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Based off of the icculus Rise of the Triad source port (can be found here: https://icculus.org/rott/) This source port of Rise of the Triad features the following: Now runs off of SDL2! Support for resolutions from 320x200 all the way to 3840x2160 Adaptive HUD positioning (no more status bar being off to the side) HUD scaling (HUD scaling for bottomless HUD coming later) Support for bordered and borderless windowed modes New gameplay options: Blitzguards being outfitted with any weapon from the missile/magic weapon arsenal! Yes, that means Blitzguards can use excalibats too! You can now pick up ammo from dropped missile weapons! A special respawning enemy game mode called ZomROTT, where you have to gib your enemies to keep them from coming back! Toggleable Auto Aim Auto Aim for Missile Weapons ...and more And all of the improvements made in the icculus source port... To run the game you'll need the following things: SDL2.dll (https://www.libsdl.org/download-2.0.php) SDL2_mixer.dll (https://www.libsdl.org/projects/SDL_mixer/) And the files: DEMO1_3.DMO DEMO2_3.DMO DEMO3_3.DMO DEMO4_3.DMO REMOTE1.RTS And DARKWAR.RTC DARKWAR.RTL DARKWAR.WAD Or HUNTBGIN.RTC HUNTBGIN.RTL HUNTBGIN.WAD Place all those files in the same directory as rott.exe. BUILDING: To build the project, you'll need the SDL2.0 development libraries (https://www.libsdl.org/download-2.0.php) as well as the SDL_mixer developement libaries (https://www.libsdl.org/projects/SDL_mixer/, under Binary). For linux users, just install the following two packages using "apt-get" libsdl2-dev libsdl2-mixer-dev Before running make on the project, double check the first few lines of the Makefile and make sure you build the right version. I used MinGW with gcc to build the project. CUSTOM RESOLUTIONS: If your preferred screen resolution doesn't show up in the screen resolution menu, launch the game with argument "resolution *x*", and enter your screen resolution dimensions in the fields marked by *. ISSUES WITH HIGHER RESOLUTIONS: ROTTEXPR is capable of running at higher resolutions than the original release of ROTT, however this comes with a few issues. 1. Being able to see through walls when up against them/shrooms stretched screen effect For this issue, visit "ADJUST FOCAL WIDTH" under "VISUAL OPTIONS", and raise the value until the issue disappears. 2. The game refuses to run at anything higher than 4k. 4k resolution is currently the limit set in code.