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Lord of the Rings engine

Version: 0.6.5
Author: Michal Benes  
Category: Role Playing Rate this game yourself!   Average of 3 Ratings:4.384.384.384.38

Lord of the Rings engine Screenshot Linux engine for Interplays Lord of the Rings

The Lord of the Rings game engine which plays famous Interplays game The Lord of the Rings, by many regarded as the best Middle-Earth game ever. It is an old-fashioned RPG game which keeps close to the plot of Fellowship of the Ring but have many good side-quests.

License: free

Additional System Requirements: Original Interplays Lord of the Rings game data.

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no no no no yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Daeglin on 2003-07-16.


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Comments

[Show all 19 comment threads on one page]
[1-10] [11-19

  can't compile on Ubuntu posted by psykotik @ 83.76.184.79 on Feb 28 2009 4:38 PM  
Can't compile here with Ubuntu Intrepid (8.10).
$ make
gcc -Wall -g0 -O2 -funroll-loops `sdl-config --cflags` `xml2-config --cflags` -DPREFIX=\"/usr/local\" -DHAVE_SDL_MIXER -c archive.c -o archive.o
gcc -Wall -g0 -O2 -funroll-loops `sdl-config --cflags` `xml2-config --cflags` -DPREFIX=\"/usr/local\" -DHAVE_SDL_MIXER -c av.c -o av.o
gcc -Wall -g0 -O2 -funroll-loops `sdl-config --cflags` `xml2-config --cflags` -DPREFIX=\"/usr/local\" -DHAVE_SDL_MIXER -c cartoon.c -o cartoon.o
gcc -Wall -g0 -O2 -funroll-loops `sdl-config --cflags` `xml2-config --cflags` -DPREFIX=\"/usr/local\" -DHAVE_SDL_MIXER -c character.c -o character.o
gcc -Wall -g0 -O2 -funroll-loops `sdl-config --cflags` `xml2-config --cflags` -DPREFIX=\"/usr/local\" -DHAVE_SDL_MIXER -c combat.c -o combat.o
gcc -Wall -g0 -O2 -funroll-loops `sdl-config --cflags` `xml2-config --cflags` -DPREFIX=\"/usr/local\" -DHAVE_SDL_MIXER -c lotr_sdl.c -o lotr_sdl.o
lotr_sdl.c:34:23: error: SDL_mixer.h: Aucun fichier ou dossier de ce type
lotr_sdl.c:53: erreur: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
lotr_sdl.c: In function ‘hook_channel_finished’:
lotr_sdl.c:79: erreur: ‘MIX_CHANNELS’ undeclared (first use in this function)
lotr_sdl.c:79: erreur: (Each undeclared identifier is reported only once
lotr_sdl.c:79: erreur: for each function it appears in.)
lotr_sdl.c:79: erreur: ‘sound_samples’ undeclared (first use in this function)
lotr_sdl.c:85: attention : implicit declaration of function ‘Mix_FreeChunk’
lotr_sdl.c: In function ‘lotr_system_init’:
lotr_sdl.c:148: attention : implicit declaration of function ‘Mix_OpenAudio’
lotr_sdl.c:155: erreur: ‘MIX_CHANNELS’ undeclared (first use in this function)
lotr_sdl.c:156: erreur: ‘sound_samples’ undeclared (first use in this function)
lotr_sdl.c:158: attention : implicit declaration of function ‘Mix_ChannelFinished’
lotr_sdl.c: In function ‘lotr_system_close’:
lotr_sdl.c:176: attention : implicit declaration of function ‘Mix_CloseAudio’
lotr_sdl.c: In function ‘play_sample’:
lotr_sdl.c:192: erreur: ‘Mix_Chunk’ undeclared (first use in this function)
lotr_sdl.c:192: erreur: ‘sample’ undeclared (first use in this function)
lotr_sdl.c:199: attention : implicit declaration of function ‘Mix_QuickLoad_RAW’
lotr_sdl.c:200: attention : implicit declaration of function ‘Mix_GetError’
lotr_sdl.c:200: attention : format ‘%s’ expects type ‘char *’, but argument 3 has type ‘int’
lotr_sdl.c:204: attention : implicit declaration of function ‘Mix_PlayChannel’
lotr_sdl.c:205: attention : format ‘%s’ expects type ‘char *’, but argument 3 has type ‘int’
lotr_sdl.c:210: erreur: ‘MIX_CHANNELS’ undeclared (first use in this function)
lotr_sdl.c:215: erreur: ‘sound_samples’ undeclared (first use in this function)
lotr_sdl.c: In function ‘stop_sample’:
lotr_sdl.c:228: erreur: ‘MIX_CHANNELS’ undeclared (first use in this function)
lotr_sdl.c:229: erreur: ‘sound_samples’ undeclared (first use in this function)
lotr_sdl.c:230: attention : implicit declaration of function ‘Mix_HaltChannel’
lotr_sdl.c: In function ‘playing_sample’:
lotr_sdl.c:244: erreur: ‘MIX_CHANNELS’ undeclared (first use in this function)
lotr_sdl.c:245: erreur: ‘sound_samples’ undeclared (first use in this function)
make: *** [lotr_sdl.o] Erreur 1
 
[Reply]
  Re: can't compile on Ubuntu posted by Daeglin @ 84.244.84.73 on Mar 1 2009 10:24 AM 55555

Please, do not use this forum for support, It unnecessary clutters them with lenghty logs. E-mail would work too. You are probably missing SDL_mixer, installing package libsdl-mixer1.2-dev should fix your problem.

The dependencies are now documented in HEAD. One day, I will setup autoconf stuff for the project.

 
[Reply]
  Re: can't compile on Ubuntu posted by Daeglin @ 84.244.84.73 on Mar 1 2009 10:38 AM 55555
You might also need to install "freepats" package (http://freepats.zenvoid.org/) for SW midi emulation.
 
[Reply]

  Dead horse? posted by Anonymous @ 84.191.82.173 on Dec 14 2007 6:58 PM  
So... is this project abandonded?
 
[Reply]
  Re: Dead horse? posted by Daeglin @ 84.244.84.73 on Dec 18 2007 9:41 PM 55555

Yes and no. Currently, I'm not developing it further. FOTR is fully playable and more or less complete. I might be interested in reviving this project if somebody is willing to add new content to this game. There is already some support for python scripting.

Please use my e-mail if you have further questions.

 
[Reply]

  LOTR license posted by Anonymous @ 84.191.88.244 on Feb 14 2007 1:20 PM  
First, thank you very much for this project. Also, I'd like to know what the license for the original LOTR demo data is. Is one allowed to distribute only certain files of the original package (dat, ndx, idx, pal), or do I have to distribute the whole thing? The readme only says something like "give this to others". Thanks, rabyte
 
[Reply]

  Bugs posted by Anonymous @ 88.209.194.107 on Sep 1 2006 9:51 AM  
As I know, the Ring drains the WILL stat from the Ringbearer if he/she wears it. Also, the spells in the battles don't work... But it's a very good project. Will be sometimes an editor/resource hacker or something else released?
 
[Reply]
  Re: Bugs posted by Anonymous @ 84.244.84.73 on Dec 23 2006 2:11 AM  
Yes, I am thinking about a map editor. Also there is already some experimental code for python scriping of game events.
 
[Reply]
  Re: Bugs posted by jegesmaci @ 92.52.194.185 on Jun 29 2009 6:10 PM 55555
I've started to work on an editor. There's still much to work on, but you can use it for translating, etc.
It's located here: http://sourceforge.net/projects/qlordres
To compile it, you will need Qt4 (sorry).
The data decompression and the format handling is massively based on this engine.
Also, I've made a port from the older 0.6.1 version to Allegro (so it works under DOS, like the original game :) ), if someone is interested, I may upload it.
 
[Reply]

  Ports posted by Anonymous @ 210.167.217.189 on Mar 31 2005 7:08 AM  
Pics look nice. Are there plans for ports to other platforms?
 
[Reply]
  Re: Ports posted by Daeglin @ 193.179.157.10 on May 19 2005 10:55 AM 55555

Tha game is written with portability on mind. I know it has been compiled on Linux, Mac OS X and Solaris. I suppose it should compile on any UNIX-like system supported by SDL.

I do not think it would be complicated to compile the game for Windows but I can not try it. Nevertheless, I welcome patches/binaries for Windows.

 
[Reply]

  Picture horror. posted by Anonymous @ 4.8.228.223 on Dec 1 2004 2:38 PM  
The old man in the picture is Bill Gates in guise! Don't buy this game! Gamble your stolen dollars elsewhere, or pirate somthing from eDonkey!
 
[Reply]

  Lord of the Rings engine posted by tuppe666 @ 81.86.235.26 on Nov 30 2004 11:14 PM  
WOW!
 
[Reply]

  Great news posted by TheGreenKnight @ 217.27.246.221 on Nov 30 2004 1:22 PM  
This is great news :) I have just gone through all of my boxes of games and catalogued them and I still have this boxed game. I've never really played it much, as I have many games that I intended to play but never got around to it. I'll come back and rate it when I've given it a try out...
 
[Reply]

  Bug in the engine? posted by Anonymous @ 195.178.189.57 on Oct 30 2004 7:07 AM  
Hello,
I looked at the debug listings for some of the spots in the game, such as the Hobbiton Mill (spot 0x14):

 USE: 03
  -- 05, 00 (silver pennies), ff (anybody): goto 04ba
  -- 05, 01 (Illuminate), ff (anybody): goto 04ba
  -- 05, 03 (Firefinger), ff (anybody): goto 04ba

This does not seem to be quite right. After all, you cannot 'use' silver pennies at all, and spells have no effect here (in the original game). I don't know though if the engine misinterprets game data or if it's simply printing the wrong information.

Instead of 'USE:', I would write something like 'SCOPE:', since it refers to the number of user options available (including attacking, moving, or doing nothing at all) -- not just to using stuff. In the original game, when you leave a spot the 'scope' is set to 0, but the commands themselves are not cleared from memory. So, if the next spot you enter has two commands, two of the old commands are overwritten but the third one stays in memory. The original game uses the 'scope' to tell what commands in the list are actually valid at the current spot.

05 is "move", followed by a direction. So I would parse the data above as:

 SCOPE: 03
  -- 05 (move), 00 (north), ff (anybody): goto 04ba
  -- 05 (move), 01 (east), ff (anybody): goto 04ba
  -- 05 (move), 03 (west), ff (anybody): goto 04ba

This corresponds to what actually happens at this spot in the game.

As for Illuminate, it would be "03 (magic), 01 (Illuminate)":

00 -- object (00, a7 = use Bag End Key)
01 -- skill (01, 4e = 'sneak' skill)
02 -- ?
03 -- magic (03, 01 = 'Illuminate' spell)
04 -- ?
05 -- move (05, 00 = move north)
06 -- wait/ do nothing (sets a timer)
07 -- trade (07, a7, b0 = trade Bag End Key to Lobelia)
08 -- attack (if you attack Ted and Lotho, human guards appear)
09 -- ... I forget. "If object present"?
0a -- talk (if you ask Willa about 'magic' she attacks you)

I don't know if the engine needs revising to account for this but it looks to me as if some of the spots do not work the way they should. In the Green Hills, for example, the Black Rider should attack you if you hit 'his' spot from the west (moving east). If you hit the spot from any other direction, the Elves appear. Just thought I'd mention this. /Fredrik

 
[Reply]
  Re: Bug in the engine? posted by Anonymous @ 195.178.189.57 on Nov 23 2004 6:43 AM  
Oops, forget that last paragraph, the rider does attack when approached from the west as he should.
 
[Reply]
  Re: Bug in the engine? posted by Anonymous @ 195.113.30.138 on Dec 1 2004 11:28 AM  

This is right. The debug (cheat :) prints are quite confusing. One day I'll implement better ones. I have already renamed the USE command to ACTION what makes better sense.

The ingame scripts are interpreted correctly (up to very few inacurances). I do not see the problem with Black rider in Green Hills, he really appears (at least in my version of the game data).

 
[Reply]
  Re: Bug in the engine? posted by Anonymous @ 195.178.189.57 on Dec 4 2004 6:23 AM  
You're absolutely right, the rider does appear as expected. My bad.

Thanks for 'ACTIONS', it's better than my suggestion.

By the way, there is a spot south of the rider where a message is triggered: it says something like "you hear heavy hoofbeats" (at night only). The message is reused (for some strange reason) in a spot in the NW corner of the Shire map, north of Daddy Twofoot's place (at night only). In the CD version you get to see a movie instead, at both occurrences (it's quite out of place north of The Hill!). Does the spot in the northwest corner work correctly with the engine? Nothing seemed to happen by the tree, and there's a spot among the trees that you can't reach. (But then again I've been wrong before ... :)

 
[Reply]

  F.A.Q. posted by Anonymous @ 216.211.4.248 on Jun 18 2004 1:55 PM  
How can I play this Game? What web site is it on?
 
[Reply]

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