Deicide v.05
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Skall

A long time ago in the very same IRC channel that verge-ers still inhabit to this day, Justin "Torquemada" Stanley released an un-public version of Deicide v.05. It was a nearly complete game (save for the endings and some minor plot tie-ups), but it was also riddled with game-stopping bugs. A handful of people--myself included--played through it and tried to patch it up, but it ended up never seeing the light of day.

After he completed v.05, Justin's focus soon shifted to other projects, and since then he's all but abandoned his video-game aspirations in favour of the written word. We still keep in touch, and although we both went our seperate ways after that, I can't shake off this feeling of nostalgia for the old game. I still have the uber-glitchy v.05 on my disk, and I'm thinking of "patching" and releasing it, but I'd like to know what the rest of you think first.

The game was using an old, slightly custom version of Verge 1 and contained almost exclusively horrid, ripped graphics, but it was also chuck-full of pretty damn good dialogues, music and plot lines. If anyone's interested in helping me patch it, or giving the game a graphical make-over, or just seeing it come out, let me know.

I've spent a bit of time replaying it today (and I've already hit a couple of bugs, one of which I completely don't recognize and don't know the cause of), so I've grabbed some screens of the game. Deicide v.05 is about twice as big/long as the public v.02, but I don't remember the precise differences between the two so these shots might also appear in scenes available in the old release.

Deicide - shot 1
One of the later shots from the game, IIRC.

Deicide - shot 2
Leanna's awesome portrait created by Shaky.

Deicide - shot 3
A slightly updated version of the canyon.

Deicide - shot 4
An example of one of the custom skills being "levelled up"...

Deicide - shot 5
...and the custom skill system stat-screen itself.

-Radek

Posted on 2004-06-26 06:42:45 (last edited on 2004-06-28 05:38:28)

grenideer

Deicide was one of the top 5 v1 games for sure. Probably even top 3. It would be awesome if the game was made over to properly end, and the gfx fixed up and whatnot.

I wouldn't be able to help, though, but would love to play it.

Posted on 2004-06-26 09:00:56

mcgrue

When Gren says your graphics need fixing, you'd best take notice. :D

...sorry, couldn't resist. :)

Deicide was one of the Great Projects I always wanted to play the completed version of. I sincerely hope you can fulfill the dream of completion and crush the remaining bugs.

How custom is the verge executable? I doubt vecna still has that ancient source branch... but you never know. :o

Posted on 2004-06-26 09:41:21

Skall

I'm not even sure if it was a custom one that this version used (there were a couple unreleased versions so my memory is a bit foggy on the subject). I think the short blip of info displayed at the prompt when a game starts says which one it is, but I never bothered to check. From what I recall, I think it was the same one used in Dreamseekers, so I doubt Vecna has the source to it. I think it was mostly used to implement an early version of the skill system, but I'm not positive.

Anyway, the problems I'm encountering do seem to be unrelated to VC glitches. I recompiled the various .vc's but no matter what I tried changing/fixing, the game kept crashing at a single point when using WinVerge1. Of course it also ran just fine when I was emulating the original Deicide .exe using DosBox (which means that the game was most likely using a custom version of the Verge main.exe), but it also skiped to an unrelated event at that same spot, so I can't be completely sure.

As for the graphics, yeah, we all knew they were pretty bad. In fact, they forced me to initially pick up a copy of DPaint and start creating some custom tile sets despite pixel art not being my forte. Mr. Superbad (who did Neocity) also donated his custom/ripped-from-the-Genesis-Shadowrun tiles, and I was adding them into a complete .vsp set that would be used to overhaul the entire city map when I had my hard-drive crash. My other caves/ruins tile set also perished alongside those two, and that obviously greatly discouraged me from working on the game. There were others who were helping with the art as well (I think Toen was contributing character animations while Shaky was turning out more kick-ass portraits), but I never got a hold of them.

This is starting to read like a real Designer Diary, heh.

-Radek

Posted on 2004-06-26 10:56:34 (last edited on 2004-06-26 19:57:52)

mcgrue

Heh. I was thinking about Neocity and Superbad when you popped up. I always thought of Deicide and Neocity in the same mental breath.

Posted on 2004-06-26 19:30:57

Skall

After spending most of the morning playing through the game and getting to the first crash point with various combinations of flag-values, it's pretty safe to say that these bugs are there to stay. Some of them are caused by minor .vc glitches, but the two kickers are the custom Deicide commands used with the skills system (it's possible to decrement what looks like an unsigned int even if its value is 0, which can cause some bizarreness), and the differences between WinVerge1 and the original main.exe being emulated in the newer versions of Windows.

There are also some instances where certain memory sectors are accessed when they shouldn't be. There's one VC event that holds a few text printouts, a flag++ and a MapSwitch() statement. At one point that event is endlessly looped through in the game, and in a fashion that suggests it's not being executed properly. First of all, the flag that's checked when entering the whole if statement inside that event is completely ignored, and the flag-value increment inside the code block never happens. In addition, only the third of the four text print-outs seems to initiated, after which the Mapswitch() is immediately called. This goes completely against the logic-flow of the code-block, so I'm pretty sure it's being accessed illegally (especially due to its relative randomness).

So it looks like it might be impossible to fix-up the game without the original source to the main.exe, but maybe I can still release a somewhat playable version. I already managed to skip the first crash event by temporarily altering some VC code (which I had to change back right away as it broke other parts of the game), so here's what I'm thinking: if it's not too much of a hassle, I'll play through the whole game and include all the after-the-crash save states that I can't fix directly. That way people who still want to check out the rest of the game can simply load the appropriate save-state when their game crashes or starts acting glitchy. What do you all think?

-Radek

Posted on 2004-06-27 02:25:47

grenideer

yup, I do too for some reason. Neocity was a very good game. Actually it'd probably bump Deicide down a notch in the best verge games now that I think about it. I should play them both again soon.

Posted on 2004-06-27 02:27:28

Skall

Both Neocity and Deicide did share that Shadowrun-esque atmosphere, but while the first game was a short, cyberpunk-y demo, the second was a much longer title with a pretty damn good storyline, and a setting more akin to White Wolf's Changeling universe.

Myself and Feywood both hounded Justin for perhaps "borrowing" one too many aspects of the two aforementioned P&P RPGs, and I think it at least partially made him loose interest in the project. To be fair, these days he'd be the first person to acknowledge the somewhat cliche nature of the character archetypes and some of key aspects of the setting, but despite its flaws, I still have a pretty big soft spot for Deicide.

-Radek

Posted on 2004-06-27 07:02:56

Gayo

I'd kill for a finished, tidied-up Deicide, but it's really a shame that nothing can be done about the bugs. Hrm.

Posted on 2004-06-27 08:45:32

Skall

Okay, it's finished!

I've fixed a bunch of small VC glitches, removed the standard save-game restrictions, purged the remnants of a preliminary battle system, and even got rid of some of the game-crashes.

Of course some still remain, and will likely do so no matter what I do, but I've also included a bunch of save states in the zip that correspond to the events that take place right after each individual crash. If you play the game and it crashes, or it starts acting all funky, skim the readme in the extra_saves folder to see if there's an available fix for your problem.

Anyway, here it is: Deicide v.5

If you haven't played the game before, then you might quickly become stuck (Deicide is a nice little combination of console-like RPGs and traditional PC adventure games) as the game isn't nearly as heavy-handed about telling you what to do next as you might expect. If you're stuck, the first thing you should always do is converse with your friendly neighbourhood bartender (over at the drunken haze bar), or Max, the crazy pawn-shop owner (to talk to Max, choose "Forget it" when he asks you if you want to buy something--the same applies to other shop-owners).

Also, make sure not to waste any of your money! You'll need most of the cash you earn/find lying around to complete game-specific quests, so don't waste it unless you're sure you'll need to buy a specific item. If you don't save up, you might end up getting into monetary trouble!

And, of course, read the readme!

I'll host the file for now as I'm not sure if a somewhat buggy game should be upload to verge-rpg.com. Still, I'd appreciate it if McGrue or someone else linked to this thread on the main page, but I digress. Download it, try it out, and if you have any questions, comments or suggestions, I'll be here to throw in my $0.02.

-Radek

Posted on 2004-06-27 23:52:52 (last edited on 2004-06-29 00:23:05)

Skall

Oh, one more thing: I'm pretty sure that I was comparing v.5 to one of the other unreleased versions when I previously said that it was about twice as long/big as the v.2 public release. In actuality, this release is a much, much, much larger game than any previously available Deicide. The version that's up on verge-rpg.com right now only takes me a couple of minutes to get through if I skip all the dialogues and complete all the objectives as fast as possible, but the same approach requires at least an hour or two with v.5. If you actually take your time exploring the game, talking to various NPC's, not skipping any dialogues, completing some side quests, etc. it's not unreasonable to say that the game can easily provide a day or two of gameplay.

-Radek

Posted on 2004-06-28 05:32:20

Thrasher

I'm stuuuuck :(
Where on earth do I magically find $400 for the seismograph?

Posted on 2004-06-28 20:29:18

Skall

In the Drunken Haze there's an "awakened" gambler in the lower left corner of the bar. Talk to him (you must first have at least $5 on you) and after you lose the game, talk to the guy standing directly above him. He'll tell you that the gambler was cheating and you'll hit him up for the money.

-Radek

Posted on 2004-06-28 20:34:12 (last edited on 2004-06-28 22:43:17)

Thrasher

How obvious! :P
Thanks for the help.
(I'm reluctant do to anything after losing to the guy and before loading my save game because money is so tight.)

Posted on 2004-06-28 20:46:10

Thrasher

To help you with your bugfixing, I'd like to report two minor bugs that don't really affect the gameplay but should be fixed anyway:

1. When you first meet Leanna and she walks off after losing in the beer contest, Adam says some line twice. I forget what it was, but it was definitely in there twice.

2. When you go to get the Percian water for the apothecary woman whose name is far too complex to remember, you can continually get more vials of it even though you only have one bottle of NuDruk.

Posted on 2004-06-28 22:08:05

Skall

1). The line isn't printed twice, it's just the text-box reappearing back after other parts of the scripted event play out. I tried fixing it, but I didn't spend too much time on it since it wasn't a major glitch. I'm not sure if it even can be fixed, though, as it seemed more like a quirk with Verge itself.

2). Oh, thanks. I didn't notice that one.

-Radek

Posted on 2004-06-28 22:42:50

Thrasher

Now I'm stuck again... what do I do in the prison to make the guy listen to me?

Posted on 2004-06-28 23:30:57

torquemadav2

Gott im Himmel.

My buggy, ugly, weird-ass game is back. So it seems. I was convinced that the only people in the world with copies of v.5 were Skall and my ex-girlfriend.

Umm.. wow. I'm a little shocked that people continue to play and enjoy this game. But thank you. All credit is due to Skall for harassing me via e-mail to check out this "revival", and maybe get involved, work schedule allowing. Skall, you're a persistent bugger, and a flattering one. You kick ass. Thank you so much for pouring so much energy into this project. I am still mildly shocked you thought so strongly of this game.

Anyway. Old vergers and new, do thank Skall for getting the dessicated corpse of Deicide off its feet. I still am convinced it's a cliche-ridden, sub-par piece of doo-hickey, and I doubt I'll ever get around to finishing it. If I do, White Wolf and their horned legions will probably kill me and use my sun-bleached bones for toothpicks. But hell, who knows.

This is far too spammy. Again, Skall, McGrue, other folks, thanks a frigging kajillion.

More later.
- Justin

Posted on 2004-06-28 23:43:31

Skall

Okay, this is a bit complicated but I'll outline what needs to be done in the prison.

First of all, grab the mirror in your cell and head straight down and through the door on the lower-right corner of the map. Inside talk to the guard and he'll move aside, letting you retreive your inventory and some cash--you'll need the money in order to get three more mirrors which you can buy from various other prisoners for $5 each. You need to use all four of these mirrors on the blue, window-like openings found in the four corners of the prison, and then use their adjacent circuit-terminals. This will kill the power (well, at least some of it) and force the two guards in the very center of the map to leave their post.

Note: you can approach these guards before shutting down power, which can initiate an event that will raise one of your skills (persuasion, IIRC).

Anyway, once the guards bolt, search a garbage can in one of their stations to find a badge. Use this on the elevator that you might've previously come across (the one that asked for an ID, appropriately enough), and take it up to a solitary office. Inside you can use the computer to read up on prisoner profiles and get a journal that will make the aforementioned prisoner finally trust you.

-Radek

Posted on 2004-06-28 23:50:15 (last edited on 2004-06-29 00:16:34)

torquemadav2

Here's a really stupid question. All of the game screens are truncated, the bottom half and the left half cut in by a few inches. Is this a game problem, a monitor problem, or what? I tried adjusting the monitor resolution on this (the absent supervisor's) computer, to no avail.

Wow. It's kinda sad when you have to ask technical support questions in regards to your own game.

Posted on 2004-06-28 23:52:26


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