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Demo release

The November 1998 demo restricts play to the island of Stros M’Kai. It ships a later engine build than the retail release and a reduced data set.

Package

The downloadable demo (rgdemo.zip) contains an InstallShield installer. Its RGFX.EXE sits beside the installer, outside data1.cab. The cabinet installs the Glide data set: SYSTEM.INI, WORLD.INI and the other configuration files, ENGDEMO.RTX, and the fxart, fonts, maps, sound, soup386 and system directories. It contains no software-renderer assets and no cinematics. DEMOMOD.TXT describes the demo for players.

Data

DataDemo content
MapsISLAND.RGM, ISLAND.WLD and ISLAND.PVO only, identical to the retail files. Every interior, the catacombs and N’Gasta’s island are absent.
WORLD.INIWorld 1 (the island by day) and world 99 (maps\brennans.rgm, whose map is not shipped). start_world=1, start_marker=1.
fxart259 of the 755 retail files, identical to their retail versions.
system37 of the 69 retail files, identical to their retail versions.
DialogueENGDEMO.RTX: the same 4,866 entries as ENGLISH.RTX with the same text except entry $133, but only 1,224 voiced entries instead of 3,933. The other entries are string-only.
UnchangedITEM.INI, MENU.INI, KEYS.INI, COMBAT.INI, REGISTRY.INI, SURFACE.INI and SOUP386.DEF are identical to the retail files.

The island scripts are the retail ones, including the door and boat transitions to interiors and other worlds. Their target maps are not part of the demo; the demo lock prevents those transitions.

SYSTEM.INI differs from the retail file in these values:

SectionKeyDemoRetail
[screen]smk_interlace10
[system]animation_driveh:\D:\
[system]fast_sound01
[system]rtx_filenameENGDEMO.RTXENGLISH.RTX
[debug]demo_version1absent
[3dmanager]cache_lifetime3264
[dialog]dialog_print_text01
[3dfx]resolution7 (640×480)12 (1024×768)
[rtx_patch]bad[0], good[0]D2DC, D12Cabsent

d2dc is referenced by the retail TAVERN.RGM and exists in neither RTX file. d12c is “I THOUGHT I MIGHT LEND A HAND.”

Executable

The demo RGFX.EXE has version 1.0, build 5.0 in its version stamp; the CD and GOG executable is build 1.0. Build 5.0 contains all of build 1.0 and runs the retail data as well. Its change notes read:

  • “Fixed rope death-reattach bug.”
  • “Fixed texture binding crash bug on certain object flats.”
  • “Fixed run of edge fall ‘stutter’ bug.”

The build 1.0 note, “Fixed camera reset bug, (see leaving the catacombs).”, is not repeated.

Overview

ChangeKindIn change notesApplies to retail data
Rope attachment while dyingBug fixYesYes
Ledge-fall stutterBug fixYesYes
Object-flat texturesBug fixYesYes
Animation slotsBug fixNoYes
String-only dialogue with speech onBug fixNoYes
Missing dialogue entriesImprovementNoYes
Inventory model texturesImprovementNoYes
String-only dialogue with subtitles offDemo supportNoYes
[RTX_PATCH] substitutionsDemo supportNoOnly when configured
Demo lockDemo restrictionNoOnly when demo_version is set
DiagnosticsDiagnosticNoYes

Bug fixes correct build 1.0 behavior that is wrong in the retail game. Improvements change working behavior. Demo support exists for the demo’s text-only dialogue file, and the demo restriction confines play to the island.

Bug fixes

Rope attachment while dying

The rope and hook attachment test also requires that the player is not dead. The flag it reads is set when health reaches zero and the death animation starts. In build 1.0 a dying player can still attach to a rope.

Ledge-fall stutter

When a fall off a ledge begins, the actor is also moved up to 4096 position units in its last movement direction, away from the edge.

Object-flat textures

A flat’s texture ID is resolved when the flat is created: bits 7–15 select the TEXBSI file and bits 0–6 the image. An ID that cannot be resolved is a fatal error. A texture group that is not yet loaded is loaded at full resolution. Build 1.0 stores only the raw ID and leaves the resolved index at zero; its flat renderer stops with the fatal error Bad Texture Index %d when the resolved index is zero or above 30000. Build 5.0 removes that check.

Animation slots

Animation selection scans the actor’s animation group table. In the ordered scan, a slot whose group byte is zero no longer matches, so a request for group zero selects nothing. The random pick skips a slot whose entry pointer is null instead of reading through it.

String-only dialogue with speech on

An RTX entry without audio is marked as having no voice when it is played. With [dialog] dialog_use_speech=1, such an entry is then shown for characters × 15 units, the same timing as a line with speech off. Build 1.0 neither draws nor frees a string-only entry while speech is on (see subtitle timing). ENGLISH.RTX contains 933 string-only entries.

Improvements

Missing dialogue entries

A missing RTX entry logs ERROR: GetRtx( %c%c%c%c ), RTX NOT found to GENERAL.LOG and plays entry cbu1 (“DON’T SUPPOSE YOU KNOW WHAT’S GOING ON.”) instead. Build 1.0 stops with a fatal error. A missing cbu1 is still fatal.

Inventory model textures

Item models load their textures at full resolution: [3dfx] text_scale is overridden with 1, 1 while the item system loads its models and restored afterwards.

Demo support

String-only dialogue with subtitles off

A string-only entry is drawn even with dialog_print_text=0, so its text remains readable when it has no voice. Voiced entries follow the setting.

[RTX_PATCH] substitutions

[RTX_PATCH] substitutes up to 15 entries by name. The section is absent from the retail SYSTEM.INI.

Demo lock

[debug] demo_version enables the lock. Without the key it is off, so the demo executable plays the full game with the retail SYSTEM.INI. With it on:

  • every world load loads world 1 at marker 1, and a load while world 1 is loaded does nothing;
  • pending world changes from doors, boats and the console load command are discarded;
  • the player-state update that follows the first world load at startup is skipped.

Diagnostics

  • F11 toggles an overlay that shows the current dialogue entry as (%d) RTX %c%c%c%c. Build 1.0 contains the overlay but never calls it.
  • [3DFX] warnings enables two texture-manager warnings.
  • A missing texture archive prints Missing Texture File: FXART\TEXBSI.%03d before the fatal error.
  • COMBAT.LOG is reset at startup with the other log files. No code writes to it.

External References