build" click. Visual Studio IDE isn't lightweight. I guess the initial installation is around 14GB or more.

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I tested it and installed all the dependencies needed in 32bit as I said, and it still works https://i.imgur.com/KkicSQH.png

I guess the issue here is the bash file itself.
Seems like it does not work properly (any more ? or I made a mistake when I updated the archive in 2018). However, I addressed that and uploaded a fixed version with a new bash file that hopefully will also make it clearer how to launch the game properly.

Dependency list: https://gist.github.com/Memorix101/d3a0528f7bdfbc5c5394209ca2e1a833

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I forgot to mention the Linux and the Windows version are identical. However, as many seem not to get it working nowadays, I assume it's maybe better to end official support for Linux.
The Windows version works perfectly with Wine.

You need Visual  Studio to build them (the easiest way and how I do it). I am not sure this game would work out of the box because I tried to port it in 2017 to RPi, and it ran not well on my 3B Model (the vanilla Cube 2 version). I guess the best would be to port it to OpenGL ES first. I have unreleased ports somewhere, but as mentioned they perform horribly.

If I am correct I am using the source from the GitHub repo from the 25th March 2013 so sure it could be possible that features that were added at a later date are missing. https://github.com/lsalzman/tesseract/tree/806b3235ea37af3e070cf3bddbbed14edfb35...

The game is now almost 10 years old. I do not invest any time into it any more, but this is a standalone mod basically. I am using the original master server as it was in the collect edition from spring 2013, so in case they change something there it will not work any more in my spin. It should definitely work, but the last time I played it on Linux was in 2015 or 2016.

I took a look at it, and you do not deliver windows binaries, so I assume you are talking about the Linux binaries in my version.
As I already explained below, you launch the game via the metalheart_unix file in the root directory, which is a bash file. You need to make sure to have all necessary 32bit dependencies installed (yes, the game is compiled for 32bit). If all of this is set up, you can play the game without any issues. The game is the same as it was release on Desura in 2013 (before they went bankrupt and went offline).
The branch MetalHeart is based on is the first branch released in 2012. MetalHeart 2 uses another branch from April 2013.

Could you please explain what does not work and what your fork does better?

I just want to understand why are promoting your repo here.

Do not use that file. You are supposed run it with the metalheart_unix file. It's a bash file as well that will run the game for you.

Oh! Thank you for the hint! I never tested the game in fullscreen. 😅
The reimplementation is incomplete, so it misses some features or others are just hard coded. 
The project is open source on GitHub so in case you are interest you can contribute to the project. 
https://github.com/Memorix101/OpenC1/tree/xna3

No problem at all. Maybe we can fix this at a later point :)

The app is a wine bottle wrapped as a macOS app. You can open it like a folder with a right-click and inside it is a Wine configuration tool. Launch it, maybe something needs to be adjusted to your macOS version. I am still running 10.14 Mojave as I need 32bit support for some apps I am using.

You need to install  XQuartz. Otherwise, it will not launch.

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You need to use a controller. Keyboard support is not implemented and intended, but you can use x360ce (https://www.x360ce.com/) to emulate a controller in case you don't have or want to use a controller.

You need to launch the game from the batch file not the executable

May 2013 on Desura

Please read the installation instruction above!

  • To add new games, copy the game DATA folder into the OpenC1 GameData folder. It will appear as an available game.
  • If you add the full SplatPack DATA folder, you will need to unencrypt the files first.
  • Standard Carmageddon 1 encrypted files are able to be read by OpenC1.

Sure. You can play with people online. Just use the server list in the main menu. LAN and offline play is also possible.

Yes, but not native. You need to install Wine to do this.
It's how the macOS version works. It's just a Wine wrapper for Mac.

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Sadly, no. Because Carmageddon 2 is using a different engine and OpenC1 only reimplements the engine for the first Carmageddon.

Try https://memorix101.itch.io/cmh2 😀

On my end everything is working fine :( I need more details ... what platform are you playing? I'm on Windows 10. Please make sure that all dependencies are installed as listed on the download page.

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Hey, I verified the download and found out it was somehow missing files. I updated it. It should work for you now. :)

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You need to place the Quake game directory in the SharpQuake root directory or define your base directory via command arguments. SharpQuake does not provide any Quake data. Please read the description for setup instructions.