VRPG (exe) Modded - a WinVista/7 compatible version

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VRPG (exe) Modded - a WinVista/7 compatible version

Postby massive27 » Sun Jul 21, 2013 10:15 am

VRPG 2.14 Modded edition
The game rebuilt from source code with better compatibility and bugfix
Last update : 07-21-2013


Hey folks,
The source code of Duamutef's Glorious Vore RPG has been salvaged and tuned to give a better compatibility and failsafe behavior ! :D


Modded game file main feature:
- Reduced dependencies (no DMC2.ocx, no bass.dll, no msvbvm50.dll)
- Mod support simply by command line : "ExVRPG -mod file.pak -mod thatfolder\ " ...
- Pets can swallow or be swallowed by enemies (including all "mishap")
- New belly bulge render
- An in-game "Mod" menu lets you fiddle around, like puking
- Better overall performances, crash-free and temporary files handling
- Full fix list:
Spoiler: show
2012-03-23 :
- adding another control on getfile() in order to make the game clear itself better when quitting
- wrote a quitting function to avoid crash or memory leakage
2012-04-05
- modified TitleScreen property to avoid resize
- renamed curversion to 2.14 Legacy
- added File I/O check and data.pak available check for compatibility troubleshoot
- improved cSpriteBitmaps.CreateFromFile function for faster exec.
2012-04-06
- fixed bad format wave file, resulting in no-sound for some events
- fixed error when temporary files couldnt be deleted
2012-04-07
- UI tweak : at first loading, refresh properly with the "Loading" wait message
- fixed the "once every 9" not drawn friendly monsters
- removed "arrays bound checks" when compiling for smaller exe.
- cSpriteBitmaps loading improvements in progress
2012-04-08
- Removed Giant Stomach 1 from succubus and added to Naga instead.
2012-04-10
- added a "slayer" cheat code to kill minions but boss, to give an alternative to "oopsie".
- added a check for Naga class in order to avoid destruction (and crash) of non wearable clothes
2012-04-11
- fixed monsters fighting each other never eating each other
- fixed bosses that swallowed a monster unable to attack the player (exploit)
2012-04-14
- fixed still checkbox of sound now moving with other objects when resizing
- fixed crash when eaten monster managed to escape another monster belly
- fixed boss eating everything that attacks him, whenever it has already a full belly or not
- removed titlescreen from the game internal resource, it is now loaded from external data.pak.
- added Mod support through command line parsing
- rewritten getfile() procedure to handle Mod resource as prioritized
2012-04-15
- fixed crash when cancelling choosing a saved game
- fixed an infinite loop hang when choosing and cancelling saved game twice
- fixed crash when inputting a non-numerical value for buying pot
- added the option to continue game after killing Trisha
2012-05-24
- fixed the directx not loading properly following the choose/cancel save game fix
2012-11-09
- removing Duamutef's debug stuff that slows down loadings and are useless
- added cosmetic : black background, "loading" popup, removed ghosted dialogbox when loading saved game, ...
- added a "Mod" menu in menubar for future feature of the modded edition
- added a Mod menu item : "list all eaten monster", printing all digged monsters of player
- tweaking the cSpriteBitmaps.recolor function to reduce cpu usage / loading time (gain : 15%)
2012-11-16
- declaring lots of variable for better performances
- removed the "poo" sprite when player digest a mob while being in another mob stomach
- added a light cleaning function to remove borders out of sprites.
2012-11-20
- declaring some more for smoother performances (should use less cpu / allow more game speed)
- added a unpacked file handler for faster file-to-unpack seeking
- somehow almost fixed the temporary files not deleted with above new feature
- corrected this very release with a conflicting deletion of temporary extracted files...
- added an key index in the unpacked file handler for faster search
2012-11-22
- added Add_UI module
- changed hp/mp/sp/gold UI information printing
2012-11-26
- fixed the GD_Bulge to make nice belly bulge instead of Duam code, currently works well on Naga only
- added a cheat option : use or not use the new Bulge render
- added a cheat option : unlimited skill level
- added a cheat option : user-define amount of character point to distribute
- added vore behavior : if the player swallow a tough monster, then get swallowed himself, if the monster escape the player's stomach, it will ends up if the pred stomach instead of outside.
2012-12-14
- added "hyper debug" mode, creating log entries as much as needed for remote debug purpose
2012-12-18
- pinpointed some incompatibility with GD_CleanPic and GD_BulgeIt
2012-12-20
- added a Puke function to... puke
2013-05-23
- reorganized the Mod menu to separate Cheating stuff
- added plenty of gp when finishing the game (Mod only) - Revx_Z
- removed debug log file when not in hydebug




Links:

The all-in-one installer:
:arrow: http://www.mediafire.com/download/ivxks1l81n3dmso/VRPG214ModSetup.exe
(bugs within. Pending new version, meanwhile please read others posts)

Original discussion thread:
http://aryion.com/forum/viewtopic.php?f=52&t=30441



If you just want the original game, working under win7, use that installer instead :
http://www.mediafire.com/file/57w99v1u16527i7/VRPG214Setup.exe
You have a 85% chance the game will run under win7 or vista. For the unlucky 15% ones, follows Amanda's instructions.
For the unaware lurker, the original game description:
http://sdcga.com/~duam9/VRPG.html (site down since 2016)
http://web.archive.org/web/201305230450 ... /VRPG.html (site clone)


Additional credits:
Revx_Z : body graphics fixes (removing the glitches)
Throku : included mod in the installer

Special thanks to:
Aleph-Null and wsensor, they found the part of sources code
Avant, warbrand4, Heady9, Revx_Z, Throku and NekoYuki for bugtesting the various beta release
... and the others that contacted me by PM !
Last edited by massive27 on Tue Mar 01, 2016 5:32 am, edited 1 time in total.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby masterofvore1 » Sun Jul 21, 2013 2:33 pm

sounds cool!
Last edited by masterofvore1 on Sun Jul 21, 2013 4:42 pm, edited 1 time in total.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby sansuki » Sun Jul 21, 2013 3:45 pm

File Belongs to Non-Validated Account.

The resource you are trying access belongs to an account that has not yet been validated


Only for the all-in-1 installer, the just-the-game works.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby massive27 » Sun Jul 21, 2013 4:17 pm

sansuki => fixed.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby sansuki » Sun Jul 21, 2013 4:25 pm

massive27 wrote:sansuki => fixed.


Thanks! Another bug: When starting a game with throku's mod, saving it, and then trying to load it (either with or without freshly starting another instance of throku's mod), I get the error:

"Error in Getfile function while attempting to unpack .\Throkuchanges2\VRPGData.dat from curgame.dat.
Application path is ...(it has the correct path)
Pak file was found, but internal file could not be accessed."

edit: Wasn't able to reproduce with a fresh game, so here's the full action path:

-Start game with throku's mod
-Save a step away from an NPC
-Get self eaten by NPC
-Load game
-Error above appears, after two clicks the game restarts that character from where it entered into the current zone as though nothing had happened, but none of Throku's mod content appears anymore


edit2: Well, that's odd. Now when starting a new game with throku's mod, I leave the opening area... and emerge in the opening area from the opposite side, so the game proper can never start! :lol:
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Lucca_Manadragon » Sun Jul 21, 2013 5:06 pm

hmmm nice to see a interest in a old classic :3
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Demicus » Mon Jul 22, 2013 4:05 am

Thanks so much for this. I've always been curious as to what this game was like, but the number of hoops to go through to get it working always stopped me.

Now it functions (mostly) flawlessly. ^_^ Only problem, as a fan of digestion, I can't stop feeding myself to things! T_T
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Assimilation » Mon Jul 22, 2013 1:33 pm

I...

I love you.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby vore2412 » Tue Jul 23, 2013 5:03 am

Big bug I've noticed is the ability to resume saved files is not very good, I tried yesterday morning and while it played pretty well (having to guess where some of these new sprites are) that and not being able to use the teleport cheat to get to city of angels. Same errors sansuki found pretty much. These caused the game to crash, and I had to start a new game instead of being able to resume the saved files, I've been able to play the old version on vista after getting the proper .ocx and other files put in place and it works fine.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Assimilation » Wed Jul 24, 2013 1:45 pm

Somewhere along the way, no matter where I save the file or whether I rename it or not, my game saves the same old save each time. For clarification, I resume this character at level 1 with 291 exp. I play, get to level 2 with however much exp, and save it as a new plr file. When I die, I load the second plr file, and yet it puts me back to level 1 with 291 exp.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby massive27 » Wed Jul 24, 2013 3:13 pm

Assimilation, do you save > quit the game > start the game > load, or do you save > continue play > load ?
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby vore2412 » Wed Jul 24, 2013 4:58 pm

It does it both ways massive27, I get same problem, I've mainly been using the cheats to level up, get from place to place (having beaten the game naturally on all modes dozens of times already), but for those who haven't had the opportunity to play the original, it makes things very inconvenient.

Another glitch to mention is that when you re-enter home city, whether its via teleporting or just walking in, it acts like you're going there for the first time. Seems to be a switch staying on after the initial event. One thing I'd like to ask, is, I've noticed pictures and conversations for a few girls that either aren't in a city (blackscourge and the velvet clan girls) can't find any of those, could you possibly help with that?
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby massive27 » Thu Jul 25, 2013 2:10 am

vore2412 and Assimilation, could you send me the "failing" savegame? (by pm)
That issue is known, one Eka's folk reported it but I couldn't fix it properly. Maybe with more input I could do something.

About city refreshing when going back and forth, yea also a known issue. That one being tricky because Duam didn't plan to save the "map status" along the player data. It means I have to change the savegame format, making it incompatible with the original game... A way around is to make them as "quest event", so creating a kind of Mod.

And for the conversation unused, can be fixed with a Mod using/implementing them. Note that i'm more into code and algorithm fix rather than Mod creation (editing conversation.txt files, etc etc) so... maybe another Eka's folk will look into that ?
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby vore2412 » Sat Jul 27, 2013 9:36 pm

I don't know how to send the "failing savegame", I tried to copy and paste it but that didn't work.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Assimilation » Mon Jul 29, 2013 4:59 pm

I sent it to you via PM. In addition, I started a new character and this one saves fine. The difference is that I never tried to save the file with a different name than the original.

Also, could you point me to where I could find the source code?

Lastly, there's a major bug where I hire a mercenary, go into the Forest of Doubts, go back to the city, go back to the Forest of Doubts and find a second mercenary also following me. And this repeats to gain as many as 5 mercs. (It probably goes higher, but I always accidentally eat one or two of my own guards during fights.)
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Miz Sunshine » Mon Aug 05, 2013 2:34 am

Thanks! I really like the new NPCs :gulp:

The images for the worm creatures seem broken. Is there a fix for this?
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby vore2412 » Wed Aug 07, 2013 1:21 am

You should be able to get them from the original, just copy the art into the modded version should fix them.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Psycho_wolvesbane » Wed Aug 07, 2013 10:36 am

I tried installing on Windows 7 Professional 64bit but it refused to install due to incompatibility issues, plus I can't install on Windows 8 as it's also incompatible. Anyone else having the same problem installing to Win 7 64bit?
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby Revx_Z » Wed Aug 21, 2013 4:23 pm

Confirming a couple of things like broken worm art (it shows half a flail instead) and mercenaries which sometimes clone (my workaround: never save with live mercs around, get them killed off) but overall an improvement.

Still playing through, will make a fuller report after having killed Thirsha. No cheats, I want to see what sort of bugs and stuff might crop up along the way!

Currently playing on Win7.
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Re: VRPG (exe) Modded - a WinVista/7 compatible version

Postby wsensor » Thu Aug 22, 2013 12:18 am

I wish we could see more on screen at once lol.
I mean I can get attacked from far away but I can't see the enemy to attack from a distance.
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