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arbiter901
July 4th, 2014, 09:28 PM
Well after countless years of trying to get this old game working on my various system for countless years I finally got it working without it running like ass. Since this game is built off the Halo engine I've been curious. Is the engine used in this game directly derived from the shipped Halo Combat Evolved engine or whatever Bungie had when Alexander Seropian left Bungie? If anyone knows the answer.

Here are my systems basic specs if anyone has similar ones and wants to get it working.

AMD FX 8320 4.2 GHz
8GB RAM
Gigabyte GeForce GTX 750 Ti WindForce OC'd (allows further overclocking headroom with PCI express connector)
Windows 8.1 x64

n00b1n8R
July 5th, 2014, 01:01 AM
It's really close, so much so that I'm pretty sure kornman supported (or at least tried to support it) in Open Sauce.

Kornman00
July 5th, 2014, 02:54 PM
It's based off the H1X engine, yes. However, there are quit a few binary differences that cause incompatibility between tag data for the two games. In the PC release, a portion of the console code was left in and would otherwise be trivial to hook back up, thus enabling you to turn on cheat_super_jump or whatever.

The Mac (PowerPC) release uses little endian map files (the same files shipped for PC), but byte swaps the tag data once it loads it from the file. I seem to recall the Mac release also having some redundant code running during map loads.

http://www.halomods.com/ips/index.php?/topic/712-stubbs-the-zombie/

arbiter901
July 5th, 2014, 03:40 PM
What was the point of them using DirectX if it's going to have a OpenGL wrapper. Doesn't that spell trouble later on for cards that have bad OpenGL support, and doesn't that take a performance hit if it's implemented badly?

Kornman00
July 6th, 2014, 06:55 AM
Wideload worked on Stubbs for the Xbox, which was DX8. Asyper or w/e then handled the ports to PC and Mac. IIRC, they're a pretty big porter to Mac, and had already invested in the MacDX (or maybe their own version of) technology, so they used it instead of developing the proper OGL pipelines in the engine.