thank you for your response! so it's german only...?
@nidjo feel free to use the preview version :-) as far as i remember its mostly finished
hello, any news about project? i would really like to try it :)
Does anyone still have the source code in the version it was originally released as? This repository only has modified and restructured versions of the original Neo files (which have been offline for a long time now). Sadly, archive.org does not seem to have a copy of the original files ("der_clue_base.zip", "der_clue_install.zip", ...), they all seem to be missing in the archive of the original page: https://web.archive.org/web/20020207030530/http://www.neo.at/classics/classics_clou1_freedownload-d.htm...
Does anyone still have the source code in the version it was originally released as? This repository, and everything I looked at in https://sourceforge.net/projects/cosp/ only has modified and restructured versions of the original Neo files (which have been offline for a long time now). Sadly, archive.org does not seem to have a copy of the original files ("der_clue_base.zip", "der_clue_install.zip", ...), they all seem to be missing in the archive of the original page: https://web.archive.org/web/20020207030530/http://www.neo.at/classics/classics_clou1_freedownload-d.htm...
Hi zusammen, ich hab den Clou zu Kindheitszeiten lange gespielt und bin eben auf dieses Projekt gestoßen. Läuft soweit super, nur eine Sache bekomme ich nicht hin und ich frage mich, ob das in der Originalversion auch schon so war, oder ob ich einfach nur etwas falsch mache. Im Planungsmodus bietet es sich ja an, dass eine zweite(dritte/vierte) Person angefunkt wird, damit derjenige präzise danach weiter machen kann. Beispiel: Tür wird von Person 1 geknackt, Funkspruch an Person 2, Person 2 wartet...
Hi zusammen, ich hab den Clou zu Kindheitszeiten lange gespielt und bin eben auf dieses Projekt gestoßen. Läuft soweit super, nur eine Sache bekomme ich nicht hin und ich frage mich, ob das in der Originalversion auch schon so war, oder ob ich einfach nur etwas falsch mache. Im Planungsmodus bietet es sich ja an, dass eine zweite(dritte/vierte) Person angefunkt wird, damit derjenige präzise danach weiter machen kann. Beispiel: Tür wird von Person 1 geknackt, Funkspruch an Person 2, Person 2 wartet...
Ok, at least one of the clips seems to actually not have a german equivalent. It's when you seem to voluntarily decide to quit the life of crime (btw, why does that happen?) and state "after some time i was sick of it all...blahblahblah". There's no german spoken audio at that point but this english clip is found in the wav file.
Ok, at least one of the clips seems to actually not have a german equivalent. It's when you seem to voluntarily decide to quite the life of crime (why does that happen?) and state "after some time i was sick of it all...blahblahblah". There's no german spoken audio at that point but this english clip is found in the wav file.
For whatever reason all my upload attempts to sourceforge fail, so let's do it this way: https://drive.google.com/open?id=1c6XPxiDHrpoovlY9qPFi4NRWxb_BgM2E And here's the "leftovers" in case someone with better german than me wants to finish the job: https://drive.google.com/open?id=1c7OHktB4dtRO02p8rcBeXB2dZnNeqras
I chopped up the CD32 english audio files to work with COSP. I think it's 99% all correct, but my german isn't great. I couldn't find the english audio bits for: evil_matt_1, st_4_old_0/1/2, st_24o_old_3. For those I left the german wav files in place. Also, the CD32 audio files had 1.5 minutes of more audio that I didn't find any german match for. Maybe the translations aren't exactly 1:1? Or, as I suspect, my german really is very bad. Anyway, attached here is the english audio - just unpack it...
Corrupted Graphics
Crash after Talking to Briggs in Fat Man´s Pub [0.7b]
Hey Oliver, you can give it a try if you want. Added preview version to initial Post
Great. I got quite far with the code cleanup already.
Hello fellow friends of Burglarys, i am working on a remastered Version of Der Clou! As of now it is based on COSP 0.7 I have remastered a lot of the Graphics so far, as well as giving the Voice-Samples in the Intro a new Mastering. My intention is to remaster all Graphics as well as all the Audio. Furthermore im working on 2 Branches of the Remastered Version German Profidisk with German Voiceover German Profidisk with English Texts and English Voicover Ripped&Cut from Amiga CD32 Version. To my...
Hello fellow friends of Burglarys, i am working on a remastered Version of Der Clou! As of now it is based on COSP 0.7 I have remastered a lot of the Graphics so far, as well as giving the Voice-Samples in the Intro a new Mastering. My intention is to remaster all Graphics as well as all the Audio. Furthermore im working on 2 Branches of the Remastered Version German Profidisk with German Voiceover German Profidisk with English Texts and English Voicover Ripped&Cut from Amiga CD32 Version. To my...
Just finished another batch of Graphics: version 0.07 - 25.11.2019 26.11.2019 Zeitung Whisky TheEnd Spaziern Sky1 - Sky24 Shampton Shampto2 Sabien Morris Mattbart Mafia Landmatt Kuss Kloster Kaserne Family Cracks Cludo Cemetery Birthday Automap Action version 0.06 - 22.11.2019 Faces re-Remastered
Probably best to first finish the remaster as intended. Then, if possible, derive into a high res and low res mode for both remastered and classic Clou! Maybe a small dropdown menu to select the desired version prior to launching Clou!
The graphics code really needs a major cleanup. Image data is copied around between several buffers, then scaled to the output size, which is extremely slow. I have always wanted to backport the game to the Amiga, but in its current state it is too convoluted. One could clearly see from the DOS code that the game was ported from the Amiga version, several concepts were directly taken from the Amiga API (like RastPorts, Lists, Bobs) and VGA output was shoehorned on top of that. I take that VGA output,...
The graphics code really needs a major cleanup. Image data is copied around between several buffers, then scaled to the output size, which is extremely slow. I have always wanted to backport the game to the Amiga, but in its current state it is too convoluted. One could clearly see from the DOS code that the game was ported from the Amiga version, several concepts were directly taken from the Amiga API (like RastPorts, Lists, Bobs) and VGA output was shoehorned on top of that. I take that VGA output,...
This should work very well indeed. How are our possibilities with Fileformats and Bit-deepth? Vectorizing those graphics could do some real magic
Today I implemented support for a "Modfiles" directory. Say you want to replace "Pictures\Bahnhof", then put your new version into "Modfiles\Pictures\Bahnhof". The game will look there first. This should(?) work for all files. Feature will be available in the next version coming in a few days. If you create some nice modifications, I might include them as modfiles packages :) Yes, this project started loooong ago, incredible. It's great that every once in a while someone comes along to offer support....
Sweet, had not tought about that possibility. Looking forward to next Weekend. In my Version i recently replaced the terrible Churchbell from the Intro with a less distorted Sound from a free sound library, i might do that with the other sounds as well depending on your thoughts and any potential feedback that might come up. Same goes for the UI, i guess it would be best to have 2 seperates Versions as im not sure if everybody is going to enjoy the lack Bubbles. One Version with Original UI and Font...
Sweet, had not tought about that possibility. Looking forward to next Weekend. In my Version i recently replaced the terrible Churchbell from the Intro with a less distorted Sound from a free sound library, i might do that with the other sounds as well depending on your thoughts and any potential feedback that might come up. Same goes for the UI, i guess it would be best to have 2 seperates Versions as im not sure if everybody is going to enjoy the lack Bubbles. One Version with Original UI and Font...
Sweet, had not tought about that possibility. Looking forward to next Weekend. In my Version i recently replaced the terrible Churchbell from the Intro with a less distorted Sound from a free sound library, i might do that with the other sounds as well depending on your thoughts and any potential feedback that might come up. BTW, i realised i played your 0.1 Version as a Teenager when you released it nearly 20 years ago ;-) I think i heard about it via Gamestar and the Neo Forum
I just uploaded the Amiga CD32 to the project's file collection. Didn't know it even existed. I also noticed that I didn't upload 0.7b which is sitting on my HD for more than a year. Maybe because it only introduced one fix. I uploaded 0.7b now. The voiceover was a single track on the DOS version, too. I wrote a program to split it according to the game's data (I think CDROM.LST or so). Will be easy to do this for the English track. I'll look into it next weekend.
Amazing, did not expect any reaction so soon. The Voiceover is a single WAV CD-track on the Amiga CD32 Version. If you are interested in working together on this i could imagine going through the effort of creating the english voiceover set
No Car Color in COSP
I didn't know there is an English voiceover for the game. Thanks!
We should come up with a way to mod the game without overwriting the original files. A "user directory" that is prioritized by the loader would be easy to implement. If a file is not found in the user directory, the default (original) file is loaded. I already did large parts of the english translation for the Profidisk.
ticket can be closed as its fixed in 0.7a
Cant post a Demo as it is too large :/
No Car Color in COSP
Hello fellow friends of Burglarys, i am working on a remastered Version of Der Clou! As of now it is based on COSP 0.7 I have remastered a lot of the Graphics so far, as well as giving the Voice-Samples in the Intro a new Mastering. My intention is to remaster all Graphics as well as all the Audio. Furthermore im working on 2 Branches of the Remastered Version German Profidisk with German Voiceover German Profidisk with English Texts and English Voicover Ripped&Cut from Amiga CD32 Version. To my...
changelog: version 0.05 - 20.11.2019 UI: Clock Remastered Bubbles Remastered Minor Font Adjustments Graphics: Toolshop Remastered Cars & more Remastered Marc Smiths Bureau Remastered Parking Remastered Garage Remastered Police Remastered Trader1 Remastered Trader2 Remastered Trader3 Remastered Organisation Remastered Fatmans Pub Remastered Walrus Remastered Apartment Remastered Telephone Remastered Walkytalky Remastered Localisation: Started second Branch in English language Ripped & Cut Voice Audio...
Hello fellow friends of Burglarys, i am working on a remastered Version of Der Clou! I have remastered a lot of the Graphics so far, as well as giving the Voice-Samples in the Intro a new Mastering. My intention is to remaster all Graphics as well as all the Audio. Furthermore im working on 2 Branches of the Remastered Version German Profidisk with German Voiceover German Profidisk with English Texts and English Voicover Ripped&Cut from Amiga CD32 Version. To my knowledge there is no English Version...
OK I guess that makes sense if he can't pass the closed door when the plan is executed, although it's a little confusing that he wouldn't know the state of the door in his own plan. However that doesn't explain the 2nd door than he can walk straight through, but cannot open or close because it reports as being locked. The wooden door by the guard afterwards correctly blocks his path, so it seems there is some sort of bug with doors somewhere.
This isn't a bug, the plan has been altered for one character, but the other character doesn't know that the plan has changed as their plan was created when the door was open. it's almost like they are in alternate realities that sometimes intertwine. You would need to rewind the 2nd character to before the door was closed and redo the plan from there or you'll find when you execute the plan, the 2nd character fails to pass the closed door.
No problem at all, it's great that you spend any time at all on this SDL port! Hope you had a good Xmas and New Year and I'll keep checking back periodically for any updates. Thanks :)
No problem at all, it's great that you spend any time at all on this SDL port! Hope you had a good Xmas and New year and I'll keep checking back periodically for any updates. Thanks :)
Trying to download to play on a Mac
Hi Felix, Sorry für die späte Antwort. Ich kann zu den einzelnen Optionen nicht viel sagen, sie sind größtenteils noch aus der Originalversion übrig. "fullenv" schaltet alles frei, man hat alle Werkzeuge, kann alle Häuser besuchen, mit "moremoney" gibt's ein paar Prozent mehr Geld. Grad mal durch den Code geschaut... Mit "storyoff" landet man am Anfang offenbar direkt mit 5000 Pfund im Hotelzimmer und hat alle Taxi-Ziele freigeschalten, sonst nur Holland und Victoria. Die Cheats werden nicht im Savegame...
Moin, ich habe eine Frage bezüglich der Einstellung in der configdatei. Welche Bedeutung haben die einzelnen Punkte im Detail? demo = 0 ;storyoff = 0 ;fullenv = 0 ;leveldesign = 0 ;guarddesign = 0 ;nosamples = 0 ;nocollision = 0 ;showrooms = 0 ;moremoney = 0 Habe hier dazu nichts weiter gefunden. Wenn es irgendwo steht, bin ich leider zu doof um es zu finden. Besonders der Punkt storyoff interessiert mich. Wenn ich es aktiviere, kann man dann in Ruhe die restlichen Einbrüche spielen und es wieder...
I fixed the issue for the next release. Coming soon ;)
Usually the music volume is changed when voice is played. lol. That thought did cross my mind, but not having installed a version with voice I did not follow up on that thought. ... Lazy me ;-) Profidisk: :-)
Thanks! I guess that has to do with the voice. Usually the music volume is changed when voice is played. That shouldn't happen when there is no voice. I was so focused on the voice that I didn't test the game without it. I'll fix that. I'm also working on the translation of the Profidisk, so we can finally have an English version of that, too.
Adjustment: For: --> [People]: Music volume goes down to a lower level. Only applies when you get the message that there is nobody around. (generally the case at the start of a new game)
Adjustment: For: --> [People]: Music volume goes down to a lower level. Only applies when you get the message that there is nobody around.
Music volume change on certain ingame-messages.
Thanks for chasing and fixing this one, Oliver! Can't wait to try...
This is great - thanks, Oliver! :)
Nice, thanks. :-) Have not played it for some time now, but hope the update will change that a bit. ;-)
Time running very fast when people arrive at the street
The timing bugs should be fixed with version 0.7a released today. If some scenes are still too fast or too slow, please open a new ticket.
Repainting car shows wrong color
I found the bug. It is fixed in version 0.7a released today.
I found the bug. It will be fixed in version 0.8
Version 0.7 released (fixes audio)
Version 0.7 released (fixes audio)
Version 0.7 released (fixes audio)
The project is not abandoned, I just don't find much time to do playtesting and verify bugs. The source code is downloaded several times a week but I didn't get any feedback on it for years. I had an hour to waste this morning and randomly looked through some of my projects. I read the release notes for 0.6 and remembered that it still lacked the volume settings since I replaced the mixer code. So I fixed that today for 0.7. No gameplay fixes however, sorry. Now that all the audio stuff is done,...
Version 0.7 released (fixes audio)
Hi, No problem - I checked for a replies for a couple of months and then figured that the project might have been abandoned, and only just remembered when I was cleaning out some old folders on my desktop and had a shortcut to the thread in there. It is quite an interesting one and also a bit game breaking. I meant to check the Amiga version of the game to see if it happens there too but haven't managed to find time to get around to it - would that help at all? Thanks for the reply.
Hi, No problem - I checked for a replied for a couple of months and then figured that the project might have been abandoned, and only just remembered when I was cleaning out some old folders on my desktop and had a shortcut to the thread in there. It is quite an interesting one and also a bit game breaking. I meant to check the Amiga version of the game to see if it happens there too but haven't managed to find time to get around to it - would that help at all? Thanks for the reply.
Hi! Sorry I didn't get a notification about your comment, so I unfortunately missed it. That is a very interesting bug. Thank you for your detailed report. If I find some time I will look into the issue. It may take some months however. Thanks for your support and (hopefully) patience.
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door. 5)...
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door. 5)...
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door. 5)...
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door. 5)...
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door 5) P2...
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door 5) P2...
Hi, I loved this game as a kid and recently found this project - good work! I saw the "problems with doors" thread, but that seems to be the opposite problem to what I am having, which is that I seem to be able to walk characters through closed / locked doors. I have attached a gif below showing the problem, which I have broken into 2 parts. 1) P1 uses drilling winch on door. 2) P1 opens door, and then walks through door 3) < change character > 4) P2 walks around until P1 has opened the door 5) P2...
Its not clear if this post might just be related to the general problem with walking trough open doors in the game. The general problem (presuming known to most that have played this game for some time) is that: When walking toward a door from its sides, up to the point that the character (positioned sideways to the door) seems to line up with the mid-line of the door, the character will not be align correctly with the door when the character is turned towards the door. And it will walk against one...
Its not clear if this post might just be related to the general problem with walking trough open doors in the game. The general problem (presuming known to most that have played this game for some time) is that: When walking toward a door from its sides, up to the point that the character (positioned sideways to the door) seems to line up with the mid-line of the door, the character will not be align correctly with the door when the character is turned towards the door. And it will walk against one...
Thank you so much for your detailed report :) I will test the English Profidisk version next weekend. Meanwhile I uploaded version 0.6 that should fix the memory leak and use less memory overall. It does not include fixes for the bugs you just reported. I'll look into these.
Crash(Memory Leak) on opening map mode. (Linux+Wine)
Seems same for: - Linux(Mint 18.2) + Wine 1.6.2 (Win XP mode)
If I got it right, you're saying that an exception occurs when you start a new game and save for the first time. If you play a loaded game, you can save without the exception. Correct? Yes, correct. And the exception does not trash the saved game, it can still be loaded as normal? Yes on the "related saved game can be loaded". On the "does not trash the saved game", I can't be 100% sure, as I have not been able to check/spot if something, data wise, was a mis. The fact that the saved game loads fine...
If I got it right, you're saying that an exception occurs when you start a new game and save for the first time. If you play a loaded game, you can save without the exception. Correct? Yes, correct. And the exception does not trash the saved game, it can still be loaded as normal? Yes on the "related saved game can be loaded". On the "does not trash the saved game", I can't be 100% sure, as I have not been able to check/spot if something, data wise, was a mis. The fact that the saved game loads fine...
If I got it right, you're saying that an exception occurs when you start a new game and save for the first time. If you play a loaded game, you can save without the exception. Correct? Yes, correct. And the exception does not trash the saved game, it can still be loaded as normal? Yes on the "related saved game can be loaded". On the "does not trash the saved game", I can't be 100% sure, as I have not been able to check/spot if something, data wise, was a mis. The fact that the saved game loads fine...