If anyone's been thinking I haven't been paying attention to forums since the last release, it's because I haven't really, and I won't be extraordinarily timely in giving responses for a few weeks while I catch up on work that earns my living. It's the time of year when the insurance companies and Queensland Transport bleed me of lots of money and I have to earn it back. If you have a question for me, you can email it and I'll try and answer it within the week, but as folks who've already emailed me can testify, I've been lagging behind there too.
So, just so you know what I know: I'm aware that there's all sorts of problems with Shadow Warrior's multiplayer. I haven't looked into them yet for the abovementioned reason. I'm also aware that some people don't like the length of time the precache in Duke takes. I'll have to add an option to choose whether to enable it or not.
Cheers
Jonathon
Skeksis at
Understood. Take your time mate, your personal life should always come first. http://forums.megadeth.com/images/smilies/thumbs.gif
scumbag at
No worries mate!
Lets face it; both the Duke and Shadow ports are pretty bloody good right now. I played some Shadow with my friend and we had great fun.
Oh, and I didn't know you were a Queenslander. I am too! =)
ProAsm at
I'm also aware that some people don't like the length of time the precache in Duke takes. I'll have to add an option to choose whether to enable it or not.
Surprise, there is already an option in the Duke3d.cfg file:
UsePrecache = 1 Set that to 0 and the precaching is bypassed :)
JonoF at
Ah yes, I forgot I added that.
Jonathon
SamSwashbuckler at
Thanks for the great ports! Good luck IRL and hope you're back to the virtual world soon :)
filipetolhuizen at
They're almost there
The only problem I had in JFDuke was crash in just 1 or 2 user levels, I guess I would be able to end all the episodes over and over again without a crash since I haven't seen a crash in the game's original levels. JFSW has the visual glitches problems in the first episode everybody talks about and crashes for me after playing 2 or 3 levels or any level after defeating a boss, otherwise both run okay. Keep up that great work! No need to hurry.
Gargos at
JonoF's situation
So jonof, it's been quite a while now. Any updates or even a status report?
SamSwashbuckler at
It's not just Gargos wondering :)
JonoF at
Well, since you asked:
JFAud is pretty much done though it lacks the high-quality resampler I have planned and it needs optimisation, but all the other features are in place and it works well.
Integration of JFAud with JFDuke3D is almost fully done too. Some tweakage and subtleties to finish off but it also works pretty well. I haven't started integrating with JFSW yet.
I have been slowly learning how to write GUI applications for OS X. This is an important thing for me because it benefits both my income earning potential as well as the ports. Programming in Objective C with a model-controller-view design is a bit of a change to the mindset I've become accustomed to after all these years, so my progress has been hampered there a little. JFDuke3D and JFSW already run very well under OS X, but they lack the icing required to make them feel and act as proper OS X applications. I won't release any OS X ports until they're right in that regard.
TerminX has been doing a lot of bug hunting lately on Eduke32, some of which in turn benefits JFDuke3D, so a number of things have been rectified through that route. Multiplayer is still as bad as before since I haven't touched it at all.
So, to anyone wondering when all this stuff will see the public eyes, your guess is as good as anyone's. It's still "When It's Done" until things change otherwise.
Jonathon
JonoF at
Well, it's now September and I still haven't released anything. I haven't forgotten, and I am still doing things where I can. Recently I gained employment at the University of Southern Queensland writing software for them, and I am much relieved at having a steady stream of money. This is actually good for the ports since it means that rather than spending all week and all weekend burning up time for little return like I was, I now only have to concern myself with the ports on weekends. So, I expect the loose ends on all the things I'm working on to begin getting tied up, and that'll mean releases.
Jonathon
Maren at
Great, great news.
Chip at
What audio formats will JFaudio support?
I've head from the 3D realms forum that it'll support .ogg and .wav formats
Any others?
JonoF at
wav, voc, aiff, oggvorbis, flac, mp2/3, au, midi
Jonathon
Retodon8 at
Congratulations with your new job!
And even derived good news for the rest of us; yay! :)
Maren at
I'm totally looking forward to that, no more cd! 8)
Gargos at
So jonof, when can we expect a release? It's been over a year now and I'm wondering if it's discontinued or not.
Thanks.
JonoF at
The project is still active, though rather comatose.
Jonathon
DeeperThought at
"active" and "comatose" are not words that go well together. That sounds like what I used to say about my dissertation before I gave up on it.
Am I the only person who has wondered whether the torch will officially be passed to TerminX?
Maren at
So far it seems so. Don't push it, he said comatose, if the project was 100% dead, I'm kind of sure he would have said so.
Nah, I was just wondering if at some point JonoF would say, "There won't be any more updates to my own port, but TerminX will carry on the legacy with EDuke32, which is based on it." The only reason I can think of for why this might matter would be if people are waiting on JonoF to do certain things, like update the sound engine or whatever. If he makes it official that there won't be any more updates, then no one would be waiting around for them. Personally, I hope that he gets back to work on it.
Maren at
I'm currently using ProAsm's Swp.exe, so to certain extent, I don't really feel the absolute lack of updates for JFSW.
kooltore at
Re: JonoF's situation
Yea, with proasm, who needs jonof?
TX at
kooltore said at
Yea, with proasm, who needs jonof?
What an ignorant and disrespectful statement.
SamSwashbuckler at
I'm hoping for some JFD3D-level multiplayer in JFSW!
Azrael000 at
Hi guys
i have good news i think Duke Nukem Total Meltdown music is waiting for JFaudio
for thoes who dont know: Duke Nukem Total Meltdown is Playstation version of Duke Nukem 3D with Fantastic music and hardest epizode iv ever playd The "Plug and Pray"
any questions can be sent to my email
Maren at
Any official comment on the current status of JFSW?, it's been a while you know.
Retodon8 at
When you order say a computer, it arrives on your doorstep, and it doesn't work, it's DOA. How does that apply here? The last version JFSW does work, and the new version not being done doesn't mean anything is "DOA". Unless someone here knows JonoF personally, the only meaningful news update you're going to hear is from him. He last posted in... November, which isn't that long ago, so I'm assuming that comment is probably still up-to-date, until he posts again.
Edit: The reply simply saying this project is "doa" has been deleted apparently, making my response seem... not making any sense anymore. Oh well!
Edited by Retodon8 at
leileilol at
he's busy damnit
Maren at
Come on, he's probably just having a life like the rest of us.
SamSwashbuckler at
You mean UNLIKE the rest of us :D
I really do hope he can get JFSW's multiplayer up to the same level as JFDuke3D though. Even using ProASM's updated one, it's still not even close. 2 players, laggy as hell and nukes crash it - and that's if it even works in the first place!
Please please finish it eventually Jono :)
Maren at
Sometimes I wish I had studied programming, it must feel great to have that power ;D
The Commander at
JFDUKE Dead, Eduke 32 Alive and kicking
TX at
Comatose != dead.
Maren at
Not officially dead without an obituary ;)
-Jk- at
I'm just eagerly awaiting a Mac OS X version. As of now, there is no decent OSX port of Duke3D. :(
MasterLeep at
hi people!
i am a really great SW fan and i was wondering how the progress on the SW multiplayer is going on. (sorry to bother you jonof)
a friend of mine and me are looking forward to times, where we kept playing SW for hours on our computers. this game really rules, it has everything! i am building maps for SW for over 7 years now. i have lost many of them earlier...
anyway, if you could find some time, anytime i would be glad. because it doesnt matter how old i get, i will always love SW ^^
thx, tom
Maren at
Come on Jonof, not even an April fool's update?, this is sad ;D
ProAsm at
With constant updates of EDuke32 and Swp there is no real need for a JF release as its basically all there and using JF's very latest code. The last JFCode being August 2006 for JFSW and also for JFDuke3d if I'm not mistaken. Working on the Multiplayer is a biggy and we are all gonna have to pull our resources on that and its gonna take some time :)
Maren at
Unfortunately, I'm experiencing some nasty mouse lag with swp.exe, so all I have left is sw.exe. Would it be feasible to have you or someone else to compile the latest JFSW code?. I suppose the changes were not significant enough, and that's why Jonof didn't bother releasing any binaries for the 2006 source, but it doesn't hurt to get a new toy everynow and then 8)
ProAsm at
Check your game as there is no mouse lag with Swp that I can feel and I have not a very up to date PC. Most comment about the smoothness. Nowhere do I interfere or work with the mouse movements at all. Unless I can get the problem here I cannot fix it.
Maren at
I showed you my config and you said it was fine. It could be something wrong with my system though, but if the mouse code didn't undergo any modifications in swp.exe, I should be having the same problem with the regular sw.exe.
ProAsm at
I asked in a previous post, what exactly is wrong, where does it lag, explain it. To just say the mouse lags and to find that in over 1 million pieces of code is like looking for a needle in 100 haystacks :) I do experience some lag in the beginning of each level but thats the highres and once the textures are cached in all is well thereafter.
Maren at
ProAsm said at
I asked in a previous post, what exactly is wrong, where does it lag, explain it
I explained that in previous posts.
"now I'm experiencing jerkiness when I move the mouse back and foward (for either looking or walking)" "I also noticed this problem doesn't happen when the mouse is moved slowly"
EDIT: you could try comparing the mouse code of the latest official source from 2005 and the 2006's, maybe something changed.
Edited by Maren at
MasterLeep at
ProAsm said at
Working on the Multiplayer is a biggy and we are all gonna have to pull our resources on that and its gonna take some time :)
its good to hear that multiplayer has not been abandoned yet. i think its one of the most important updates jfsw or swp would need. why is it that hard to implement? jfduke multiplayer seems to work fine, sw multiplayer cant be that different to implement...
@proasm i would be willing to help out with the coding. although i wont have much time until the beginning of july because i am attending university.
ps: whats jonofs opinion on not updating jfsw anymore but instead to update swp?
ProAsm at
Once the bugs have been sorted multiplayer will get done. If you are at varsity then concentrate on that as its far more important than coding games atm. Like JF, he has a career to build, not like some of us thats coming to the end of one :D JF has been extremely busy in getting the Build code running on Mac, Linux and Windoz all in one package.
EDIT: you could try comparing the mouse code of the latest official source from 2005 and the 2006's, maybe something changed.
There is a HUGE difference in the code, JF has done a ton of stuff since then, but it should not cause this. Like I say, if I cannot get it to happen here I cannot and do not know what to fix.
Find me a map where it is very bad, so I can go compare the 2 and see if I can pickup something.
Edited by ProAsm at
Maren at
ProAsm said at
There is a HUGE difference in the code, JF has done a ton of stuff since then, but it should not cause this
So the mouse code actually changed?.
ProAsm said at
Find me a map where it is very bad, so I can go compare the 2 and see if I can pickup something.
It's not map/level-specific.
MasterLeep at
ProAsm said at
Once the bugs have been sorted multiplayer will get done. If you are at varsity then concentrate on that as its far more important than coding games atm.
well i agree with you. thats why i said i only have much time in summer.
Azrael000 at
HI i just want to know when we can expect relase of jf audio, and if you chave done ogg compilation could you relase it, i am asking because now duke 3d has everythink in new look but sound is still bad
SamSwashbuckler at
So is JFSW officially dead now? It's been ages since anything has happened.
JonoF at
SamSwashbuckler said at
So is JFSW officially dead now? It's been ages since anything has happened.
http://www.jonof.id.au/tmp/jfswmac-config.png
http://www.jonof.id.au/tmp/jfswmac-game.png
It's taken me a while to get to that point. Mac programming is fairly different to everything else I've done, but it's damn fun.
Jonathon
Edited by JonoF at
SamSwashbuckler at
Cool! Good luck with it Jono, hope you get some time to work on the PC version more soon, the feature I'm most looking forward to is multiplayer with more than 2 players!
Retodon8 at
Hooray! There is still something going on! :) I personally don't care about a Mac version, but I realize the importance of this.
kebabji at
wow that looks awesome, any idea when we'll see a release of the mac binaries?
JonoF at
Once the sound stuff is sorted out, I'll be doing a release. No idea how much longer that will take me, but I'll try and get it done before much longer.
Jonathon
0xC0DE at
super! I'm waiting for the mac release quite some time now! really looking forward to it. There's currently no good way to play SW on mac (although the new dosBox version does speed the game up a little, it's still not at an acceptable speed).
again JonoF, keep up the great work!
Maren at
Looks kinda classy compared to what we've got for PC right now ;D
Thanks for not abandoning JFSW :)
MacPlayer at
Hi, I've been following this project for a while, and I'm really happy to hear that it isn't dead! I've been waiting for a way to play Shadow Warrior on the Mac without using an OS9 or Windows emulator, and this certainly looks promising.
Keep up the good work! And if you need anyone to help test any part of the program, I'd be more than happy to help. As I'm sure many others would also be ;)
Maren at
I was so expecting to see something for October 9 ;D
SamSwashbuckler at
What signifigance does Oct 9 have?
Maren at
SamSwashbuckler said at
What signifigance does Oct 9 have?
That was the day of the latest official JFSW release.
fireboy224 at
ok JFDuke is just perfect, but the only thing taht I would like JFSW to have is the shrink status bar from JFDuke and Muliplayer support (even JFDuke has mulitplayer support with Dukester) but JonoF, How do I get Addons to work like that? that makes no sense. I have 5 duke mods and nothing like taht is showing.
Edited by fireboy224 at
JonoF at
How to get addons to work like what? Nothing like what is showing? Non sequiturs make no sense.
Jonathon
SamSwashbuckler at
Not to mention thread-hijacking. Have some respect, kid.
Haravikk at
JonoF said at
SamSwashbuckler said at
So is JFSW officially dead now? It's been ages since anything has happened.
http://www.jonof.id.au/tmp/jfswmac-config.png
http://www.jonof.id.au/tmp/jfswmac-game.png
It's taken me a while to get to that point. Mac programming is fairly different to everything else I've done, but it's damn fun.
Jonathon
That's looking awesome JonoF! What exactly are the issues you're having with sound? I know there was an unofficial (ie not by TerminX) patch which adds OpenAL support to EDuke, which all Mac OS X version natively support and could also allow for some killer 3D surround use if a non-half assed hardware company comes out with a Mac compatible sound card that isn't three big spoonfuls of dog crap =)
Anyway, what I was interested in is if there is anywhere to get the source-code for your version of Build/Shadow Warrior/Duke 3D, I'm not a Mac OS X development expert by any stretch, but I'm a fairly good all round developer (Java mostly but I know C/C++). I may have time at weekends that I could take a peek and see what I can do to help if needed? Or even just to try without sound! =)
Maren at
Has demo recording/playback been implemented in JFSW?
JonoF at
I haven't touched it, so in all likeliness it's broken.
Jonathon
Maren at
Alright.
http://i13.tinypic.com/8e1licn.jpg
http://i18.tinypic.com/8e616ag.jpg
Will we ever get to see that cool blue-tinted mirror and proper flame/whatever transparency in JFSW?
Just thought I'd post this question to commemorate the day I bought Shadow Warrior; December 25 1997 ;D
SamSwashbuckler at
I'm guessing that's a tough request to do it the same way it was done in BUILD - I couldn't even get _REAL_ SW running in 3DFX mode - but modern 3d stuff would be easy to do similar effects with.
JonoF at
Maren said at
Will we ever get to see that cool blue-tinted mirror and proper flame/whatever transparency in JFSW?
Most mirrors in real life give a slight darkening effect and often an almost indeterminable green tint to a reflected image owing to the light that is scattered instead of reflected back and the impurities in the glass, so blue tint just looks wrong to my eyes. As for translucent fire, that can already be done rather simply by giving the translucency bit to the fire sprites.
BTW, when I finally get the next release published, players will be able run beginning to end in JFSW GL mode without having to switch back to software for some of the viewscreens as I corrected the problem that was screwing them up. I don't know whether ProAsm has already brought that fix into SWP.
Jonathon
Edited by JonoF at
SamSwashbuckler at
Excellent! I'm eagerly awaiting the next releases, hopefully with fully functional SW multiplayer :)
ProAsm at
BTW, when I finally get the next release published, players will be able run beginning to end in JFSW GL mode without having to switch back to software for some of the viewscreens as I corrected the problem that was screwing them up. I don't know whether ProAsm has already brought that fix into SWP.
Yes, that was implemented a while back, but I have left my 'hack' in as well :D
smoke_tetsu at
I have been patiently awaiting jf ports for OS X (since it was first announced that there would be a port for OS X) and I'm glad to see signs of life that they are still being worked on! It's also great news hearing the bugs that caused us to have to switch to software mode sometimes is also fixed. It would also be great if I could setup a multiplayer match between my Mac and my PC's.
Edited by smoke_tetsu at
Maren at
JonoF said at
so blue tint just looks wrong to my eyes
Get your eyes checked, it looks great ;D , also, that's likely the way 3DRealms intended it.
JonoF said at
As for translucent fire, that can already be done rather simply by giving the translucency bit to the fire sprites
Ideally one would want to launch a game and have everything work as expected without being forced to modify anything other than the settings. Would it be that much of a problem to include an option to modify the translucency values for these sprites?
JonoF said at
BTW, when I finally get the next release published, players will be able run beginning to end in JFSW GL mode without having to switch back to software for some of the viewscreens as I corrected the problem that was screwing them up
Yay ;D
smoke_tetsu at
I don't know how much thanks you've gotten for all your hard work so I will thank you now Jonof for the all the hard work you have done for these build games. Also thanks to proasm and TX for your work as well if you are reading. When I am on the PC I use your versions all the time.
filipetolhuizen at
Hey, it's been a while... How's it progressing? it's been a great work you've done so far. I'm really looking forward for a newer version of JFSW. JFDuke has always played smooth for me, except with some user maps.
Maren at
"Maybe one day I'll have a ports update too"
Another letdown like this and I won't show up in your funeral ;D