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Jag Potential


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#26 Thunderbird OFFLINE  

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Posted Thu Dec 19, 2002 7:08 PM

I have heard rumors of some Jag collector with a copy of Phear on Flash ROM that he is sworn never to reveal to anyone. Getting this game out would be so cool. I understand it was pretty much completed.

#27 t.skid OFFLINE  

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Posted Thu Dec 19, 2002 7:36 PM

Thunderbird said:

I have heard rumors of some Jag collector with a copy of Phear on Flash ROM that he is sworn never to reveal to anyone. Getting this game out would be so cool. I understand it was pretty much completed.

How many 'almost-complete' and not released games there are around for the Jag? We know something about Brett Hull Hockey, Arena FL, Black Ice White Noise (well, this one it's incoming :) ). It would be nice to find out these games... and do same work as for Barkley SUAJ.

#28 Clint Thompson OFFLINE  

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Posted Thu Dec 19, 2002 7:58 PM

Yea... I've talked to the programmer of the game. (Phear)
He couldn't find the alpine board (the spare one) but the one he has he said he'd never part with (sentimental value)

Nintendo has probably forgotten all about it.
Regardless, the site is gone now too... and that was only about 8 months ago when I last checked. I'm sure they would want an insane licensing fee too, if they were even to considerate, but who knows right?

I think the only thing that 'wasn't' complete was some music and a'bit of touching up... other then that it was pretty much complete.

Revealing Phear to the public is one thing, but to capture a 5 min video of it (for example) and releasing it anonymously so we can view it.
(that would be nice)

oh well.... I'll never understand those sort of things...
Maybe someone would be willing to *donate* a video to us for an upcoming project... ah , we'll see.

As far as almost-complete Jag games out there... either it's trashed (code/game) , the company is unwilling to cooperate with me, or I'm in touch with them in some sense or another trying to get the leftovers before it really is seriously too late (and everything is done with)

I had a chance at Kickoff 3 for the Jag (had I contacted the devloper earlier) even so, it was just a rough beta... but even then... ya know?

Tracking down these companies is a fulltime job.... and to get a response of some sense out of them is even harder at times. Over the past few years I've been able to come up with quite a few things, but nothing that is releaseable aside from BIWN and maybe a few down the line that is still 'working' the details out.

All I can do is hope I suppose =)

Clint Thompson



:P

#29 Thunderbird OFFLINE  

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Posted Thu Dec 19, 2002 8:34 PM

t.skid said:

Thunderbird said:

I have heard rumors of some Jag collector with a copy of Phear on Flash ROM that he is sworn never to reveal to anyone. Getting this game out would be so cool. I understand it was pretty much completed.

How many 'almost-complete' and not released games there are around for the Jag? We know something about Brett Hull Hockey, Arena FL, Black Ice White Noise (well, this one it's incoming :) ). It would be nice to find out these games... and do same work as for Barkley SUAJ.


Are you saying that BIWN was almost complete? The story I heard was it was pretty rough and had a lot left to do before it was really even playable. Has there been some new version discovered???

#30 t.skid OFFLINE  

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Posted Thu Dec 19, 2002 8:53 PM

[quote=Thunderbird][quote=t.skid][/quote]

How many 'almost-complete' and not released games there are around for the Jag? We know something about Brett Hull Hockey, Arena FL, Black Ice White Noise (well, this one it's incoming :) ). It would be nice to find out these games... and do same work as for Barkley SUAJ.[/quote]


Are you saying that BIWN was almost complete? The story I heard was it was pretty rough and had a lot left to do before it was really even playable. Has there been some new version discovered???[/quote]

AFAIK, nope.... I wrote a listing of games known as "real", that there are somewhere; I mean not "vaporware". BTW, you're right, BIWN is far to be a complete game (but it's playable, so I put it on the list); My fault, sorry! Next time I'll try to be more clear :)

#31 Walter_J-64 OFFLINE  

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Posted Sat Dec 21, 2002 8:25 PM

Atari Headquarters in Doom 2? 8) Ive found a wad file that let you take all of your aggression out that you have for Atari! All this talk about Jag Potential is geving me a headache ;)




http://www.pipeline.com/~jhardie/

#32 Thunderbird OFFLINE  

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Posted Sat Dec 21, 2002 9:51 PM

Walter_J-64 said:

Atari Headquarters in Doom 2?  8)  Ive found a wad file that let take all of your aggression out that you have for Atari! All this talk about Jag Potential is geving me a headache ;)  
   



http://www.pipeline.com/~jhardie/


Does it have monsters that look like Atari employees?

#33 Walter_J-64 OFFLINE  

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Posted Sat Dec 21, 2002 9:58 PM

lol that would be cool! No they dont this is what you get!

New level WAD : Yes

* Play Information *
Map # : Map 01 & Map 02
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes
New Sounds : Yes
New Music : No
New Graphics : Yes
Demos Replaced : No


its to bad you cant port this to the j-64 doom! ;)

#34 Thunderbird OFFLINE  

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Posted Sat Dec 21, 2002 11:16 PM

Walter_J-64 said:

lol that would be cool! No they dont this is what you get!

New level WAD           : Yes

* Play Information *
Map #                   : Map 01 & Map 02
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : Yes
New Music               : No
New Graphics            : Yes
Demos Replaced          : No


its to bad you cant port this to the j-64 doom! ;)


I heard about a DOOM WAD of the Atari H.Q. and they made graphics of the employees and bosses to go with it. I wonder if this is an early version of the WAD?

#35 Clint Thompson OFFLINE  

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Posted Sun Dec 22, 2002 11:30 AM

I remember that too.... at least the Atari H.Q. Wad...
Was easily found on the net about 2-3 years ago, I never downloaded it tho... only doom I ever had was doom for the Jag and doom 1 for the pc back in 96.

Clint Thompson
:P

#36 Tyrant OFFLINE  

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Posted Mon Dec 23, 2002 4:21 AM

you meen you've never played doom2? wow you poor deprived thing.

I guess that meens you never played with any of the editors either? never made the infamous imp launcher? never made a level so full of barrels that one shot kills you instantly? never created something unique and different like the short ranged flamethrower I made. I was soo proud of that, since all other weapons in the game either hit instantly like bullets, or are missiles that travel forever. I managed to create something different hehe.

#37 Thunderbird OFFLINE  

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Posted Mon Dec 23, 2002 5:46 AM

Tyrant said:

you meen you've never played doom2? wow you poor deprived thing.

I guess that meens you never played with any of the editors either? never made the infamous imp launcher? never made a level so full of barrels that one shot kills you instantly? never created something unique and different like the short ranged flamethrower I made. I was soo proud of that, since all other weapons in the game either hit instantly like bullets, or are missiles that travel forever. I managed to create something different hehe.


What exactly is the "imp launcher"? And what does it do???

#38 PeterG OFFLINE  

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Posted Mon Dec 23, 2002 7:34 AM

Sounds like you can shoot Imps.....as a projectile... hehe sounds fun
Peter

#39 Tyrant OFFLINE  

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Posted Mon Dec 23, 2002 11:22 AM

Indeed, with the miracle of DeHacked (an editor which modified the data hardcoded in the game exe) you set the rocket's graphics frame number's equal to the imp's... and you get imps that fire out of a rocket launcher, look hilariously funny until the hit something, then blow up. Simple to do but great fun to watch.

Doom had soo many good tools built simply to take it apart and put it back together again, more I think than any other game before or since. All priety redundant now the source is available, but back when it was still being played, you could have endless hours of fun taking it apart (that is if your a sad techie like me :))

#40 Clint Thompson OFFLINE  

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Posted Mon Dec 23, 2002 4:43 PM

Tyrant,

I've played Doom II and Final Doom and Doom 95 (the 3 a friend of mine owned) He had it on his PC and I played it occasinally....

But never messed with any level editors....

:P

#41 Thunderbird OFFLINE  

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Posted Mon Dec 23, 2002 5:31 PM

Tyrant said:

Indeed, with the miracle of DeHacked (an editor which modified the data hardcoded in the game exe) you set the rocket's graphics frame number's equal to the imp's... and you get imps that fire out of a rocket launcher, look hilariously funny until the hit something, then blow up. Simple to do but great fun to watch.

Doom had soo many good tools built simply to take it apart and put it back together again, more I think than any other game before or since. All priety redundant now the source is available, but back when it was still being played, you could have endless hours of fun taking it apart (that is if your a sad techie like me :))

I think Quake 2 has a lot more ways to meddle with the game than any other game I know of. There are a lot of cool hacks for Q2. I've played Capture the Flag, Super-Heroes, etc. There are robotic aids to help players cheat as well as really cool AI players. It's awesome what has been done.

#42 Tyrant OFFLINE  

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Posted Mon Dec 23, 2002 6:11 PM

Yeah Q2 has some great mods, my favorite being Action Quake, but there's no chalange in making mods... I meen obviously there is, lots of it, but ID wrote it so it could be patched. Doom was built as a single game, and while the engine could be reused, lots of the data was hard coded into the exe, not to mention that the tools underwent a complex process of refinement as people first learnt the "things" structures, allowing you to change monster spawns, placement of hanging corpses, barels and such forth, then the process was refined as people learnt how to use the BSP tree's and built full level editors. Since doom was in many ways the first "3D" game (yes yes I know it a) isnt 3D and b) isnt the first, but still), I just feel Doom editing is different somehow, especially now since most games are built with many of their internals exposed to encourage players to write their own mods.

This thread has gone totally off topic hehe, but Doom imvho is special, for a great many reasons.

#43 Thunderbird OFFLINE  

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Posted Mon Dec 23, 2002 6:31 PM

Tyrant said:

Yeah Q2 has some great mods, my favorite being Action Quake, but there's no chalange in making mods... I meen obviously there is, lots of it, but ID wrote it so it could be patched. Doom was built as a single game, and while the engine could be reused, lots of the data was hard coded into the exe, not to mention that the tools underwent a complex process of refinement as people first learnt the "things" structures, allowing you to change monster spawns, placement of hanging corpses, barels and such forth, then the process was refined as people learnt how to use the BSP tree's and built full level editors. Since doom was in many ways the first "3D" game (yes yes I know it a) isnt 3D and b) isnt the first, but still), I just feel Doom editing is different somehow, especially now since most games are built with many of their internals exposed to encourage players to write their own mods.

This thread has gone totally off topic hehe, but Doom imvho is special, for a great many reasons.


You know what? I just had an idea... I'm going to grab some of those old Doom Editors and see if they can't find the relevant data in the JagDoom binary file and edit it. Who knows, I might even be able to add some new WAD files and make DOOM+ for the Jag!

#44 Walter_J-64 OFFLINE  

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Posted Mon Dec 23, 2002 7:21 PM

lol put in WAD of the Atari H.Q. :D Good luck in looking the edit tools you need!

#45 Goochman OFFLINE  

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Posted Mon Dec 23, 2002 9:33 PM

I had 2 cool (IMHO) Doom2 maps I did - 1 was the staircase from hell (small, jagged and located in swamp hell - 1 misstep and you're DOOMED! The other was an 'Arena' type layout with the 'Rocket Boss' located in the middle - youre job was to run for cover anywhere you could and collect the keys while avoiding the Rockets - Kinda like a speedball type layout :D

My levels were EVIL....................... :evil:

#46 Clint Thompson OFFLINE  

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Posted Tue Dec 24, 2002 6:35 AM

Thunderbird,

That would be pretty awesome!
Please keep us informed if anything is to come of it (good or bad)
info is always good :)

:P

#47 PeterG OFFLINE  

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Posted Tue Dec 24, 2002 9:05 AM

Hey T-bird sounds good.....
This is one of the most productive post I´ve seen come out of a simple thread....
I´m curious to see what happens....
Peter

#48 Tyrant OFFLINE  

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Posted Wed Dec 25, 2002 3:16 PM

Woo... nice idea Thunderbird. I suspect the file format is different, but I doubt its all *that* different, since most of the basic structures will be the same. Some editors I think will have source code available, and so once you work out any differences in data formats, it shouldnt be too hard to modity the editors.

Should you need any help, feel free to pm or email me, I'd love to help either just pointing you in the right direction to find tools, or maybe even in some level design ;). I remember loads about doom's internals, and even tho I never quite grasped the specifics of bsp tree's (never something I needed to know) and Im not too familiar with the binary file formats, I do remember all of the other elements and most of the quirks, tricks of the engine and bugs.

#49 Thunderbird OFFLINE  

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Posted Wed Dec 25, 2002 4:24 PM

Tyrant said:

Woo... nice idea Thunderbird. I suspect the file format is different, but I doubt its all *that* different, since most of the basic structures will be the same. Some editors I think will have source code available, and so once you work out any differences in data formats, it shouldnt be too hard to modity the editors.

Should you need any help, feel free to pm or email me, I'd love to help either just pointing you in the right direction to find tools, or maybe even in some level design ;). I remember loads about doom's internals, and even tho I never quite grasped the specifics of bsp tree's (never something I needed to know) and Im not too familiar with the binary file formats, I do remember all of the other elements and most of the quirks, tricks of the engine and bugs.


This all sounds pretty cool. I'll keep you guys posted! Thanks!




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