

I never played a game quite like Pikmin, and it went against everything I knew about the company. Keep in mind, I was no more than 10 and used to fast-paced platformers like Sonic Adventure 2: Battle and Sly Cooper and the Thievius Raccoonus. I played it, but I found myself bored of the more laid-back and somewhat aimless pace yet also overwhelmed by the pressure the game had with its numerous ticking clocks - one for how long you could spend in a level and one for how many days you could stay on the planet. That was probably one of the reasons why I never gelled with Pikmin growing up. Yet it’s that lack of traditional Nintendo elements that made the original Pikmin stand out from every other Nintendo franchise and even its later installments. Even the trailer shown in Luigi’s Mansion had a lot of flat plains without much life to them. Pikmin had a relatively mundane world at first glance. Advertising showed off the whimsy and wonder of Mario, Pokémon, and The Legend of Zelda, but Pikmin didn’t really have that. You could identify a Nintendo-developed game in the ‘90s just from how bright and colorful they were. Most Nintendo games were very personable with distinguishable leads and worlds. The trailer showed off some early in-game footage alongside levels that would appear in the game, but the trailer gave off a distinct impression that Pikmin wouldn’t be like your average Nintendo game. It stated that you were stranded on a mysterious planet and needed to use the local wildlife, the Pikmin, to find a way home. Tucked away in the options menu was a trailer for the game that showed off what to expect from this new Nintendo IP. Could be useful in seeing what changed in the Paks.Like most people in 2001, my first exposure to Pikmin wasn’t through magazine advertising in Nintendo Power or a demo kiosk at my local Toys “R” Us, but through Luigi’s Mansion. I am planning on trying to locate an older build of the demo, apparently they changed the map from the old one to Valley at some point.
Enemy territory gog code#
The SDK source contains a preprocessor "SD_DEMO_BUILD." Unfortunately, per the license on the SDK, you are not supposed to use the code to build anything in conjunction with the demo game. I will have to look at the mapping/other tools to see if I can reverse the compression. Unfortunately, the D3 version does not use compressed textures. There is code in the D3 Engine for this, and luckily we have the glsl shaders for Megatexturing within the demo. However, BFG uses GLSL and there are some ports that use the shaders.ĮTQW uses Megatexturing. The ETQW renderer uses GLSL unlike the ARB shaders of the original D3. There was quite abit of code in the SDK, but also a good bit missing that would need to come in from the other 2 sources. I took a look at the formats and what not and did a cross comparison between the Doom3 2004 Game (D3), Doom 3 BFG (BFG), and Enemy Territory: Quake Wars (ETQW). I doubt there would be that many differences between the engine on the Demo and the stock game. I looked abit into this yesterday, so I will add what I have found below:

I havn't played the game in years, I will need to locate a copy to try and find the files for the main game. Share with us any of results what u can find. I really would need to look more into it. One additional thing is that the SDK is released and it includes some checks to see if demo files are being loaded. Originally posted by Fugitive:Downloading the Demo files and stuff to take a look into this. Only we, the remaining game community can revive this wonderful game. I do not possess such skills, so I decided to share this idea with you.
Enemy territory gog full version#
Games and try to make a work demo version with files from the full version of the game. And by itself got an error, about checksum, and game refused to run.Īctually the idea: what if we take and decompile both exe files from the demo and the full version Then I tried to drop files from the full version of the game to base folder of demo version. I found that if you put custom maps in base folder, game starts and map is displayed in the map list. Recently, when nostalgia surged on me, I decided to experiment with files of the demo version. People hope that the game will return the GOG, but apparently that will never happens, our comrades have been trying to do this since 2013. Let's be frank that Bethesda and Zenimax never return to games that are not related to the Fallout or Elder Scrools series. I guess you know that you can easily create servers on Demo 2.0 and still play. I came to you to discuss some interesting ideas that came to me
