I've been working on this section for quite some time now and finally got it going but needs testing as there is bound to be a bug or 2.
1. User Maps section in the Episodes. All .map files that are present in the Maps directory will be displayed for use in this section. If the map has its own mapname.mid file, mapname.grp file, mapname_hrp.zip file then these will get loaded as well together with a mapname.def and a mapname.cfg - previous SwCustom.exe, I say previous because I am dumping the name SwCustom.txt in preference to the mapname.cfg or modname.cfg etc. Should a map have any of these files to load, SWP will create a startup commandline and restart SWP as currently there is no way to remove old Hrp's or restart new ones 'on the fly'. Skill level requirement is also activated under this section.
2 Addons section in the Episodes. All .grp and .zip files found in the Games directory will be listed here. In this case SWP will be restart with a complete comandline utilizing whatever is necessary. For instance with any Addon, like Rampage.grp, the command will be: Swp.exe -jGames -gRampage.grp -hRampage.def -cRampage.cfg On startup of an addon it will also look for and load (in this case) Rampage_Hrp.zip if it existed.
This is an experimental update although I seem to have got it working ok. Basically the animations like SW.ANM can now be of good quality using either .png or .jpg files in the animation. These files can be any size but must all be either .png or all .jpg Care must be taken in the filesize as I found anything above 150k tends to lag the animation a bit on slower PC's. The files only need to be zipped together and placed in the root folder. I have added a section to the SwCustom file as follows:
Here you can give your animation any name provided its a .zip file. In SW there are only 4 animations so the files need to start with the appropraite names as shown and each animation currently needs the same required number of frames (files) as original. There is a new SwpAnim.cfg inside the SWP.grp file that triggers the new animations. Because this now takes priority I have added a provision for several old TC's so they can still run their animations. If no new animation is found, SWP will revert back to the original.
To see how it works and how to change or add your own animation download this file and just add it to your directory. http://www.proasm.com/files/sw/SwpAnim.zip Here is an attempt to improve the original but I'm no graphic artist http://www.proasm.com/files/sw/SwpAnim2.zip (just rename it to SwpAnim.zip)
At some stage I will create a new Help file to document all the latest stuff in more detail.
Fixed orange tint on blue sprites. Fixed Escape key in not working in F1 Help. Fixed for all cutscene and animations not playing correctly. Fixed menu text when no hrp is used (8 bit mode) Added missing sound options to SWP.cfg defaults.
http://www.proasm.com/files/sw/Swp417.zip
supergoofy at
Re: SWP Updates
Hi, I'm registered. ;D
This is my first post here. ;D
Another Duke Fan at
I registered here too now. Somehow pitty that both improvement projects SW and DUKE are torn apart, however glad that they both still continue after all.
Marked at
Proasm: As I was saying in the other forum, for some reason I can't get the add-ons to work in SWP. I typed in the command lines you showed in your other post and it only starts up a regular game. There must be something simple I'm missing.If I can't figure it out I will just continue to run the add-ons from a seperate folder using JFSW and the HRP.
Arch-Valentine at
Hello again.
I've been using the SWPstartup to load individual levels with skill level 4, and it's been working great. However I've noticed that the music doesn't change. (Level 1 is the only one different) I went ahead and tried going through normally in SWP, and playing some levels and it still does this. I also tried to load a level and a song via the music selection area, and it just takes me to the intro for Shadow Warrior. I've also tried selecting the Play random songs in the ingame menu but get nothing but that same song. Any clues?
ProAsm at
1. Marked What happens when you select the games grp file from the new 'Addons' section in the Episodes - does it work ok there. Remember game addons should go in the Games folder. Using the batchfile, you need everything in the root folder which kinda sucks. What happens if you use SwpStartup ? Sounds like you are putting everything in the root folder. Maybe start again by downloading the SwpInstall and work from there.
2. Arch-Valentine As I stated in a previous post a while back, none of the software is error checked yet, in otherwords I dont check to see if you are trying to use selected music wth the normal game etc. With the normal game startup the only thing that should work is the internal random music for the different levels (I think) I will however check this out again. Once I get the 'final' documentation done, I'll do all the error checking in SWP, SwpStartup and Playwang etc... :)
*** Edit *** Ok I see there is a problem with the level selection + music - I will check this lot out as I must have ovrrwritten something with all the lastest stuff :)
Edited by ProAsm at
ProAsm at
Update SWP to 4.1.8
Fixed the music problem regarding game levels. http://www.proasm.com/files/sw/swp418.zip
Update SwpStartup to 3.0
Fixed music commandline error in SwpStartup. http://www.proasm.com/files/sw/SwpStartup30.zip
Music functions. When playing the default episodes from the game only the default level music will be used. The -music command only effects user maps or game levels selected from the commandline. The Random Music option effects only user maps and music found in the 'Music' folder but will be bypassed if a -music command is used.
Arch-Valentine you can give this a good test out now :)
supergoofy at
Something that I notice with previous SwpStartup 2.9. Although I choose in SwpStartup the trilinear filtering, in game it shows Bilinear and I have to set it to Trilinear from the video options (in game).
Arch-Valentine at
So I take it that if I select levels from SWPstartup its supposed to go to the same song? If I play normally, the songs switch from level to level. I was hoping that if you select a level it has a default song, but this doesn't seem to be the case. If I swtrek to another level it plays the same music from the previous level I was in as well. Seems odd. I also see that I can select songs from SWPstartup now and they play the level instead of going to the intro. That's about the only difference I noticed with 4.1.8.
ProAsm at
Yes that is correct, the 'external' music is selected by SwpStartup and not by Swp So if you select a game level, or a user map and then select a music, that music will play. If you now swtrek, then you are not starting it from SwpStartup but from in the game so it does not know what music you want so it will revert back to the original selection, or the default level music. If on the otherhand you start Swp.exe as normal, select an episode, a skill and start a level then everything defaults back to the original SW music. The same will happen if you start a user addon .grp or .zip file. The fix I did in SWP 418 was that it would not accept both the -music and -level at the same time, so that is now fixed.
What you can try, is make your own SwCustom.txt file (use the sample supplied) put it in the root folder, then in each 'Level' add the 'song' name of the music file you want played. Just remember to remove this SwCustom file when playing addons else theirs wont work :)
Yep, SwpStartup v3.1 fixed the problem. I can select Trilinear filtering with SwpStartup and it shows Trilinear filtering within the game.
Many thanks ;D
Marked at
I guess it is something simple after all. The 3 bottom choices in the episode selection are greyed out probably because I am using the shareware version of SW. I have the full version somewhere but I haven't been able to find the cd. Only the box. >:(
Arch-Valentine at
Oh wow I feel dumb. I decided to go find my SW CD so I could enable the CD music and I am glad I did. Besides it being 100 times more superior to Midi (Obviously) if I select a level via SWPstartup it plays the correct music for each level! So I have no more issues in regards to music. I don't think I've ever played SW with the CD music, so it shall be quite the treat. It definitely adds alot of immersion to such a classic game.
My question is, is there a way to play the CD music within SWP pr SWPstartup without the CD? I've already imported the files off the CD via Itunes....It would be neat if I could somehow point to a folder instead of the CD.
~Edit: Alrighty, I think I found a problem with the CD music. It plays the level music once and then stops. Unlike the MIDI that goes in a loop. This is sorta disappointing and I was wondering if there was a way to get the CD music to also loop like the midi. It kinda sucks to listen to such a cool ambient song for 1/3 of the level and then for the last 2/3's its just silence. I've tried this on multiple levels.
Edited by Arch-Valentine at
Marked at
I'm totally confused now. I found the SW cd and grabbed the grp file and replaced the shareware one. It made no difference.My choices are still greyed out as though I have the shareware version. I guess I have to figure out these issues before I can figure out how to get the add-ons to run in SWP.
EDIT: I remember now. Years ago when I bought Shadow Warrior it came in the original box with cd case and the 28 page booklet. But either through an accident or because it was a pirated version being sold in the stores it actually contained just the shareware version. I got ripped off. Good thing it cost only 5.00 I guess I'll have to go out and buy another "full version"
Edited by Marked at
ProAsm at
LOL, yeah the retail version would help. Gee I'm surprised you did so much work and just with the shareware :)
Arch-Valentine, to play the CD-Music without the CD, get yourself Daemon Tools which will create you a 'virtual' CD player, then create an image file from the SW CD and mount it. Works like a charm :)
Arch-Valentine at
What about the CD music not looping? Can that be fixed?
ProAsm at
I'm not sure - I'll look into it.
*** Edit *** Just checked it out here, I disabled midi music in the menu just in case, and enabled CD Music. Played several levels, also played several user maps and my CD music repeated perfectly everytime. There is about a 3 second delay but it definently repeats perfectly everytime.
Edited by ProAsm at
supergoofy at
I'll test it later and I'll let you know if the CD music loops ok.
[edit]
CD music loops ok, no problems for me too.
@Arch-Valentine maybe you are doing something wrong.
Are you sure you have the original CD or that your CD is not bad? If you use a CD image, then maybe your CD image is corrupted or badly ripped from the original CD. Try to recreate the CD image in BIN/CUE format.
Edited by supergoofy at
Arch-Valentine at
Oh yeah, my CD is hella scratched. Its so bad I'm actually surprised it still can be read. I usually take very good care of my CD's, but this one is the exception. That's basically why I asked if there was a way to play the CD files without the CD. Thanks for the daemon tools suggestion, but I play many games that doesn't like that program and will not play when it is installed. :(
Instead I burned a disk of the CD I imported on Itunes, and tried it out. Sounds to me like it tries to loop, but then it ends abruptly. :(
ProAsm at
Arch-Valentine you may laugh at this but it worked for me. Take your badly scratched CD, and put it in a platic container of warm water with lots of soap suds (dishwashing liquid) and give it a good wash with a spunge - dont be shy. While it is still soaking wet (this is important) put it in the drive (dripping wet) and start it up and create an image of it.
Way back in the 90's I saved all my mods, maps and TC's for Duke on a CD and stored it, but over the years it got scratched to ribbons and nothing would read it. I found this tip on a forum and laughed at it as I thought the guys were joking but they were dead serious :)
Marked at
I'm wondering if the water is acting as a temporary scratch filler. Instead of popping in a wet cd how about spraying it with a furniture polish like Lemon Pledge and of course wipe off the excess.
supergoofy at
SwpStartup 3.1 has broken midi selection.
I can change/select the music device from SWPsetup but not from SwpStartup.
ProAsm at
Try this :
http://www.proasm.com/files/sw/SwpStartup32.zip
supergoofy at
Midi selection is working now. Thanks ;D
Maren at
Finally, an official place for discussing your projects 8)
Try this and see if you can confirm:
1. Begin the test with a 100% fresh SW/SWP installation (contents from "swp418.zip" + SW.GRP + SW.RTS) 2. Run SWP.exe without running SWPSetup.exe. 3. Change the settings for texture filter and anisotropy plus enable voxel sprites (to name just a few) 4. Disable midi music and enable CD music. 5. Start a game; no music should play. 6. Exit SWP.exe. 7. Run SWPSetup.exe. 8. Enable CD music. 9. Save and run SWP. 10. CD music should play, but the settings you specified back in step 3 have now been reset to their defaults.
I can reproduce this behavior as many times as I please, though it might as well be a system-specific problem.
Also, any chance for migrating the remaining sound options from SWPSetup.exe into SWP.exe's menu? will we ever see vsync, refresh rate and triple buffering controls in SWP? no luck figuring out what's wrong with the mouse code?
Cheers.
ProAsm at
Hello Maren, yeah thanks to JF we have our own spot here. Regarding your test above, yes that will happen with SwpSetup.exe as thats pretty way out of date and it does not know what all the latest settings are and is currently programmed to set everything to default. Its basically only used the very first time one runs SWP after initial installation. We now use SwpStartup.exe rather as it offers a lot more: http://www.proasm.com/files/sw/SwpStartup32.zip
As from SWP 4.1.5 I have slowly started adding all the SwpSetup settings directly into SWP so one does not need SwpSetup.exe anymore. If you were to remove your Swp.cfg file, run an older version of SWP like 4.1.2 it would probably crash or give very minimum setting in the cfg file especially sound stuff. Run 4.1.8 now and you'll see a very much 'fuller' cfg file, almost to the point of being fully functional.
Regarding VSync, well with modern LCD's thats like redundant but the others will come in time.
Also regarding the mouse code problem, hell I wish I could get that problem here as I now have had several people complaining about this problem and until I can see or feel the problem I cannot do anything about it. We had quite a discussion on it at 3drealms forum and it seems it has something to do with a flash video application installation clashing with the SW code. Wasn't it you that said after a reformat the problem dissapeared, as I mentioned that to the guys but thats a drastic move :D I have 4 PC's to my disaposal here and none of them have this problem. What I'm doing atm is trying different compilers but I'm not having much luck. I tried the latest Watcom v1.8 and although it compiles after a few changes here and there, SWP instantly crashes. With MinGW I cannot get anything to compile, hell the SW code is sooooo different to Duke :)
Maren at
ProAsm said at
Regarding VSync, well with modern LCD's thats like redundant but the others will come in time
Not everyone has/likes/uses modern LCD's. I, for one, wouldn't touch them with a yard stick ;D
ProAsm said at
Wasn't it you that said after a reformat the problem dissapeared, as I mentioned that to the guys but thats a drastic move :D
Yep, but after some testing I concluded it may have been my "lucky" day. I recall having run SWP on a totally different computer with a fresh, bare bones XP installation soon after I posted that, but vertical mouse movement saw now noticeable improvement ???
I think I asked you about this before, but does SWP share the same mouse code used to build the latest official JFSW binaries? (9 October 2005) if so, then we can start looking somewhere else, otherwise, why not give it a try? mouse works just great with the old JFSW. Also, have you ever tried newer SWP builds with a CRT monitor?
ProAsm at
does SWP share the same mouse code used to build the latest official JFSW binaries? (9 October 2005)
No that is very old code but if you like here is several Swp's from various builds.
Swp23 - October 2005 - JF code October 2005 - Revision 84 Swp24 - December 2005 - JF code December 2005 - Revision 91 Swp28 - July 2006 - JF code July 2006 - Revision 103 Swp36 - April 2007 - JF code December 2006 - Revision 109 Swp40 - September 2008 - JF code December 2007 - Revision 128
http://www.proasm.com/files/sw/Swp2340.zip
have you ever tried newer SWP builds with a CRT monitor?
Yes I have a 19" Acer here on my older PC which I do a lot of testing on. The only major difference between the 2 is the Brightness, hell the brightness on an LCD is like 10 times better than a CRT, so setting a default is difficult. I was like you in the beginning, would not touch LCD with a 10 foot barge pole, but then I got this one (Acer AL1951) and have never looked back. I now have so much space on my desk I have all sorts of stuff packed in here now :D
*** Edit ***
Just checked latest SWP with mouse movements on my old PC. That PC is pretty empty atm and has the following:
Intel D865GLC LaCross Motherboard Intel 3gig P4 CPU 2 gig memory nVidia 6600GTS256 graphics card. 19" Acer CRT Genius Netsctoll 100 mouse Xp Pro SP3.
The Mouse is a cheap Genius Netscroll 100 and I've actually had to set the Y-axis down to around 40% with X-axis to 50%
On my new PC I used to have a Logitech 518 but that died so now I have a Logitech Dual Optic that I found in the drawer here. It uses the proper drivers from Logitech.
Here are the 2 Swp.cfg files from each PC you can try:
http://www.proasm.com/files/other/cfg.zip
Edited by ProAsm at
Maren at
Heh, I asked about the monitor because LCD's can't vsync, and the mouse problem I'm experiencing involves vertical movement. Just ruling out the not-so-obvious ;D
Do you think you could manage a new SWP 4.1.8 build with the old JFSW mouse code? if mouse worked correctly, that would shed some light on the issue.
And last but not least, here's a crash log. It occurred while restarting the level right after I got killed. Maybe it had something to do with having jumped off the boat (Code of Honor) with the SWGHOST cheat just seconds before?
http://i39.tinypic.com/k1wfbb.png
Thanks 8)
hightreason at
Hmm, i was just wondering what compiler you use to compile SWP with and if it requires any additional libraries etc? I can't get it to work with mingw/msys.
Hendricks 266 at
Currently, he's using Watcom or something like that. He's in the process of moving the code over to MinGW/MSYS.
ProAsm at
SWP Beta version 4.2.0.1
This is a beta version only so keep your previous. This is a complete rewrite from scratch almost and looks and work somewhat differently. It is so designed to compile with MinGW/Msys and also Watcom if need be.
It has several bugs which I'm trying to solve but I need help.
1. I looks different in that the it now has a startup menu which caters for almost all your needs but will expand in time. 2. To see the startup menu you need to just run SWP.exe direct as any commandline detected will bypass the menu and go straight into the game. There is however a startup menu option in the F10 / Quit Game exit routine. 3. Several items had to be dropped for whatever reasons, for instance the previous user maps and addons option in the episodes, which of course is now replaced with more advance startup menu. Currently the new animations dont work but I'll look into that later. 4. Where I need help is sometimes in some playing sequence I loose most of the function keys and sometimes the Escape key also. Namely F2, F3, F4, F6, F9 and F10, they all go at the same time but I need a sequence to how this happens, it seems to be after saving a game. 5. The saved games don't always display and need to be 'scrolled over' for them to appear - I'll work on that also. I'm also not sure whether it will see previously saved games. There may be other problems and I need to know about them.
As I say its buggy, its different, but I'm sure it will be better in the end :)
NB. The addons (.grp) need to be in the Games directory and maps in the Maps directory else you wont see anything in the new startup menu.
playtard at
NICE! ;D This is getting Great! :o
hightreason at
I haven't had a chance to actually play with it yet, but i did start it up, looks awesome. I like this "Saved Game" list, that'll save me having to start the game first and go into the load game menu - which is something i find tedious with all games.
I'll test it out properly later, it looks really good.
filipetolhuizen at
Played it for a while, had no problems.
playtard at
You can now buy and Download Shadow Warrior with dosbox install. 3d Realms online store.
ProAsm at
I've always had an equivalent:
http://www.proasm.com/files/sw/SwDos.zip
playtard at
Yes, I know. Just posted it so others would know how to get the full registered SW.GRP file. On a side note i looked into downloading MINGW/MSYS at the EDukeWiki! page and had trouble with mingw updates download part of the instructions. The upates listed 4 files that you needed. But when you click on link in had about 50 files listed. :P LOL. Could you list the files i need for your source with some instructions. Can't wait for your new releases of SWP and Duke3w with Multiplayer, keyboard and Mouse Tabs on the starup screen. I know it is going to take awhile with the change to MINGW/MSYS and all that. Do you have a beta of Duke3dw yet?
I posted there a complete compiling environment (Post #11) It is for eduke32 and eduke32 with polymer, but it may work with SWP's new source (when it is released)
playtard at
Thanks, supergoofy
ProAsm at
supergoofy said at
It is for eduke32 and eduke32 with polymer, but it may work with SWP's new source (when it is released)
It will work with the new SWP source but first I gotta tidy it up as currently its a right mess :)
filipetolhuizen at
ProAsm said at
supergoofy said at
It is for eduke32 and eduke32 with polymer, but it may work with SWP's new source (when it is released)
It will work with the new SWP source but first I gotta tidy it up as currently its a right mess :)
You're doing great. I have no problems with SWP, except when I enable good alpha.
ProAsm at
SWP Beta version 4.2.0.3
More code tailoring. Added directory options to start menu. Added Multiplay tab option to start menu.
This is about as far as I'll go for now as I need to tidy the code etc :)
http://www.proasm.com/files/beta/swp4203.zip
playtard at
;D Works Great on vista. On Multiplayer, the person that joins the game must re-type ip address or use drop down box and pick ip address again even if ip address already appears in opponent box. after restarting game.
ProAsm at
Thanks for testing it, I'll look into that problem. If you use the Multiplay section in the seperate SwpStartup.exe does it still do this - can you check for me ?
playtard at
No this does not happen with SwpStartup. But it does with Playwang.
supergoofy at
In new beta when you have swpanim.zip, swp crashes. It is probably not implemented yet. That doesn't bother me at all.
The new beta is working for single player game. Autosave etc. not tested by me.
Edited by supergoofy at
ProAsm at
mmm this crash does not happen here supergoofy. Is this with the shortened version of SwpAnim.zip (1,927,595 bytes) I'll get back to Swp tomorrow and check it on my other PC's and see what happens - been busy with duke3dw :) I'll also check out that problem playtard is having.
playtard at
It,s not that big a problem. Remember the serial and moden connection in setup. LOL :D
playtard at
I just tried the new Swanimi. Very nice, work ok on vista.
ProAsm at
playtard said at
It,s not that big a problem. Remember the serial and moden connection in setup. LOL :D
WOW! you using a modem for this... mmm ok maybe that will crash. I test it over a LAN connection :)
playtard at
No, I was making fun of the old days of dial-up.
filipetolhuizen at
Had a crash with the latest SWP beta. I was about to finish the 2nd level of the shareware episode with about 20 enemies left and the game stopped responding right after shooting (don't remember the weapon... napalm, railgun or guardian's head).
playtard at
I smell a new BETA or RC.
supergoofy at
ProAsm said at
mmm this crash does not happen here supergoofy. Is this with the shortened version of SwpAnim.zip (1,927,595 bytes) I'll get back to Swp tomorrow and check it on my other PC's and see what happens - been busy with duke3dw :) I'll also check out that problem playtard is having.
the crash happened with the 640x480 version of the original SwpAnim.zip (the one that is the same with the animation)
supergoofy at
Btw, crashes happened with the old/official version of SWP. But I remember the crash happened when I played two different TCs.
supergoofy at
SWP and Duke3dw are "advertised" here: http://www.amcwebforums.com/smf/index.php?topic=8147.0
or here: http://dukerepository.com/forum/index.php/topic,298.0.html
or here: http://forums.3drealms.com/vb/showthread.php?t=36007
and here: http://forums.duke4.net/index.php?showtopic=1121
Edited by supergoofy at
playtard at
If you buy a Copy of Shadow Warrior from 3dRealms online Store for $10.00, and after you complete the regidtration at Completesavings.com and send a copy of your email receipt to Completesavings.com's email link on your game download screen after you pay. You'll get a $10.00 rebate. I got my rebate in 2 weeks. WOW its a Free Game. Go get it, if you don't have a copy. :o
Edited by playtard at
ProAsm at
SWP Version 4.2.0.4 Beta
Ok here we have done many changes but its to get it to a point where the 8 bit and 32 bit formats are compatible with each other and not dependant on extra files etc (Swp.grp) Basically it now has the same advanced startmenu and small hud as has Duke3dw. The new hud also works in 8bit mode without a hitch and no extra files/textures are required. In fact Swp.grp could be dumped but currently it still loads the anim and a few small things and will be dumped at some point.
When starting SWP for the first time, it will now create its own SWP.cfg file and everything should work as normal. BUT, I have one small bug which I'm struggling to find in that if you delete your SWP.cfg file and start a game, the game will not see the keyboard although it is 100% configured, so you need to exit and restart. I will find why it does this but later :)
http://www.proasm.com/files/beta/swp4204.zip
ProAsm at
I have released SWP 4.2.0 with several bugs fixed especially the way anim is used and also the TC/Addons did not load properly. There are several menu improvements.
http://www.proasm.com/files/sw/Swp420.zip
Hendricks 266 at
Using EDuke32, I gathered checksum data on the valid SW group files:
Hello, this is my first forum post so please excuse me if i post incorrectly or miss out on forum manners. First off I would like to say thank you for making swp I really enjoy it and it is the only game I play now adays. I have some requests for the next swp update that I would really like to see in swp. Infact I would be very willing to pay to have these in swp, If your too busy perhaps you would be able to tell me how to add these to my swp?
-I dont know if you have used the leaked beta of sw but there are alot of really cool little features id really like to see be put into the next swp update. 1)In the beta version of shadow warrior 0.99 that was leaked by an employee, the ninja choking sequence is longer so you have more time to punch him or shoot him while hes choking. (2) Also in the beta, after you defeat an enemy and they are on their dead frame on the ground they squirt out like 3 more streams of blood. (3)When using the riot guns single fire roughly 87 percent of the time the ninjas go into their choking sequence. (4) Ive also noticed that when punching a ninja they fly backwards father which is really cool esspecially when a ninja is on the edge of a platform and they are punched off. (5)With the exception of the "foot" the punching sequences in the beta look really awsome and it would be cool if they were used in swp. 6) Im not sure if this is possible but having play wang or the new swp be able to play the leaked beta would be cool, ive tried to put the beta folder into my games folder and when i play the batch file it asks me which .cfg file to run, build.cfg, sw.cfg, swp.cfg, ive tried choosing all of them and playwang just crashes after you pick one. 7) the hud in the latest swp version is really cool but i notticed you took out the hud from the previous version? could you possibly put back that hud? I liked it better than the new one. (the hud that is just 5 boxes on the bottom of the screen that are brown)
I really want to have all these in my swp game, I think it would make the game perfect. Even without all the stuff I just said swp is in my opinion the greatest game of all time so thanks again for making it and thanks for your consideration. From, Max
Hendricks 266 at
There are several reasons why most of the things you said can't be inclued. First off, we don't have the source code to the beta. Second, these things were changed in the final for a reason. Third, some things, like the punching, have some art removed in the final (the bent-knuckle palming on this page) that would keep the beta sequence from being used.
The old HUDs were removed because they were hackish, caused problems with compiling, and did not work in 8-bit mode.
If you want to play the beta, use DOSBox at full speed.
I think the only reasonable thing you suggested is the ninja punch kickback.
However, at my request, ProAsm has added other cool things, including MIDI support, options to use the beta shuriken cursor, the UK darts, and to disable other hacks that he added due to Polymost/HRP problems.
thx4swp at
Hey I recognize your name, I got the beta from you in the first place lol thanks for making that site beta sw is really fun. Ninja punch kickback would be nice, a little father back so i can push them off cliffs, surely if you can change the code for how far the ninja falls backwards there must be a way to make the ninja choking a little bit longer? If not o well swp is awsome anyway.
btw I have been using doxbox and the crash fix beta you provided on your website, the game crashes in dos box randomly. If I run dos box at full speed the game will not crash at all I hope? could you possibly tell me how to run dos box at full speed? Thank you hendricks266 for the beta I really enjoy it, Id like to be able to play it with out random crashes,
playtard at
I just had to download the SW beta. The niji kick is really cool. LOL he stole duke nukem's boots.
ProAsm at
Hi thx4swp, welcome aboard :) Firstly regarding the old transparent 'huds', yes this was a huge decision to dump them as thats what put SWP on the map in the first place, but after 4 years or requests and development these huds became a nightmare to look after as far as the code was concerned because they were just a big hack and also only worked in 16 and 32 bit video modes. Now that the code is back in a managable order, I'll look at an option to swap the current new minihud with one of the older transparent huds but no promises. As far as the Ninja movements are concerned, well here Hendricks has said it all, we need the code and several other things to do what you requested. As for Ninja dying sequences, well here we already have several hacks which are basically waiting for someone to make the proper dying sequences for the HRP but I can look into the Ninja being thrown further etc. First I need to play the original beta again :)
Edited by ProAsm at
ProAsm at
SWP update to Version 4.2.1
Not sure how these bugs crept in.
1. Fixed Addon map extraction not working in menu. 2. Fixed internal level index sequence being wrong in menu.
http://www.proasm.com/files/sw/swp421.zip
Hendricks 266 at
A less hackish option to put the old HUDs back would be to copy TerminX's tilefromtexture command from EDuke32, which allows you to incorporate an 8-bit tile into the game as if it was in the ART files, but from the DEFs instead. If that could be implemented, I would gladly draw up 8-bit versions of the ones you made, and they could be added into SWP.grp.
You also said that SWP.grp loads the anim and other things. I don't remember if what you said about how the swanim.zip works, but instead of taking the SWVOXFIL.TXT- and SWPLOCK.TXT-style route, why don't you add it into the DEF code?
hightreason at
Never played that beta 'til now, i like $boss2.map :D
I thought it had a voxel enemy option in the beta, if it does, how is that turned on? i tried the codes i discovered in the exe (swvox looked promising, but did nothing)
ProASM, i'm liking the new SWP, and now it can be compiled with MinGW I might have a look at porting SWP to sega dreamcast if i get chance (I was already working on Duke 3D for that, but haven't had time for that either - and it was based on the icculus port) - but don't hold any hopes, i usually forget about things i plan on doing.
ProAsm at
Hendricks266 said at
A less hackish option to put the old HUDs back would be to copy TerminX's tilefromtexture command from EDuke32, which allows you to incorporate an 8-bit tile into the game as if it was in the ART files, but from the DEFs instead. If that could be implemented, I would gladly draw up 8-bit versions of the ones you made, and they could be added into SWP.grp.
You also said that SWP.grp loads the anim and other things. I don't remember if what you said about how the swanim.zip works, but instead of taking the SWVOXFIL.TXT- and SWPLOCK.TXT-style route, why don't you add it into the DEF code?
Hendricks, yes I understand what you say about the tilefromtexture command, I had something similar 'hardcoded' but it still requires the graphic somewhere. The only real way of doing it is to convert the graphic to code (not a texture) and incorporate it straight into the code. The reason I say this is that I want to dump the SWP.grp altogether as its causing problems, for instance - people here that know SWP is one thing as I once said on the duke3d forum at 3drealms, here we are all technical people and know whats needed etc.. but out there amongst ordinary gamers its another story all together. For instance every now and then I get an email from someone using SWP or Duke3dw complaining about something or another that they cannot get to happen and I ask them if they have the SWP.grp file and they reply they have never heard of it. These are the main reasons I going the route I am atm with huds and stuff as installation must be simplicity in itself :) Regarding the 'SWVOXFIL.TXT- and SWPLOCK.TXT-style route', that I have not even given a thought to and have not done anything about but I get your drift :)
Regarding the workings of the animations. Basically all I did is instead of animating 256 color pcx files, I animate .png or .jpg files in the same way except being a lot bigger in size this becomes a problem as the way its is done is through a timer and if the files are too big in size, the sequence will crash, therefore one is limited to about 50-100k per texture and even that is pushing it and with slower PC's the problem is worse. I since cached it at startup which has helped somewhat but not all that much. Size is the limitation so atm I'm fiddling with .gif files :) This is most certainly not the answer buts its a lot better than original, and if I could get someone to make a decent sequence of maybe one of the Boss endings or something then I could work on somthing. Its like with Duke3d, nothing is worse than killing a Boss and ending with that rediculious out of focus and distorted animation, it kinda spoils the whole game :)
PS: I've updated the source on my site to 4.2.1
Edited by ProAsm at
Hendricks 266 at
When you use a cheat, you only get one uzi instead of two.
When you surface out of water, the breathing sound will continue even if you immediately dive back down again.
I attached an MD3 version of the dustbin, because being an MD2 caused some unsightliness near the base.
supergoofy at
for those that want to compile the source, please avoid mingw/gcc 4.4.0
gcc 4.4.0 causes a lot of problems. even if you don't get errors during source compilation, the compiled binaries are broken.
ProAsm at
Small update to 4.2.2
For some reason in 4.2.1 it would crash when using a SwCustom.txt - just recompiled.
http://www.proasm.com/files/sw/Swp422.zip
I'll look into the breathing and stuff.
** Edit **
Checked out the uzi and breathing and its as original. The breathing sequence is all one sound so if you come out the water then go under immediately the second part of the breathing sequence will be heard under water. SWGIMME will only give you one uzi, unless you already have one then you'll get a second, otherwise call the cheat twice. Or call SWGUN4 first then SWGIMME ;)
** Edit 2 **
The md3 version of the dustbin has the same unsightliness near the base as the md2. The 0766_meter.md3 does not work at all and if its added before the 0366_samurai_helmet then the helmets do not work. Pity as those parking meters are very unsightly :)
Edited by ProAsm at
playtard at
I messed around with master/slave mode with a batch file. I see the message that it doesn't work. I press the yes box and it still connects all 3 players, but it freezes up as soon as you move. It worked in peer to peer mode with 5 players just fine. I see why you don't have 8 players because of all the ip addresses you would have to type. And I was thinking maybe you could fool the game to use peer to peer after everyone is connected with master/slave mode or something. I will help you test this out when you get around to this. BtW, what is your list of things to do with SWP. Also I noticed if the map has a moving object it will freeze before you even get a chance to move. Hope this helps. :)
Edited by playtard at
Hendricks 266 at
Pro, could you call a "stopsound" type command for the breathing? And make SWGIMME give you two uzis?
I think the dustbin problem is due to the way shadows are created, if you look at it closely.
The parking meter model and the helmet work for me simultaneously.
ProAsm at
H, Ok I'll see what I can do about a 'Stopsound' and also the 2 uzi's. playtard, SW does not have a master/slave mode at all and is only p2p.
BtW, what is your list of things to do with SWP.
I dont really have a list, maybe we should have one, I just make a note in my 'game.c' if there is a request worth looking into.
Also I noticed if the map has a moving object it will freeze before you even get a chance to move.
Can you give me a map example where this happens as often its a map problem. Also in the map where this happens, press 'T' and type 'swloc' (do it twice) and give me the PosX and PosY position at lockup.
playtard at
O.K. no big deal really, it's hard enough to get 2 player game much less 8. :-X
I'm sorry that freeze thing was only in master/slave thing. Not a problem anywhere else. :)
Edited by playtard at
ProAsm at
SWP Version 4.2.3.1 Beta
1. Dumped the need for SWP.GRP file and is no longer required. 2. Added internal check for SwpAnim file and execute if found unless otherwise stated in the SwCustom or Addon.cfg file. 3. Added Map Co-ordinates check box to start menu in Gaming tab. 4. Realigned all text display's for overhead map (Tab) - FollowMode and Game Status display. 5. Added 2 Uzi's for swgimme cheat. 6. Added Stopsound to underwater diving.
A less hackish option to put the old HUDs back would be to copy TerminX's tilefromtexture command from EDuke32, which allows you to incorporate an 8-bit tile into the game as if it was in the ART files, but from the DEFs instead. If that could be implemented, I would gladly draw up 8-bit versions of the ones you made, and they could be added into SWP.grp.
H, I would appreciate it if you could do this as I want to try something. Basically size in KB is the main thing here, the smaller the size the better as I want to convert the texture into assembler code and import it into the code itself.
Also somewhere I saw you say that the parking meter worked for you, if so can you send me your props.def file as well as the whole props folder as it just fails with me everytime.
tia ;)
playtard at
Hey, I tried that YANG program. http://ny.duke4.net/ And it works really good with peer to peer. I was able to connect 4 players no problem. I bet It will connect all 8 players too! Now I see no need for master/slave mode.
BTW, multiplayer doesn't work in the new beta.
Hendricks 266 at
I'm on a slow connection right now, so I can't upload it, but I will as soon as I can.
I noticed that the dustbin's messed up look comes from the way shadows are generated by SW. In Duke, the 8-bit shadows are really ugly, and in Polymost, a flat render of the top view of the model is projected onto the floor. In SW, the shadow is a copy of the same sprite, that is made to have a 100% black shade, and moved down a bit from where the actual sprite is. If you look closely, you can see this happening with the ninja, coolie, etc.
I also have a fixed version of the coin model that will be included with that pack, because the original did not have the correct frames, and the UV mapping was inefficient.
Here's the 8-bit HUD. The original is included for comparison.
playtard at
Never Mind about multiplayer not working. Firewall did not update fast enough. Works great!
ProAsm at
H, a quick question regarding the Linux friendly preceeding zero's :) In the case where you have for instance:
frame { name "idle" tile 0658 }
Does that tile 0658 also need to be tile 658 ?
Great on the Yang proggie playtard. thats good news ;)
Oh btw, thanks for the hud H, but how the hell did you get it so small... under 1k, jees the best I could do with my test model was 8k and thats after I trimmed it to 320 x 36 ;)
Edited by ProAsm at
Hendricks 266 at
Yes, all leading zeroes need to be removed in tilenum definitions. "tile 658" is correct.
The small HUD size could be a combination of several things:
1. Indexed (SW palette), not RGB (true color). 2. PNG, not BMP. 3. PNGOUT 4. PngOptimizer
Also, check your email.
ProAsm at
Ok kewl, well here's the fruits of your work.
SWP Version 4.2.3.2 Beta
This now comes with the built in 8 bit Alternate Minihud. Option is available in the Games 2 Menu ingame.
http://www.proasm.com/files/beta/swp4232.zip
I'll check your props in the morning, nows time for shuteye ;)
** Edit **
Oh dear i see the weapons not showing in 8 bit mode... working on it :)
Edited by ProAsm at
playtard at
Can you add the user map selection back to ingame new game menu, for both single player and multiplayer? Like you had in 4.1.8 It would made loading another map easy without having to exit the game, and restart.
ProAsm at
Putting the ingame usermap selection was a lot of code etc, but I might look at it for multiplay section. I've been messing with the multiplay quite a lot in the past few days and have extended the multiplay quite a lot now. Multiplay now bypasses the started animation and generally reacts much faster. You can now select a map, or an Addon or an Addon's map from the startup menu, as along as your opponent selects the same. The RTS files are now also available for the mapname.rts or the Addonname.rts. Rts is now also enabled in a single play as well.
playtard at
Sounds Good. :) You know what is really cool about Yang? When the host starts the game with a user map or addon, it loads everything for all players. That is when i noticed it was a problem to load a new map. Everybody had to close the game to change maps. This is also how I found the problem with Duke3dw L# V## command line. You can select none for episode and everything is fine when loaded from yang. Then you can select episode/level after game is started. Now, with SWP L# V## Command line works fine in Yang.
Edited by playtard at
ProAsm at
SWP Beta 4.2.3.4
Ok much has been done here and is work in progress so excuse the bugs :)
1. Fixed alternate hud in 8 bit. This is now working correctly and even if you remove the hrp it will have a hud. Thanks 'H' for the idea :)
2. SWP.grp I have re-introduced the SWP.grp file with only the 2472 HUD in it as the one in the Hrp is slightly offset for some reason so this will replace it untill the next Hrp.
3. RTS files are now enabled in singleplay by pressing Alt F1 to F10 Each map and Addon is also checked for a Mapname.rts or a Addon.rts and used if found.
4. The Startup menu did not always show for one reason or another especially if it was set to '0' in the SWP.cfg file and is now corrected.
5. It has been noticed that different sounds are used for different color water this bypassing the last 'StopSound' I added so that is now fixed.
6. Added back the 'User Maps' option in the Episode Menu.
7. Multiplay. Much has changed here, or should I say is busy changing and if I dont win I will put it back to original. Basically I'm trying a Server/Client situation here but am struggling with the complicated netcode in SW :) The way it is in this beta is as follows: You will see a much refined menu at startup with 2 columns, 'Client and Host' and 'Host Only'. Basically the idea is the 'Host' will select his personal settings, Name, Color, IP, all then all the game settings like Mapname (or Addon name), Kills, Timeout, Gametype and Monsters etc and start the game. All the clients need to do is set their Name, Host IP, Color and click on 'Join and 'Select' and start the game. All the game information will now be sent from the 'Host' to the players and everyone lands up in the selected map and plays the game. While playing, the 'Host' is like the Admin and only he has access to the Multiplayer Menu (F2) and only he can change to another map while the clients can only look at the scoreboard (F1) Currently switching to another map is a bit of a proceedure and that's what I'm working on. Host brings up the menu (F2) Selects 'User Maps' and scrolls to the map he wants and select it. It will now display the name in the menu. At this point the Host can also change other settings like time, kills etc. The Host selects 'Start Game' This information is transmitted to the client and he switches to his scoreboard waiting for input while the Host 'waits for other players'. Once the client presses the spacebar, the Host will get his scoreboard up indicating the client is ready. Once the Host now presses the space bar they both start to play the new map.
Its this complication that I need to shortcut but am really struggling with atm. I'm also not sure how this will effect Yang and may need to add an 'Original' option.
http://www.proasm.com/files/beta/swp4234.zip
playtard at
Can't start a single player game. The new game option is grayed out, along with save game optin in main menu. Multiplayer doesn't work.
ProAsm at
Haha... ok thats because I left it in debug mode. Dont worry about starting a new game thats not important here :) Play a map or addon by selecting that in the startup menu. Multiplay the Host must select a map in the Startup Menu also and the host must start first.
Here is a copy with the debugs removed. http://www.proasm.com/files/beta/swp4235.zip
Edited by ProAsm at
playtard at
Multiplayer did not work with start menu. But it does work with Batch files, with Host - SWP.exe -autonet 0,0,0,1,0,0,0,0,7,0 /name Player /net /n1 192.168.2.12 client - SWP.exe -autonet 0,0,0,1,0,0,0,0,3,0 /name player /net 192.168.2.10 /n1 Something with the Startup Menu causes to hang and crash.
Edited by playtard at
ProAsm at
Ok the start menu does exactly the same, mine works 100% here. At what point does yours crash, can you post details of map and settings so I can try and simulate it here.
Your client batchfile is perfect and should always look like that. Change your Host batchfile as follows:
SWP.exe -map directory/mapname.map -autonet 0,0,0,1,0,0,0,0,7,0 /name Player /net /n1 192.168.2.12 or SWP.exe -gLoNukem.grp -cLoNukem.cfg -autonet 0,0,0,1,0,0,0,0,7,0 /name Player /net /n1 192.168.2.12
The 0,0,0,1,0,0,0,0,7,0 are as follows from 1 to 10:
Gametype -> 0=WangBang 1=WangBang (No Respawn) 2=CoOperative Level -> 0 to 28 - always 0 if playing a map or addon Enemy -> 0=None 1=Easy 2=Norm 3=Hard 4=Insane (for monsters) Markers -> 0=Off 1=On - leave as 1 Team -> 0=Off 1=On - leave as 0 HurtTeam -> 0=Off 1=On - leave as 0 KillLimit -> 0=Infinite 1=10 2=20 3=30 4=40 5=50 6=60 7=70 8=80 9=90 TimeLimit -> 0=Infinite 1=3 2=5 3=10 4=15 5=20 6=30 7=45 8=60 Color -> 0=Brown 1=Gray 2=Purple 3=Red 4=Yellow 5=Olive 6=Green 7=Blue Nuke -> 0=Off 1=On
playtard at
The host stops responding after I press start. It doesn't Start the game at all
Initialising Windows DirectX/GDI system interface OS: Windows Vista (Version 6.0.6002) - Service Pack 2 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities SHADOW WARRIOR(tm) Version 1.2 Copyright (c) 1997 3D Realms Entertainment
Detected registered Grp SWP - Version 4.2.3.5
Adding Group file: sw.grp Adding Group file: SWP.grp Adding SW High Resolution Pack Commandline: Swp.exe -map maps/airbase.map -autonet 0,0,0,1,0,0,0,0,0,0 /name Player /net /n1 192.168.2.12 Adding Searchpath: maps Network mode: peer-to-peer
Edited by playtard at
ProAsm at
Strange, I just played the same map from the menu and here are the logs all the way into the map:
The Host.
Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 3 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities SHADOW WARRIOR(tm) Version 1.2 Copyright (c) 1997 3D Realms Entertainment
Detected registered Grp SWP - Version 4.2.3.5
Adding Group file: sw.grp Adding Group file: SWP.grp Adding SW High Resolution Pack Commandline: Swp.exe -map maps/airbase.map -autonet 0,0,0,1,0,0,1,3,4,0 /name ProAsm /net /n1 192.168.0.5 Adding Searchpath: maps Network mode: peer-to-peer Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * JOYSTICK: Nostromo n52 Speedpad2 * OTHER: USB Keyboard * OTHER: USB Keyboard - Creating keyboard device - Creating mouse device - Creating joystick device Joystick has 6 axes, 24 buttons, and 1 hat(s). Initialising mouse CONTROL_Startup: Mouse Present CONTROL_Startup: Joystick Present Initializing Midi Music. Initialising timer mmulti: This machine's IP is 192.168.0.2 mmulti: Peer-to-peer mode mmulti: Player 1 at 192.168.0.5:23513 Waiting for players... Loading sound and graphics... initcache(): Initialised with 33554432 bytes Adding Definitions file: Sw.def Adding Definitions file: Swp.def Setting video mode 1024x768 (32-bit fullscreen) Initializing MultiVoc... - Maximum voices: 16 - Using 640 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 22050Hz Sample size: 16 bits - Creating secondary buffer Lo Wang is waiting for other players.. waitforeverybody(2) #1 waitforeverybody(3) #2 waitforeverybody(6) #3 waitforeverybody(7) #4 Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing joystick device - Releasing DirectInput object - Unloading DINPUT.DLL Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL
The Client
Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 2 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities SHADOW WARRIOR(tm) Version 1.2 Copyright (c) 1997 3D Realms Entertainment
Detected registered Grp SWP - Version 4.2.3.5
Adding Group file: sw.grp Adding Group file: SWP.grp Adding SW Low Resolution Pack Commandline: Swp.exe -autonet 0,0,0,1,0,0,0,0,3,0 /name Joesoap /net 192.168.0.2 /n1 Network mode: peer-to-peer Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Initialising timer mmulti: This machine's IP is 192.168.0.5 mmulti: Player 0 at 192.168.0.2:23513 mmulti: Peer-to-peer mode Waiting for players... Loading sound and graphics... initcache(): Initialised with 33554432 bytes Adding Definitions file: Sw.def Adding Definitions file: Swp.def Setting video mode 800x600 (32-bit fullscreen) Initializing MultiVoc... - Maximum voices: 16 - Using 640 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Unloading DSOUND.DLL Lo Wang is waiting for other players.. waitforeverybody(2) #1 waitforeverybody(3) #2 Adding Packet Map: airbase.map waitforeverybody(6) #3 waitforeverybody(7) #4 Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL
playtard at
I just found that if I edit the cfg file. And I change the Ip address from 127.0.0.0 to the machine"s ip address. For the host I put the Client machines ip Address and the client I put host ip Address. It works Fine, everything starts up ok.
Edited by playtard at
playtard at
Does not show the other player disconnecting from game. Only 15 maps show up in user maps in-game.
Edited by playtard at
ProAsm at
Yeah 127.0.0.0 will not work, you type the opponents IP in the 'Edit' box supplied in the Start Menu. (second from top) It will automatically store the IP in the list for next time.
Yes only 15 maps will show at a time, press Page Down to get the rest...
playtard at
Ok I see that everthing works great with windows Xp. In vista I have to change the player name, and or ip address in the config file manually. If I type another name or ip address in startup menu, it never starts the game, it just hangs with swp not responding.
Ok, I deleted all files and reinstalled. Everything works now. I guess running that 4.2.3.4 beta messed things up in my swp folder. :)
The players color only works without HRP. But that is good, it never worked before. :)
I use two folders [Maps] for single player maps, and [MapsWB] for multiplayer maps. If I select Mapswb folder and one of the maps and start multiplayer the game connects. But the map never loads just hangs with map name at the bottom of screen.
Edited by playtard at
ProAsm at
If I select Mapswb folder and one of the maps and start multiplayer the game connects. But the map never loads just hangs with map name at the bottom of screen.
Thats because the client's SWP is expecting the map to be in the Maps folder and is not sending the Host a handshake because it cannot find the map. The host can have the map anywhere but the client must have it in the Maps folder. I had to do it this way else maps will never be found on the clients. It has to be in a standard folder that are common on all clients. The only other thing we can do is make a Mapswb also a standard folder as part of the searchpath but for now all maps must be in the Maps folder for multiplay.
Player colors work with Hrp and Lrp with me but are very washy but they work. Try Blue (7) and Gray (1) they work good :)
Edited by ProAsm at
supergoofy at
the new audio lib by Jonof is released and it is already implemented in eduke32
I use eduke32 svn r1477 and it works ok
ProAsm at
Just checked the code. So what is the difference as the music implentation in SWP was quite a hassel and merging this lot in may not be that simple although there are only minor changes in 8 files and a major change in sounds.c
playtard at
My bad. Yes the player color works with HRP. It's the player name at the top. It is always Blue, except for Gray then the name shows up as Gray. Must need more color text's in HRP.
BTW, I have been playing Blood over the past week or so. I played an addon called Carnage, and I saw your name as it loaded in dosbox. It Said, BLGROUP file by Proasm. Does that ring a bell? It is the only blood addon that uses a Group file. All others use -ini files. Anyway I would like to know if you could make a dosbox frontend to load blood maps, or just a dos app to run inside dosbox? I have looked for a dos app for Blood. All I can find are dos apps for Duke3d, SW, and Redneck Rampage. The Guys that made Kamikaze, a dos app for SW is the best. They also made the same type of apps for Duke3d, and Redneck Rampage. I could not find a app they might have made for Blood, or any other dos app for that matter. All the map launchers for Blood are Windows based, and can only load Blood in Windows.
Marked at
At the moment I am still running the ancient 4204 version of SWP and I noticed that I have lost the camera video on the monitor that you view when operating the R/C car to get the silver key. Is it just me? I download the latest version but I have not installed it yet because I have added a bunch of graphics to my current version and I'm not sure if they are included in the new release yet or not.
ProAsm at
My bad. Yes the player color works with HRP. It's the player name at the top.
LOL, I did not know that the name should change color - will check that out :)
BLGROUP file by Proasm. Does that ring a bell?
Wow... thats going back some, but yes I remember the name. Can you send me that BLGroup and what do I need to run Blood... its like a 100 years ago :D
Anyway I would like to know if you could make a dosbox frontend to load blood maps, or just a dos app to run inside dosbox?
Anything is possible. Send me one of these DOS duke3d or SW frontends you mention so I can see what it is you want, as a lot of DOS frontends of that era was made by me also. I'll have to scratch through all my archives to see if I can find a copy of Blood :)
At the moment I am still running the ancient 4204 version of SWP and I noticed that I have lost the camera video
Yes this camera did vanish in one of the releases but was soon put back. If you dont want to mess with the latest beta which is somewhat buggy, the last releases are still up on my site: http://www.proasm.com/files/sw/swp420.zip / 421.zip / 422.zip
playtard at
ProAsm said at
My bad. Yes the player color works with HRP. It's the player name at the top.
LOL, I did not know that the name should change color - will check that out :)
BLGROUP file by Proasm. Does that ring a bell?
Wow... thats going back some, but yes I remember the name. Can you send me that BLGroup and what do I need to run Blood... its like a 100 years ago :D
Anyway I would like to know if you could make a dosbox frontend to load blood maps, or just a dos app to run inside dosbox?
Anything is possible. Send me one of these DOS duke3d or SW frontends you mention so I can see what it is you want, as a lot of DOS frontends of that era was made by me also. I'll have to scratch through all my archives to see if I can find a copy of Blood :)
The BLGROUP file is in the group file in the Carnage addon for blood. It runs from the carnage.com file. Some how it loads it when you start the addon. here is a link http://files.deathmask.net/user_addons/blood/ Here is a link for Kamikaze http://dukeworld.duke4.net/2001-current/buildgames/sw/other/launchers/
ProAsm at
Thanks, will check em out ;)
playtard at
Yang works with 4.2.3.5 beta. Only one small bug. When you change maps in game after starting from yang. The skill level menu comes up. And you just have to hit escape 2 times to get back to multiplayer screen. then start the game and everything is ok.
Edited by playtard at
ProAsm at
playtard said at
Yang works with 4.2.3.5 beta. Only one small bug. When you change maps in game after starting from yang. The skill level menu comes up. And you just have to hit escape 2 times to get back to multiplayer screen. then start the game and everything is ok.
mmm I think I know why that is and its because Yang sends a commandline to the client to change to a map where the client now ONLY accepts commands from the HOST and no one else. I'll have to see if I can accomodate Yang here somehow. Is there a way I can test that here on my network using Yang ?
playtard at
Yes, it works with lan. Create a room then manual join with the other pc. It want show up in browser, unless you advertise room then it is on the internet. The host can switch to any game port and start the game without disconnecting. Because yang, knows everybody's ip address, it launches each pc with the correct batch file to connect in multiplayer peer to peer. It's like magic.
You have to setup Yang with all the game location, and maps folder and stuff First.
http://ny.duke4.net/files.html
Edited by playtard at
ProAsm at
Thanks, I'll set it up and see what I can do ;)
Hendricks 266 at
I discovered something interesting while making my SW Beta Analysis. The shareware and retail v1.2 have different skyboxes in the same place! Go figure.
Why would they do that? Wow! you have photographic memory or something.
Hendricks 266 at
Actually, I have a tool to dump all of the ART files' contents to BMPs, and DupFinder. ;D
playtard at
What is the name of the tool. Could not find on your link.
ProAsm at
SWP v4.2.3.6 Beta
This is mainly a multiplay update and most bugs fixed. To use with Yang add the command -autonet in the 'Extra args for everyone' when creating a room. Unfortunately Yang adds this command near the end but I've allowed for that in this version until he can update Yang for us (have pm'd him) I've also asked for an option to change your color but we'll see.
There are still a few bugs that I'm really struggling with and the main one is the game goes out of sync the moment you add monsters. The second one is unimportant but needs fixing in that sometimes when a player leaves the others are not notified. I know why its doing this but if you fix it then the previous bug returns where your game could hang if someone leaves. I've added that a client can no longer pause a game and only the host can.
http://www.proasm.com/files/beta/swp4236.zip
playtard at
Works good with the in-game Map change on Yang. One thing I noticed is in the user maps start menu I have 500 maps, in-game I only have 330 maps. Also is it possible to use one map folder for single player and another for Multiplayer in-game?
ProAsm at
Yes I restricted it to 300 odd, I'll open it up. The Mapswb is a good idea, I'll see what I can do.
playtard at
ProAsm, did you here anything from NY00123? About the -autonet in Yang.
ProAsm at
Yes I did, but he suggested we wait till the final release then see what commands are needed. Will have another beta tomorrow some time which hopefully is close to a release. (-autonet dumped)
ProAsm at
SWP v4.2.3.8 Beta
Basically what I have done is gone back to the standard p2p format with a few extras. The reason for this is the Autonet causes huge 'Out of Sync' problems which I just could not control so even though you can use the -autonet command, I only allow it to configure the Host then remove it and revert back to standard p2p. I have retained the Host controls all situation and added an 'Apply' condition for the 'Clients' for changing colors and Nickname without restarting the game etc. There is -col x command for setting color which was there and I've added a -netgame x for setting the gametype for the Host although you can use the -autonet 0,0,0,0,0,0,0,0,0,0 etc if you want. There is but one bug which I cannot find, both host and clients must have the 'Weapon Switch Off' condition else it goes out of sync, friggin wierd so currently if its a multiplay, 'Weapon Switch' is set to off and grayed out :)
NB: Yang no longer needs the -autonet parameter in it's 'Extra args for everyone:'
So in brief if you use a batchfile or for yang:
HOST: SWP.exe -name Nickname -s3 -map Mapname.map -netgame 0 -col 3 /net /n1 123.123.123.121 Where: -s3 (0-4) Number of monsters. 0=None 1=Easy 2=Norm 3=Hard 4=Insane -netgame 0 (0-2) 0=Wangbang Spawn / 1=Wangbang Nospawn / 2=Cooperative -col 3 (0-7) Player color: 0=Brown 1=Gray 2=Purple 3=Red 4=Yellow 5=Olive 6=Green 7=Blue If you like you can use the -autonet option but will only be used for the parameters. SWP.exe -autonet 0,0,0,1,0,0,0,0,2,0 -name Nickname -map Mapname.map /net /n1 123.123.123.121
CLIENT: SWP.exe -name Nickname -col 3 /net 123.123.123.122 /n1 All the client needs is the color, you can add all the rest but it will be ignored.
http://www.proasm.com/files/beta/swp4238.zip
playtard at
Works great with the in-game map Change, and as well with Yang. Co-op works great with regular Shadow Warrior Multiplayer. When using addon Wanton Destruction with co-op multiplayer with monster game goes out of sync. Everthing else seems to be good to go. Wanton Destruction co-op Multiplayer works fine when launched with Playwang, Yang or a batch file. It's just when you launch it from start menu.
Edited by playtard at
ProAsm at
mmm strange that, I also have it here, so will check it out. Also found sometimes a desktop crash if you select the video options from F4 menu. This is a bad compile, sometimes I wonder about this Mingw :(
Edited by ProAsm at
playtard at
also, Widescreen box doesn't stay checked, after you restart.
ny00123 at
Hey,
Now that I see the changes you've made, I think that sometime, as a first step, I'd just let you choose the player color. For the game type I'd also have to update the server list software, so it's more of a work to update everything at once. (the server list software, the website with news...) Now I do plan to update server list with the following release, but it can delay things now if I want to prepare it for the game-type option right now. So it may come later.
Regarding the 'Weapon Switch Off', an explanation to the "out of sync" issues, as told to me by someone nicknamed Turrican, is that the "Weapon Switch" status may be 'on' for player 1 and its computer, while it appears to be 'off' from player 2's computer. So it is "out of sync", cause that kind of data and therefore how certain things work, are not the same everywhere.
ProAsm at
Ok found and fixed all current bugs. Regarding the out of sync using Wanton Destruction and most other Addons, is the Client also needs the -gAddon.grp to initialize his game. SWP.exe -gAddon.grp -name Nickname -col 3 /net 123.123.123.122 /n1
The 'out of sync' problems with the Weaponswitch is a code placing problem which I'll look into later. On startup SWP will look for a 'Maps' folder for Singleplay and a 'Mapswb' folder for Multiplay and use these as the default map folders. The 'Games' folder remains default for all addons etc. Even though the Mapswb folder may be the default folder, SWP will still search the Maps folder if the map is not found in the Mapswb folder and visa versa for singlerplay. Regarding Yang, an option for setting the Player Color would be nice with the Game option at a later stage is fine.
ny00123, rather than copying files to the root folder etc, just send SWP, Duke3dw or Eduke32 the -jDirectory command so if a player has a strange folder where he selects his map or game from, say MyFolder then just add it as the first command in the commandline: SWP.exe -jMyFolder or in SWP or Duke3dw you can use a full path if need be, SWP.exe -jD:\SWP\Whatever\Mymapfolder\maps
I'm sure we can all work together to try and come up with some standard situation at some point :)
http://www.proasm.com/files/beta/swp4239.zip
Edited by ProAsm at
ny00123 at
ProAsm said at
ny00123, rather than copying files to the root folder etc, just send SWP, Duke3dw or Eduke32 the -jDirectory command so if a player has a strange folder where he selects his map or game from, say MyFolder then just add it as the first command in the commandline: SWP.exe -jMyFolder or in SWP or Duke3dw you can use a full path if need be, SWP.exe -jD:\SWP\Whatever\Mymapfolder\maps
I've actually talked about it somewhere, regarding MOD support in general. For ports like EDuke32 I think I'll use -game_dir for MOD directories (it somewhat differs from -j). For the maps, indeed I can use -j, this is a good idea.
ProAsm at
As far as I remember the -game_dir is identical to the -j and was adapted to be compatible with Duke3d_w32 which I think is xduke, if so maybe xduke should add the -j :) Duke3dw also supports -game_dir although treats it as a -j
ny00123 at
At least with EDuke32, there were different meanings to them. Though now that I look in the source code (from 20090313, not SVN), it looks like they basically work the same way, if I understand that correctly. Maybe something has been changed.
BTW, before I use the -game_dir or -j argument with Duke3dw and SWP, I'd like to ask if there's a known limitation on the length of the game directory. It looks like xDuke has a limit so I can't really use it there (maybe apart from relative paths). Of course I'd like to use full paths.
ProAsm at
LOL, funny you mention this now as I was just messing with paths yesterday. I would seem the argv buffer is pretty long, could not find a limitation. The commandline buffers are all defaulted at 128 characters, although I have now increased SWP to 255 and will do so for Duke3dw on the next release.
** Edit ** Just something I forgot to mention is that with the latest 4.2.3.9. beta release, it will be found that some of the Sound Setup settings revert to default and also the Brightness settings as I have moved these settings out of the [Options] into their appropriate [Sound Setup] and [Screen Setup] as I always found myself searching in the wrong places for them :)
Edited by ProAsm at
playtard at
Starting an addon with multiplayer co-op works very well now. In-game Map change for single player and multiplayer works great. I noticed a minor sound/music bug. When exiting multiplayer and you get to the multiplayer totals screen the music always plays on client pc, but on the host pc only once in awhile.
Btw, I have been meaning to ask what does the Enable Map Co-ordinates do?
ProAsm at
I must admit I did not check the sound, will check it out.
The Enable Map Co-ordinates is for debugging purposes and displays the map co-ordinates at the top left. To set it you must first select a map then click the Enable Map Co-ordinates else it does not work, I'll fix that also :)
playtard at
I just notice the names in the the multiplayer menu the colors match the name. :) :) :) So I Guess the fonts for player name in-game at top of screen, with HRP use small fonts and don't have all the colors or something? Btw NY00123 added the ability to change player color :). And he will add game type later.
ProAsm at
Lol, no highres does not have all the colors so I did a bit of a tint hack here, but it works ;)
Ok I have released SWP Version 4.2.3 as I'm now tired of working on it :) I have fixed the few minor things like the host sound and have increased the number of maps per folder to 1000.
http://www.proasm.com/files/sw/Swp423.zip
I have also added an experimental option to the .def functions: 'wide'
This basically will use the 'wide' texture if the WideScreen option is used. This option can be seen in the Menu.def in the lastest Sw_Hrp that I have also released with the latest additions. Here you can now experiment between textures for 4:3 or 16:9 screens to get the best of both worlds. As a matter of interest an LCD is 4:3.2 making it a bit more square than a CRT 4:3 screen.
Great on the Color change option in Yang :)
Edited by ProAsm at
playtard at
Sound fix works on multiplayer exit :) :)
Player color works. Wangs pants matches color
Multiplayer Menu works. Name Matches color
Score Board while in-game Blue and Gray colors work. All others colors still only show up as blue for the name in the score board. :o Don't worry about this now.
Thanks for Making SWP work so GOOD!
Marked at
Maps and add-ons are not showing up in my start menu tabs when I click on them. Do the maps and games folders in the root directory have to be spelled out a certain way with capital letters or what? I've tried different ways and the contents of those folders do not show up.
EDIT: Maps located in the Maps folder are actually showing up in the add-ons tab of the start menu and if I choose to run one the maps the program crashes. I'm doing something massively wrong but I don't know what it is.
Edited by Marked at
playtard at
Single player maps in MAPS and Multiplayer maps in MAPSWB TC's in GAMES. Should not have to use caps.
Edited by playtard at
ProAsm at
EDIT: Maps located in the Maps folder are actually showing up in the add-ons tab of the start menu and if I choose to run one the maps the program crashes. I'm doing something massively wrong but I don't know what it is.
This will happen if you are using the shareware version.
playtard at
You can buy the Full version of Shadow Warrior and Dowdload for $10:00. You also get a $10.00 rebate. http://www.buy3drealms.com/
ProAsm at
playtard said at
You can buy the Full version of Shadow Warrior and Dowdload for $10:00. You also get a $10.00 rebate. http://www.buy3drealms.com/
LOL... why dont they just make it a free download :D Is the download the full Image CD or just the files ?
Just a note here on the playername colors in the scoreboard, not possible with highres as I'm using a spare palette to create the menu playername color so each player has the same palette on his PC, thus being a single palette, the palette can only be one color at any one time, so on the scoreboard all playernames will always be the same color. Hope you understand that as its difficult to explain.
I have however found quite a serious bug which I may update in that the second spare palette I used for the Menu colors, is actually the palette that belongs to the green tint of the night goggles so that does not work atm, until I can hack another palette to fix this :)
Lastly I've also changed the way in which the startup menu handles itself when using the shareware version. It will now display everything as usual then gray out the necessary options. This looks better than everything being blank.
playtard at
Shadow Warrior, just the files with dosbox wrapper. Now GOG.com did Redneck Rampage Right. They made a CD image, and mount it with dosbox wrapper. And it plays the Music from image while you play. LOL Redneck Music. The $10.00 rebate is from another website called Complete Savings.com or something like that. 3DReamls wanted to keep the download small according to the guy that made the setup file.
Marked at
I found someone locally who had the full version of SW and bought it. Fired up the SWP front end and absolutely love how easy it is to run maps and add-ons and saved games. ;D It solved all the problems I mentioned in the previous post because I was running the shareware version before. WOO HOO
Hendricks 266 at
The solution to making the colored fonts work in highres... is to make more highres tiles of the font in different colors. ;) SwissCM over at 3DR/Duke4 made some kickass new fonts for Duke, and since about 45% of that font is in SW as well (no lowercase letters, some uppercase changes), I'll see about nagging him to do a complete set (with colors) for SW.
Pro, you seem to incorporate a lot of hacks into SWP because the HRP is lacking in some way. ;D BTW, the Seppuku remote control car screen is fixed (finally), so that hack can be removed.
Edited by Hendricks266 at
ProAsm at
Pro, you seem to incorporate a lot of hacks into SWP because the HRP is lacking in some way. Grin BTW, the Seppuku remote control car screen is fixed (finally), so that hack can be removed.
H, I dont really hack the code, maybe I use a wrong term, I just change things so its way different to original. The palette method though is a bit of a hack but works well. Just studing the code last night, I see SW only uses 16 palettes (16 - 32) see pal.h so I messed now with 8 - 15 and they seem to be available and just need to experiment and see. I've used 10 for the menu text now and am looking all over the game to see if it effects anything and it does not seem to. This is a better way to go, as you only need one set of fonts (white) to do 15 colors which is enough. Going the fonts route swells the hrp size although not by much. I have also found a simple way into resizing the fonts to any size I want, hence only one size is needed, see the Options menu is SWP and the mouse options in Duke3dw. This engine is a lot more powerfull than what some think :)
Regarding the Seppuku remote control, I seem to remember that was only fixed in the 8 bit mode and has no effect on highres textures, hence the reason I left that hack in.
Hendricks 266 at
The 8-bit mode was never broken. It now works in Polymost.
ProAsm at
Hendricks266 said at
The 8-bit mode was never broken. It now works in Polymost.
What I mean is although it works in Polymost, it displays it as a 8 bit type picture. This fix was done by JF 2 years ago and released in SWP v3.9.2 :)
Hendricks 266 at
Well, the security cameras in Duke are the same way, when you step away from them.
ProAsm at
As a matter of interest I've released a SWP v4.2.4 with a few minor updates and fixes as well as updated Playwang with the latest multiplay options etc.
playtard at
NY00123, added game type to Yang v0.60 today, and he fixed the master server port problem I was having with advertising my server. Had a 3-way wangbang and had a blast. Btw, I got owned by snake -5 to 12 lol :o. SWP worked with no problems. Now, Shadow Warrior is better than ever. Thanks to ProAsm, and NY00123. WHO WANTA SOME WANGYANGBANG.
secondsabre at
Having problems with playing any of the TC's with the new SWP.exe. From what I understand, we don't need to use PlayWang.exe to launch TC's n' stuff anymore, right? Grabbed a TwinDrag and WantDest off the site, unzipped the whole package into the 'Games' folder... but every time I select a TC and try to load it, SWP.exe (ver 4.2.4) freezes at "Adding Group File: <filename>.grp". They still work perfectly with PlayWang, and I have the full retail version of SW.grp.
Am I doing something wrong, or am I just 'special'?
EDIT: And as a side note, I'm using SW_HRP.zip, but no other HRPs
Edited by secondsabre at
ProAsm at
Strange, just tried it here and it works fine. Playwang uses the exact same commandline also. I take it you are using Playwang 4.0 (latest) ?
Can you post the commandline, you'll see it in the SWP.log file.
secondsabre at
Yea, I was pretty sure they should do the same thing...
Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 3 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities SHADOW WARRIOR(tm) Version 1.2 Copyright (c) 1997 3D Realms Entertainment
Detected registered Grp SWP - Version 4.2.4
Adding Group file: sw.grp Adding SW High Resolution Pack Commandline: Swp.exe -jgames -gtwindrag.grp -htwindrag.def -ctwindrag.cfg Added search path: games Adding Group file: TWINDRAG.GRP
I just un/re-installed my video drivers, too, but the program just hangs there (goes Not Responding) as soon as it tries to load the GRP file. Left if for about 10 minutes at one time, and it doesn't move past. Anything suspicious that you can see?
ProAsm at
Very strange, again I tried it here and also on 3 other PC's that I have here. I take it you have the version 1.2 of Twindragon: http://www.proasm.com/files/swtcs/TwinDrag_v12.zip
This is my log file when I start the game from the SWP Menu:
Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 3 Loading OPENGL32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities SHADOW WARRIOR(tm) Version 1.2 Copyright (c) 1997 3D Realms Entertainment
Detected registered Grp SWP - Version 4.2.4
Adding Group file: sw.grp Adding Group file: SWP.grp Adding SW High Resolution Pack Commandline: Swp.exe -jgames -gtwindrag.grp -htwindrag.def -ctwindrag.cfg Added search path: games Adding Group file: TWINDRAG.GRP Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard * JOYSTICK: Logitech Extreme 3D Pro USB * JOYSTICK: Nostromo n52 Speedpad2 * OTHER: USB Keyboard * OTHER: USB Keyboard - Creating keyboard device - Creating mouse device - Creating joystick device Joystick has 6 axes, 24 buttons, and 1 hat(s). Initialising mouse CONTROL_Startup: Mouse Present CONTROL_Startup: Joystick Present Initializing Midi Music. Initialising timer mmulti: This machine's IP is 192.168.0.2 Loading sound and graphics... initcache(): Initialised with 33554432 bytes Adding Definitions file: Sw.def Adding Definitions file: Swp.def Adding User Definitions file: twindrag.def Adding SwCustom file: SwCustom.txt Setting video mode 1024x768 (32-bit fullscreen) Initializing MultiVoc... - Maximum voices: 16 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 44100Hz Sample size: 16 bits - Creating secondary buffer - PlayMusic - Music : THEME.MID - Added Animation: SwpAnim.zip - PlayMusic - Music : YOKOHA03.MID Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing joystick device - Releasing DirectInput object - Unloading DINPUT.DLL Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL
I'll dig further and see if I can find a reason.
secondsabre at
Yea, using the latest version of TwinDragons (redownloaded it just to make sure) and SWP (tried the last 4 versions as well, same problem)
Yea, I'm gonna keep playing around with it too. Something just caught my brain, and it looks like it's not just the addon's that are freezing the EXE. This is now officially getting weird.
Did some testing, and it seems like if I click on something that's *not* a tab, a checkbox, or a radio button, the program freezes when I hit 'Start'. Ie, if I click (not even change, just click) any control that's assigned to a drop-down or a list-box, the program freezes. This just got substantially more weird. Can I ask what language the frontend/SWP is programmed in?
On more question: When the game *does* start, I get this message in my log
RTS file sw.rts was not found
What's an RTS file, and is it relevant? According to the logs, it looks like the game is freezing either while loading the HRP, or prior to initializing DirectInput. I removed the HRP from the directory, and tried to boot it several ways, and encountered the same problem. Looks like something with DirectInput isn't initializing properly... in which case, it's most likely my problem. I'll do another DirectX ReInstall and see what comes up.
Edited by secondsabre at
playtard at
Try putting the sw.rts file in with everything, and see what happens. RTS (Remote Ridicule Sound) When you press Alt (F1-F10). Try a new Install if you are overwritting files. Use Directory C:\SWP if not already. Btw ProAsm, I downloaded VB 2008 Express and after watching about 100 Video's. I made my first program, It's a Blood Dosbox Launcher ;D. It's almost done. I'll send you a copy. Just Testing and some cleanup to do.
Edited by playtard at
ProAsm at
secondsabre, try starting up with a batch file just to see what happens. Copy and paste the following into notepad and save it as Whatever.bat then double click on it.
@echo off Swp.exe -jgames -gtwindrag.grp -htwindrag.def -ctwindrag.cfg
That will proove if its something in the SWP menu that causing it as it will now be bypassed. Everything is written in C btw. The RTS file is not needed so dont worry about that but it is on the CD. What happens if you remove the HRP, maybe your graphics card is not 100% OpenGL compatible. Maybe post your PC specs, graphics card etc.
Just to veryify, all you need in the main SWP folder is as follows as some people have the whole CD stuff which is not needed and can sometimes cause problems.
I swear, by the end of this, it's gonna be something ridiculous, and I'm gonna wanna off myself for making you guys work so hard... <.< At least I do Software QA for a living, so I know how to troubleshoot.
Playtard: Hey, bud. Never actually installed SW off of the CD. I like the installation more compact and not so unwieldy when I go in to find a specific file (like this case right here...). So I did the clean install that was detailed in the ReadMe for SWP, and just took the SW.GRP off of my install CD to put with the rest of the files. But you're right, I might give it a shot. As for installation location, I didn't think it was necessary (the log looks like it's checking for all files with relative- instead of absolute- directory structure), but I'll give it a shot.
ProAsm: Hey, dude. Command line was one of the first things I did, actually, and it worked. I tried the batch file, and it worked fine. Also tried removing the HRP, repacking the HRP, and disabling it in the SWP.EXE. Issue's the same, regardless. Like I said, I can click checkboxes, tabs, and adjust radio buttons, the program still starts. It only freezes if I click from a listbox (like the ones on the AddOns and User Maps tabs) or a drop-down (like the resolution settings from Video tab or the Sample Rate on Sound tab).
Directory Structure follows:
\Games (Has TaiWang, TwinDrag, and WantDest and respective .bat, .grp, and readme) \Help (Has the default install help files) \Music (Used to have some MP3s of the RedBook audio, those got deleted during troubleshooting. No difference. Just a bunch of MIDI files now) SWP.exe SWP.cfg SWP_docs.htm SW.grp SWP.grp HRP_Changes.txt HRP_ReadMe.txt SWP.log Sw_Hrp.zip (original DL of Version 2.1 from the SWP site @ www.proasm.com) gamex.asv
Yea, not sure what SwpAnim.zip is. But if it's not necessary, then whatevs.
PC Specs (Don't laugh at me...): WinXP SP3 Sempron 3400+ 2.00 GHz 2 GB RAM NVidia GeForce 7300 GT (just updated with latest drivers)
Fairly generic specs... But it's the can-click-this, can't-click-that that's really backing my noodle. I'm think it's an incompatibility with something else running on my system, like a service (maybe a file, but I doubt it), or something's hi-jacking the code. But everything can run C, it's not like you need a separate runtime pack or anything (besides what Windows has built-in, anyways). Guh. I'm off to do more troubleshooting. I'll keep ya posted if anything new gets noticed.
Edited by secondsabre at
ProAsm at
Ok as a last resort as your pc specs look ok.
1. Set your sound parameters down - 8 Bit - 11025 hz Often the sound cause hassels.
2. Download the following beta. You will notice it is 4 times larger than the release version as I've left the debug info intact and added a few log stuff. Run it, play a map and when it hangs/crashes etc, first try a Alt Delete to get you out else use the Task manager. If it runs ok, do not exit the game by pressing X for the menu - destroys the log :) Email me the complete log/logs to 'info at proasm dot com' so I can check em out.
http://www.proasm.com/files/beta/Swp4251.zip
filipetolhuizen at
secondsabre said at
(just updated with latest drivers)
This is the problem. Use these drivers: http://www.nvidia.com/object/winxp_2k_94.24.html
ProAsm at
Actually filipe has a point here. With M$ Flight Sim, none of the newer drivers work with the 7 and 8 series GeForce cards and we have found the 169.09 (beta) is the best and is what I have been using. This had the beta fix for the AA that did not work with some 8800 series cards.
I am currently using the 175.19 in my card and it seems to work ok. Latest is not allways better, especially for older cards. I'll try the 94.24 also filipe ;)
filipetolhuizen at
ProAsm said at
Actually filipe has a point here. With M$ Flight Sim, none of the newer drivers work with the 7 and 8 series GeForce cards and we have found the 169.09 (beta) is the best and is what I have been using. This had the beta fix for the AA that did not work with some 8800 series cards.
I am currently using the 175.19 in my card and it seems to work ok. Latest is not allways better, especially for older cards. I'll try the 94.24 also filipe ;)
I like the 94.24 particularly because it's the last one that allows me to play any game made for Directx version below 9 smoothly and is capable of running newer games, too. The only bad thing about it is that it doesn't support Geforce 8 and newer.
ProAsm at
The only bad thing about it is that it doesn't support Geforce 8 and newer.
LOL... so I discovered this afternoon :D
secondsabre at
Tried both of the other suggested video drivers, same issue, but...
ProAsm said at
1. Set your sound parameters down - 8 Bit - 11025 hz Often the sound cause hassels.
Well, did some more troubleshooting, and it looks like you were right. The sound is causing hassles. Specifically, the 'MUSIC' folder included with the installation, not the sound settings (which I did change through the CFG file, as per your suggestion).
I was removing and editing files again to see if I could figure out what the problem was, and I got rid of the GAME, HELP, and MUSIC folders, and suddenly, the crash wasn't happening anymore. Naturally, I started working backwards, and found the source.
It seems like if there's any MIDI files in the MUSIC folder, then the crash kicks in. Can't determine *why*, exactly, but MIDI device is set to 'Microsoft GS Wavetable SW Synth', which again, I believe is pretty standard. Again, anything that anyone can think of? Ie, why the hell are MIDI files freezing the darn thing? Oi, the hassle...
ProAsm at
Ahhh the favorite sound problems. Looking at your logs you use Xp so.... Click on 'Start' - 'Run' - type in dxdiag and click OK. At the top click on the 'Sound' tab. Set the 'Hardware Sound Acceleration Level' to 'Basic Acceleration' then click on 'Exit' and go try it out. You may have to reboot.
Edited by ProAsm at
secondsabre at
Alright, tried that. And no beans, still. Tried all the acceleration settings, actually, and it still didn't change anything.
I still find it weird the the MIDI works if I don't change anything in the front-end, though. Like, if the CFG file is edited to play sound, and I just go in through the front-end and run it, it still works fine. Same with the add-ons, if I run them through a BAT file, the sound works just fine.
This is melting my brain...
EDIT: Just re-installed my sound drivers, again, tried with all hardware acceleration settings, still nothing.
Edited by secondsabre at
ProAsm at
Looking at the crash log you sent me it seems to crash when it tries to read a midi file on your hard drive.
Please try this: Choose a map you gonna play, then choose a .mid file you like, maybe from another game and rename it to the mapname.mid and put it in the map folder. Startup SWP normally, the last release, not the new beta, goto to the main menu New Game, select User maps, browse to this map and play it. If it does not crash, does the midi that you renamed play ?
dro at
Hi Proasm. I'm a big fan of Jonof SW and SWProasm ports. I love SW - my favorite FPS game of all time. I play often to this day, almost nightly on YANG with handle "Dro".
The number of SW players has been increasing lately, which is a great sign. You've added some notable contributions to Jonof SW - 2+ multiplayability is great!
I've noticed that auto-aiming does not work in SW - it is broken. In other words unless a player aims exactly at another plays (in DM) the bullets will miss.
Any possibility you can fix this in an upcoming release?
Thanks! You can reach me online at: aim: cazcade msn: droboy@hotmail.com icq: 346470 -Dro
dro at
oops - nevermind it's working. just seemed like i needed to exit game and restart for the autoaim function to work.
ProAsm at
Hi dro, yes some of the options need a restart. Something I will look into in the future. I did not know auto aim works in DM though, an option I have never turned on :)
supergoofy at
@ProAsm,
do you plan to integrate the new audio lib in SWP ?
I could create a music pack with .ogg files from the original tracks
ProAsm at
do you plan to integrate the new audio lib in SWP ?
Yes I do, although I tried before and failed I will try again as I now had success with Duke3dw, I should be able to get it going here. I'll also add the music selection menu as in Duke3dw ;)
filipetolhuizen at
And how about the new Polymer? Do you plan to add it in SWP and Duke3dw? It looks pretty good but it's currently too bright in eduke32.
ProAsm at
lol I dont think polymer will be allowed in Duke3dw :D but maybe TX will allow me to use it in SWP as it is very nice, but again depends on its dedication as I have not studied it as yet.
@supergoofy, I've been working on the new jaudiolib here for Swp but had not realized JF had not completed it yet for sw, but I've managed to get it working fine in OGG and WAV but MIDI and CD is broken atm. Work continues... ;)
MartinHowe at
Talking of renderers, this would be cool: http://forums.duke4.net/index.php?showtopic=1397 Unlimited RoR sounds good (though the CON stuff wouldn't apply to SWP of course) :)
ProAsm at
Hi Martin, nice to see you here ;)
SWP Beta 4.2.5.1
The new JFAudiolib is still not working for SW but we are working on it atm. I've adhanced the old one a bit and got .WAV files working great now. I've also added a Select Music Menu for selecting different music whenever you want in a level (same a Duke3dw's)
http://www.proasm.com/files/beta/swp4251.zip
MartinHowe at
ProAsm said at
Hi Martin, nice to see you here ;)
:) It's nice to be back, if only occasionally to keep up with current events. RL sucks :( You're doing a good job here, keep at it 8)
Goost at
dro said at
Hi Proasm. I'm a big fan of Jonof SW and SWProasm ports. I love SW - my favorite FPS game of all time. I play often to this day, almost nightly on YANG with handle "Dro".
The number of SW players has been increasing lately, which is a great sign. You've added some notable contributions to Jonof SW - 2+ multiplayability is great!
I've noticed that auto-aiming does not work in SW - it is broken. In other words unless a player aims exactly at another plays (in DM) the bullets will miss.
Any possibility you can fix this in an upcoming release?
Thanks! You can reach me online at: aim: cazcade msn: droboy@hotmail.com icq: 346470 -Dro
Shuting off auto-aim is not bad at all. It would be great to add it as an option to turn it off when launching multiplayer game. I hope you understand what I mean - One switch in menu that affects all players in multiplayer game.
<edit> In Duke Nukem too, of course.
Edited by Goost at
ProAsm at
As of SWP v4.2.3, auto-aim is set to whatever the Host is set to regardless. Different auto-aims was the biggest "Out of Sync" problems I had so auto-aim follows the host setting.
TX at
Wouldn't it be better to just fix the sync problems the correct way instead of adding unnecessary limitations to cover them up?
Goost at
ProAsm said at
As of SWP v4.2.3, auto-aim is set to whatever the Host is set to regardless. Different auto-aims was the biggest "Out of Sync" problems I had so auto-aim follows the host setting.
Great!
And what about Duke Nukem ?
When I launch Duke3dw (v4.1.4) and deselect in gaming tab "auto aiming" and start multiplayer that affects multiplayer too ? And another question: Is now multiplayer working OK with more than 2 players ? [via Duke3dw (v4.1.4)] and with hrp ? (I just red somewhere that some people have some problems when connecting more than 2 players,, in older versions, of course)
I have tested it only 1v1 on LAN and it runs like a charm :) You have added selecting custom maps when already connected and that gives you guys over the milion thumbs up !, ..and because polymost rendering runs like a rocket compared to opengl.
Duke3D and Shadow Warrior are totaly immortal now !
<edit> It would be great if you add option to tell Duke3dw where *.lrp *.hrp files are.
Edited by Goost at
ProAsm at
TX said at
Wouldn't it be better to just fix the sync problems the correct way instead of adding unnecessary limitations to cover them up?
Yes it would but the problem only shows itself when there is 3 or more players and currently I cannot test for that but will do in due coarse. This is a quick fix and it works well and anyway auto-aim in multiplay should be outlawed :)
It would be great if you add option to tell Duke3dw where *.lrp *.hrp files are.
Yeah these normally sit in the root folder and if they are both there, the HRP would be selected as priority. Duke3dw also looks in an Autoload folder like eduke32 uses but only has the folder in its path and does not actually autoload the files, just looks for the hrp or lrp zip files in there.
Edited by ProAsm at
TX at
In the case of Duke and weapons like the pistol, removing auto-aim fundamentally changes gameplay for the worse. Instead of one of the best weapons at long distance due to auto-aim, the pistol becomes one of the worst weapons period... I counter this in EDuke32 by running a hitscan before the shot is fired and removing any spread from the shot if the pre-fire check hits an enemy, but the simple fact that workarounds are required points to the basic concept that removing auto-aim breaks the game in certain ways.
ProAsm at
Thats very interesting. Maybe a 'auto' autoaim for the pistol as from a certain distance but not like the fake bots do it in Fakemultiplay as they are deadly with that pistol, a bit overkill.
Goost at
ProAsm said at
Yeah these normally sit in the root folder and if they are both there, the HRP would be selected as priority. Duke3dw also looks in an Autoload folder like eduke32 uses but only has the folder in its path and does not actually autoload the files, just looks for the hrp or lrp zip files in there.
Theres the problem, you must have 2 copies of duke3d_hrp.zip, one in root, second in autoload folder in order to use them :( That bothers a "little" bit, thats why I'm cheering for adding that little magic option :)
TX said at
In the case of Duke and weapons like the pistol, removing auto-aim fundamentally changes gameplay for the worse. Instead of one of the best weapons at long distance due to auto-aim, the pistol becomes one of the worst weapons period... I counter this in EDuke32 by running a hitscan before the shot is fired and removing any spread from the shot if the pre-fire check hits an enemy, but the simple fact that workarounds are required points to the basic concept that removing auto-aim breaks the game in certain ways.
Thats why its great that is now decisionable by the host :) Allow auto-aim for all players or turn it off. Have you been watching dukematches on small maps ? Auto-aim does more than half job for you. Why not to add some value on making 1 kill ? It would be mutch more challenging playing maps like stadium, karnage and other small ones without auto-aim.
Edited by kor at
ProAsm at
Theres the problem, you must have 2 copies of duke3d_hrp.zip, one in root, second in autoload folder in order to use them Sad That bothers a "little" bit, thats why I'm cheering for adding that little magic option
No you dont, you need it only in the root or the autoload. The autoload folder gets added to the searchpath so it looks like an extensiion of the root folder. In fact Duke3dw does not need the autoload at all. Basically both SWP and Duke3dw only need the HRP.zip file in the root folder with no .def files present.
Goost at
ProAsm said at
Theres the problem, you must have 2 copies of duke3d_hrp.zip, one in root, second in autoload folder in order to use them Sad That bothers a "little" bit, thats why I'm cheering for adding that little magic option
No you dont, you need it only in the root or the autoload. The autoload folder gets added to the searchpath so it looks like an extensiion of the root folder. In fact Duke3dw does not need the autoload at all. Basically both SWP and Duke3dw only need the HRP.zip file in the root folder with no .def files present.
My mistake. I wasnt clear enough. I was saying that you need both copies of file when you want to have Eduke32.exe and Duke3dw.exe in the same folder. In that way one hrp file would be for both exes. For Eduke32, duke3d_hrp.zip actually must be in Autoload\Duke3d.grp\ folder.
<edit>
WTH ?? Now i tried it...and No need for \Duke3D.grp\ folder in Autoload for Eduke to use *.hrp :o
I'm noob :P
Edited by kor at
ProAsm at
No need for \Duke3D.grp\ folder in Autoload for Eduke to use *.hrp
Yes I also saw this folder appear out of nowhere sometime back but never used it. Maybe TX can shine some light on this.
TX at
Archives in "autoload" are loaded for any grp, archives in "autoload/whatever.grp" are only loaded for the grp of that name.
ProAsm at
Ahhh ok that makes sense, thanks.
ProAsm at
Updated SWP to Version 4.2.5
1. Added .wav music. 2. Added Select Music Menu for in game selections. 3. Added a delete (kill music) function in Music Menu. 4. Fixed where loading a AutoSavedGame sometimes killed player. 5. Fixed sprite crash if sector number was negative. 6. Fixed where a saved game would sometimes not load properly. 7. Fixed where a crash could occur at the game end 'nuke button'.
http://www.proasm.com/files/sw/Swp425.zip
Another Duke Fan at
Thank you :)
playtard at
Very nice! ;D
Hendricks 266 at
ProAsm said at
1. Added .wav music.
*drool*
ProAsm at
Update to 4.2.6.1 Beta
Game sometimes crashes when internal music is selected.
http://www.proasm.com/files/beta/swp4261.zip
ProAsm at
Released Version 4.2.6
1. Fixed occasional music change crash. 2. Fixed Crosshair sometimes distorting. 3. Fixed Bonus Screen game exit. 4. Added Player Weapon Hide to Game Menu. 5. Added extra ammo icons to mini hud. 6. Totally revamped Minihud display. 7. Moved Alt Minihud and Weapon Icon options to Video Menu.
http://www.proasm.com/files/sw/Swp426.zip
Edited by ProAsm at
Another Duke Fan at
Great! Thank you ProAsm!! I do not see Lo Wangs hand with weapon anymore, unless shooting? Could you please help with that?
ProAsm at
Where don't you see his hand, can you show me a picture as I see hand no problem. Check that your Player Weapon is set on Show in the Game Menu.
Another Duke Fan at
Exactly, this was it. Thank you very much and excuse me for overseeing this setting in the menu :D
Maren at
Wow, I see SWP has been greatly improved :) but at this point it doesn't seem to be very stable on my system.
Here's some options I can't even click without having SWP.exe's internal launcher freeze after pressing "Start" (modified options work correctly, though they need to be set from within the game or swp.cfg)
1. Resolution. 2. Midi device. 3. Number of voices. 4. Sample rate. 5. Save files. 6. Skill level. 7. Internal maps. 8. Song from "User Maps"
and I haven't even tried multiplayer options.
http://i48.tinypic.com/34i0037.png
Now, do you see the green outline on the hud? colour changes depending on the palette used for a certain fullscreen effect, e.g. taking damage (red), inhaling toxic fumes (green), etc. Can something be done about this?
I've also attached a log file for a crash that occurred very quickly as I launched the game with the default settings.
Anyways, I was wondering perhaps there's something in the mouse code about acceleration that might not be correct? I still can't get this goddamned thing to work, it stutters mad during vertical movement, but only with fast movement, moving the mouse slowly does not trigger the stuttering.
Thanks a lot, your work is most appreciated.
Edited by Maren at
ProAsm at
Hi Maren, thanks for the inputs.
1. Regarding your crash and log file, this is the same error we had with 4.2.5 which was music related. Set your Music to Off and see if you still get the crash. 2. SWP is now very much based around the HRP and if you dont like that try testing with the LRP and see if these problems still persist. http://www.proasm.com/files/sw/Sw_Lrp_v12.zip - just unzip to SWP folder. 3. Regarding the green tint, yes I know about that and know whats causing it but not sure how to get around it atm. Try setting the HUD to the minihud with weapon icons on. 4. Regaring your mouse movements, I thought you had solved that as SWP is now compiled with a different compiler and is very different to the SWP you last had which also gave you the mouse problems. All I can think of it has something to do with a hardware incompatibility although I would love to get to the bottom of it.
I play SWP now almost every night to test stuff and have 4 differnt PC's here each with a different graphics card and 4 different mouse also and in each case I everything works pretty well. On the odd occasion I get a desktop crash with the PC with a 8800GT512 card but a mouse problem I've never had.
If you interested I could figure out a way to get the debug version of SWP running on your PC then we will see exactly where your problems are.
Maren at
ProAsm said at
1. Regarding your crash and log file, this is the same error we had with 4.2.5 which was music related. Set your Music to Off and see if you still get the crash
Well, it happens every randomly, which can be annoying even with auto-save on, but SW without music just ain't the same :-\
A couple of days ago I played it for 3 hours nonstop and it didn't crash, yesterday it crashed 3 times in the lapse of 19 minutes so it's not that I'd be able to tell much of a difference by just disabling music unless I played it like for 24 hours or something.
ProAsm said at
2. SWP is now very much based around the HRP and if you dont like that try testing with the LRP and see if these problems still persist. http://www.proasm.com/files/sw/Sw_Lrp_v12.zip - just unzip to SWP folder
I tried it but it didn't help. Still, I'm wondering how exactly it's supposed to help. Just in case I didn't make myself clear (which happens quite often ;D ) here's an example of what I actually meant:
http://i50.tinypic.com/30dj9cg.png Clicking on the highlighted area containing the screen modes (you don't even need to change it) then pressing "Start" will automatically freeze the launcher.
http://i46.tinypic.com/29xactz.png
ProAsm said at
3. Regarding the green tint, yes I know about that and know whats causing it but not sure how to get around it atm. Try setting the HUD to the minihud with weapon icons on
I could do that, but I'm fan of the original hud ;)
ProAsm said at
4. Regaring your mouse movements, I thought you had solved that as SWP is now compiled with a different compiler and is very different to the SWP you last had which also gave you the mouse problems. All I can think of it has something to do with a hardware incompatibility although I would love to get to the bottom of it.
Apparently it didn't solve it, but now I have a clue. I tried 4 different mice but SWP's behavior did not improve, so it's either something at software level or one sad case of really bad luck.
ProAsm said at
If you interested I could figure out a way to get the debug version of SWP running on your PC then we will see exactly where your problems are
Interested? I'd give a kidney to see this fixed ;D
Thank you very much.
ProAsm at
I'll PM you with details etc.
filipetolhuizen at
Maren said at
ProAsm said at
1. Regarding your crash and log file, this is the same error we had with 4.2.5 which was music related. Set your Music to Off and see if you still get the crash
Well, it happens every randomly, which can be annoying even with auto-save on, but SW without music just ain't the same :-\
A couple of days ago I played it for 3 hours nonstop and it didn't crash, yesterday it crashed 3 times in the lapse of 19 minutes so it's not that I'd be able to tell much of a difference by just disabling music unless I played it like for 24 hours or something.
ProAsm said at
2. SWP is now very much based around the HRP and if you dont like that try testing with the LRP and see if these problems still persist. http://www.proasm.com/files/sw/Sw_Lrp_v12.zip - just unzip to SWP folder
I tried it but it didn't help. Still, I'm wondering how exactly it's supposed to help. Just in case I didn't make myself clear (which happens quite often ;D ) here's an example of what I actually meant:
http://i50.tinypic.com/30dj9cg.png Clicking on the highlighted area containing the screen modes (you don't even need to change it) then pressing "Start" will automatically freeze the launcher.
http://i46.tinypic.com/29xactz.png
ProAsm said at
3. Regarding the green tint, yes I know about that and know whats causing it but not sure how to get around it atm. Try setting the HUD to the minihud with weapon icons on
I could do that, but I'm fan of the original hud ;)
ProAsm said at
4. Regaring your mouse movements, I thought you had solved that as SWP is now compiled with a different compiler and is very different to the SWP you last had which also gave you the mouse problems. All I can think of it has something to do with a hardware incompatibility although I would love to get to the bottom of it.
Apparently it didn't solve it, but now I have a clue. I tried 4 different mice but SWP's behavior did not improve, so it's either something at software level or one sad case of really bad luck.
ProAsm said at
If you interested I could figure out a way to get the debug version of SWP running on your PC then we will see exactly where your problems are
Interested? I'd give a kidney to see this fixed ;D
Thank you very much.
I experience crashes whenever the good alpha is turned on, since JFSW on 3 different machines.
ProAsm at
I experience crashes whenever the good alpha is turned on, since JFSW on 3 different machines.
I'll look into that also.
Dave_B at
I'm having sound problems under Windows 7 with SWP, the music's fine, but the sound is distorted and sounds crackled. Running the game under XP Compatibility Mode doesn't solve the problem either. Even after updating to the latest version the problem still persists.
Marked at
Did you try the different sound playback rates in the setup window?
playtard at
Proasm said in this post. http://www.jonof.id.au/forum/index.php?topic=1795.0
Windows 7 has not been catered for yet in Swp but will be in next version.
BadRat at
Maren said at
Anyways, I was wondering perhaps there's something in the mouse code about acceleration that might not be correct? I still can't get this goddamned thing to work, it stutters mad during vertical movement, but only with fast movement, moving the mouse slowly does not trigger the stuttering.
I have the same exact problem with the mouse. If it helps any, I am using an IntelliMouse Exporer 4.0 and Windows 7 64 bit. Other than that, things are working great!! Thanks for all your hard work!
Hendricks 266 at
Pro,
You need to talk to IceColdDuke. He is integrating Polymer and many things from EDuke32 into the JFSW codebase. He's also adding customization via Lua script, basically CON files for SW.
http://forums.duke4.net/index.php?showtopic=1565
ProAsm at
Lol, good luck. I have not done anything about Polymer yet as I felt I would not be allowed to use it but if its available I'll try and incorporate it some time. As for con files, I don't see the point, well not until there is a much bigger player base anyways.
ProAsm at
SWP - Version 4.2.7
Changes and fixes in this release.
1. Windows 7 detection and compatibility. 2. Removed 8 bit classic operation in Windows 7 until further notice. 3. Changed the way in which the mouse sensitivity and speed works. This now has a much wider range and also the jittering was fixed. 4. Music folder is not limited anymore and will use whichever is selected in the Start Menu. 5. Fixed several crashes and freezing in Start Menu and game startup. 6. Added Minihud types in Video Menu, Classic/Modern/Alternate. 7. Removed background color dominance showing when using main hud (stripe across screen). 8. Removed showing of Keys and Keycards when using Classic Minihud. 9. Third Person (F7) is now also a keybind in Keyboard Setup. 10. Added underwater blue tint when using Hrp. 11. Added mention of refreshrate on video detection in log. 12. Fixed where a game sometimes did not notice a autosaved game. 13. Improved internal map colors - Tab. 14. Increased log display buffer. 15. Added -nohrp in command line (NB. Must be the very first command). 16. Replaced the 'Enable Map Co-orinates' in Start menu with 'Disable High Resolution' 17. Shifted User Stats to top righthand screen. 18. Re-aligned crosshair position. 19. Transfered Commandline Info to Start Menu. 20. SWP now requires MinGW 4.4.0 to compile.
http://www.proasm.com/files/sw/Swp427.zip
filipetolhuizen at
Pro, this version would not start in here. After the config menu it crashes with this error: (sorry for the non-english text)
ProAsm at
mmm, how are you starting it, from the start menu or a batch file ? Also what you using Xp SP3 ?
filipetolhuizen at
I'm starting it from explorer double clicking on SWP.EXE. I'm on XP SP3 32 bits.
ProAsm at
I think try re-download maybe as I have now sat here for the last 30 minutes starting it in every way I can think of and it starts every time on both WinXp and Win7. If you still get a crash we'll have to communicate on PM's and try and solve the problem.
filipetolhuizen at
Here's my .log
ProAsm at
So basically you get the Start Menu and when you click on the 'Start' button it crashes ? I'll put together some betas and get hold of you via pm tomorrow some time.
ProAsm at
Swp - Version 4.2.8
1. Fixed Startup crash due to brightness setting in wrong place. 2. Removed NoHrp setting from cfg as that was only a temp debug. 3. Removed temp de-sensitising of mouse x-axis movement.
http://www.proasm.com/files/sw/Swp428.zip
Thanks felipe for catching this serious bug ;)
filipetolhuizen at
Pro, this new release is crashing for me again. Only the beta worked fine.
ProAsm at
lol, I'll check it out in the morning... tired now :)
filipetolhuizen at
Don't hurry, I'll stay with the beta in the meantime.
playtard at
Everything in both 4.2.7 & 4.2.8 works in Vista 64 bit.
Marked at
Version 428 is working fine in Vista. But my saved games from previous versions show up in SW's main menu but will not load up.
playtard at
kor said at
ProAsm said at
SWP - Version 4.2.7
http://www.proasm.com/files/sw/Swp427.zip
ALERT!!!! DEAD LINK ALERT !!!
Use The main Link. http://www.proasm.com/
ProAsm at
That's because 427 was replaced with 428 :)
filipetolhuizen at
Something strange happens when I play the beta version you sent me (4.2.9.1.1). The game itself runs fine, but the player blacked out 3 times (once per level) when I was playing the shareware episode. It was like a flash bomb attack, but it faded to black, returning to normal soon. This didn't happen only in the last level. Do you have any idea what could've caused this?
ProAsm at
Yes I have also had this happen a few times and it catches you totally unawares. Thanks for reminding me about it as I will have a look whats going on. If you can find a way to trigger it, maybe something you did etc, please let me know.
filipetolhuizen at
I think the only common thing was the presence of evil ninjas. On the 2nd level I was driving a vehicle when I blacked out and I think there were evil ninjas nearby.
ProAsm at
SWP Beta 4.2.9.5.6
This beta has many new features/changes and fixes and requires some testing.
1. Compiled back in Mingw 4.3.3. 2. Whole new look, logo and startup menu launcher. 3. Reset Video setting depending of fullscreen. 4. Each Addon and each map now has its own 10 saved games. 5. New saved games will always display its Title only. 6. Maps already completed will be displayed with 2 stars ** 7. Last Map played will be displayed at top of list. 8. Last Addon played will be displayed at top of list. 9. Last played Map and Addon written to log. 10. Tab Help information added. 11. F12 screen capture added to all Menus. 12. Added VSync (Vertical Sync) option to Video Screen Menu. 13. Added Music Tracks to Select Music Menu id playing CD music. 14. Added CD Music timed restart (see LoopFactor in .cfg file) 15. Fixed CD music playing at same time as wave music. 16. Fixed LCD/CRT options both being selected. 17. Fixed Host / Client options both being selected. 18. Fixed mouse speed adjustment on game startup. 19. Improved on win7 compatibility. 20. Improved in game stats display.
http://www.proasm.com/files/beta/swp42956.zip
filipetolhuizen at
Launches fine here, I'll test it further later. Edit: All working pretty good. The autosave froze it for a few seconds, but all ok.
Edited by filipetolhuizen at
Marked at
I downloaded it and will check it out later tonight.
ProAsm at
Although it works fine on Win7 it seems to be crashing bad on some XP machines and am looking into it atm.
*** Edit 1 ***
VSync bug fix:
http://www.proasm.com/files/beta/swp42957.zip
*** Edit 2 ***
This hopefully fixes all the music and game end bugs
http://www.proasm.com/files/beta/swp42958.zip
*** Edit 3 ***
Amazing how things can break so quick when you not looking :) More music fixes.
http://www.proasm.com/files/beta/swp42959.zip
Edited by ProAsm at
Marked at
That fixed my end of level crashing problem. Thanks for the fix. :)
filipetolhuizen at
Got the blackout twice on level 2 of shareware episode (one time driving the forklift and another right after driving it) and it crashed on the next level after a couple of minutes. I think the crash has something to do with the autosave. I disabled it and going to test it again. Edit: Ok, now I could reach the end of the first episode, even having a few blackouts. Gonna try later with good alpha.
Edited by filipetolhuizen at
ProAsm at
LOL, this blackout is amazing and catches you out when you least expect it and I'm dumb founded if I can find it as its not repeatable. Unless I can force it to happen, fixing it is going to be a major problem.
filipetolhuizen at
ProAsm said at
LOL, this blackout is amazing and catches you out when you least expect it and I'm dumb founded if I can find it as its not repeatable. Unless I can force it to happen, fixing it is going to be a major problem.
It doesn't compromise gameplay, don't worry about it. Maybe this will help, I just remembered having killed at least 2 invisible ninjas before the blackout happened, that's probably the reason why I never got it on the first level.
ProAsm at
SWP Beta 4.2.9.6.1
1. You can now start a previous auto saved game from the startup menu. 2. Fixed bug where default auto saves were being deleted when playing a user map or addon. 3. Game now auto saves when you pickup a key. 4. Grayed out 'Select Music' menu during the startup intro as this cause some serious crashes should one select a .wav file for the intro. 5. Fixed 8 bit classic mode in Windows7/Vista which can now only be selected in the startup menu. 6. Added a trap for the TNE addon to kill music during intro level 'Hall of Fame'.
http://www.proasm.com/files/beta/swp42961.zip
filipetolhuizen at
This new beta crashes at startup just like the 4.2.7 and 4.2.8 releases. Good news is that Good Alpha seems to be working on the beta before this, I played it several times and had no crashes.
Edited by filipetolhuizen at
Marked at
I meant to ask before but forgot. What is gained by switching on Good Alpha? I never really noticed a difference in the past so I just left it switched off.
TX at
As I recall, and this may be wrong because usegoodalpha has been obsolete in current versions of the renderer for quite a while, the setting toggles whether to clip all transparent pixels with a lower opacity than a predefined hardcoded threshold or not, to try and mask issues with sorting all objects on screen before rendering. It was just a hack to make the drawing errors with high resolution images featuring transparency less noticeable.
ProAsm at
Thanks TX, that's a nice explanation. What is noticed is it kinda gives a small amount of initialising effect for older cards that do not have this feature.
ProAsm at
SWP Release Version 4.3.0
1. Compiled back in Mingw 4.3.3. 2. Whole new look, logo and start up menu launcher. 3. Reset Video setting depending of full screen. 4. Each Addon and each map now has its own 10 saved games. 5. New saved games will always display its Title only. 6. Maps already completed will be displayed with 2 stars ** 7. Last Map played will be displayed at top of list. 8. Last Addon played will be displayed at top of list. 9. Last played map and addon written to log. 10. Added Tab Help information in start up menu. 11. Added screen capture to all Menus (F12). 12. Added VSync (Vertical Sync) option to Video Screen Menu. 13. Added Music Tracks to Select Music Menu id playing CD music. 14. Added CD Music timed restart (see LoopFactor in .cfg file) 15. Added better 4:3 and wide screen aspect ratio. 16. Added a trap for the TNE addon to kill music during intro level 'Hall of Fame'. 17. Added You can now start a previous auto saved game from the start up menu. 18. Added Game now auto saves when you pickup a key. 19. Fixed cd music playing at same time as wave music. 20. Fixed LCD/CRT options both being selected. 21. Fixed Host / Client options both being selected. 22. Fixed mouse speed adjustment on game start up. 23. Fixed where default auto saves were being deleted when playing a user map or addon. 24. Fixed 8 bit classic mode in Windows7/Vista - selection in the start up menu only. 25. Improved on win7 compatibility. 26. Improved in game stats display.
http://www.proasm.com/files/sw/Swp430.zip
Thanks to all those that helped in getting this new version stable.
filipetolhuizen at
This version rocks!
Another Duke Fan at
Excellent work! Thank you ProAsm!
Marked at
I just love how easy this makes organizing all my maps and mods for playing. Thanks Proasm.
ProAsm at
Just a few extra's that I worked on with the guys helping in this version is the overall aspect ratio. If your Game Intro animation is wrong as it is in most cases, unzip this file to your root folder to correct it.
http://www.proasm.com/files/sw/SwAnim.zip
Of course you must remove the SwpAnim.zip if you have that.
Secondly we made it quite easy to create your own addon. Example: 1. Create a folder - like MyAddon 2. Choose 4 maps you like, or make your own, put them in this folder. 3. Choose 4 music files and put them in this folder. 4. If want want to create any art etc put that in this folder, you will also need a .def file here with the same name as your addon (MyAddon.def). 5. In the Swp root folder copy the SwCustom.txt.sample and set all the maps, music, episode name etc to what you want and save it as your addon name MyAddon.cfg Now zip up this file together with the MyAddon folder and put it in the Games folder. Remove the old file and addon folder and go play the game :)
Here is the example we used during testing so you can see how its done. http://www.proasm.com/files/sw/MyTc.zip
ProAsm at
SWP Version 4.3.1
Just a minor few changes here.
1. Fixed Deselect button not working properly. 2. Tweaked Logo. 3. Aligned Gaming Menu.
http://www.proasm.com/files/sw/Swp431.zip
Also Playwang has been updated to utilize the latest saved game and music selections in SWP.
http://www.proasm.com/files/sw/Playwang41.zip
filipetolhuizen at
Still working great! Thank you ProAsm! I've compared the current widescreen FOV to the original version running on my PowerMac with a 4:3 crt and they match perfectly.
Spinvis at
Thanks downloading now, testing later.
filipetolhuizen at
It's been a while since last release... how is it progressing so far? For what I remember there were only 2 bugs left, but none so serious.
ProAsm at
Sorry filipe, been pretty ill and am slowly resurfacing, but will be back soon :)
filipetolhuizen at
No problem. Good to hear from you. Get well soon!
playtard at
Get Well Soon! :)
Goost at
Hope you live forever !
filipetolhuizen at
Hey, it's been a long time... Got better? I have some news that might interest you. The HUD, Weapons and Menus on eDuke32 have been converted to also fit on widescreen. Is it possible to port this convertion to SWP? Now everything would look the way they meant to on any monitor.
ny00123 at
Yes the recent wide screen support in EDuke32 is good, at least for MODs and the ones who feel alright with it being somewhat less true to the original. If you want to experience it like how it intended to work (as in the original DOS versions) - then the actual ratio should always be 4:3. Even when you used the resolution of 320x200 in the old days, it was commonly stretched to fit a 4:3 display. With the current widescreens and the like you can try looking for some options in driver (NVidia/ATI) to disable stretching to full screen, and choose a 4:3 resolution. So maybe you'd have black bars or a black frame, but at least it'd appear like the way it intended to be.
filipetolhuizen at
But now there are no stretched Intros, HUD and menus in eDuke32 (on most recent snapshots) and everything looks exactly like 4:3 on widescreen resolutions (with the extended FOV, which is great). I was wondering if this could be ported to SWP (and Duke3dw).
Hendricks 266 at
It looks like Pro's site just got picked up by a domain squatter. :(
Here's my mirror of the files I happened to download two days ago.
(mirror removed, site is back up)
Edited by Hendricks266 at
Captain Awesome at
Hi ProAsm, I hope you haven't abandoned SWP, and I also hope you're doing well. I was hankering for some SW the other day, so I downloaded the latest SWP and got it installed properly. Works great, but I noticed a strange bug in 8bit mode. In the first picture, everything is normal. In the second picture, the palette is screwed up, I was able to figure out what caused this screw up, and it must be the palette change that occurs when you submerge underwater. This bug occurs only in 8bit, I think, and in both LCD or CRT mode. Please fix this, as I hate playing in 32bit.
That palette problem normally happens in Win7 or Vista and used to be terrible. I'll see if I can improve it further although I have dumped win7 and gone back to Xp.
Captain Awesome at
Well, I kinda forgot to mention, but I am running on Windows XP. If it helps any, it seems this bug saves into save games too.
ProAsm at
You running an ATI or nVidia graphics card ?
Captain Awesome at
I've got an NVIDIA GeForce 2 Integrated GPU. (It's a P.O.S., I know.)
ProAsm at
mmm looks like all is well with your system. Which map is that as I dont seem to get that palette problem here.
Hendricks 266 at
Cap'n, why don't you extract the palettes from the two original screenshots and compare them?
Captain Awesome at
The map is WildWest.map, however, I doubt that's the issue. I can get this bug to occur on E1L1.
Here are two E1L1 saves. Their names are self explanatory.
Edited by Captain Awesome at
filipetolhuizen at
Some nvidia XP drivers suffered from 8-bits palette issues. I don't remember when exactly this started to happen, but very early ones did not have this issue.
ProAsm at
Captain Awesome said at
The map is WildWest.map, however, I doubt that's the issue. I can get this bug to occur on E1L1.
Here are two E1L1 saves. Their names are self explanatory.
Ok I see the bug if I load game1.sav, but what do you do to get it to go from nobug (game0.sav) to showing the bug ?
Btw I use nVidia drivers 175.16 dated 02/05/08 and have a 8800GT512
169.13 does not support Geforce 2. The newest one that does is 93.71.
Captain Awesome at
I've got the latest drivers.
To reproduce the bug, just go into the wading pool and submerge yourself, then return to the car.
ProAsm at
Captain Awesome said at
I've got the latest drivers.
To reproduce the bug, just go into the wading pool and submerge yourself, then return to the car.
Tried that, several times, eventually played the whole map and came back to car but all was still well.
Try SWP Version 4.2.6 and see if that does it as I changed the rendering method in 8 bit mode for Win7 in 4.2.7 which will effect Xp also. http://www.proasm.com/files/sw/swp426.zip
Edited by ProAsm at
Captain Awesome at
That seems to be the culprit, works fine in that version.
Hendricks 266 at
Unless the problem itself can be rectified, it seems like running different code based on the OS would work, or if that's not feasible, an option in video settings.
I know nothing about C programming. :P
ProAsm at
Captain Awesome said at
That seems to be the culprit, works fine in that version.
Ok, I'll put together a beta for you to try as soon as I get some time which will only use the new rendering if its Vista/Win7 or higher.
** edit **
Ok, try this:
http://www.proasm.com/files/beta/swp4321.zip
Edited by ProAsm at
supergoofy at
Why not to set it as an option? And those that have problems can enable the old rendering method.
Captain Awesome at
D'oh. That didn't appear to fix it. :(
ProAsm at
Well then the rendering is not the problem. I'll scratch my head a bit here and see what else I can come up with.
Hendricks 266 at
Is there any way savegames can include the currently playing track?
I was going through Rising Son, and to my disappointment, when I reloaded a save made after the boss fight started, it started playing track 5 again. Happily,
ProAsm at
The problem with saving a track is that its a CD and how does the game know its the same CD as what was in the tray previously, too many variables :) Also if I did that.... hehe... you know the grumbles we get when previous saved games no longer work :D
Captain Awesome, regarding the palettes, I checked on my wifes PC which runs a Geforce 2 card and when I first started the game, YES, the problem was visible, but she runs a wide screen monitor and as soon as I set the game's resolution to 1280 x 800 the problem dissapeared and the only way I could get it back was to switch the game resolution to 1024 x 768 for instance.
Hendricks 266 at
In that case, how about this: Loading a savegame does not interfere with the music at all if it is from the level currently being played. That will fix my boss theme annoyance, and another one where the music restarts after every load.
ProAsm at
The problem comes in that when a saved game is loaded, everything is cleared and a new game is started, although there may be a way. I'll look into it.
ProAsm at
SWP 4.3.2.2 Beta
1. Saved games now save and load the actual track playing. 2. Saved games now save and load the actual music playing.
When a saved game is loaded and its track number is the same as the current playing track number, the track will just continue and not restart. The same is true with non CD music. Only track numbers 4 and above can be saved. Autosaved games do not save a track or music name but just uses the current playing track or music.
3. The following game settings are now restored after a saved game is loaded.
4. Track numbers are displayed in Start Menu if CDPlay is selected. 5. Log displays correct loaded saved game. 6. Log displays track number loaded. 7. Fixed 'Apply' causing crash in multiplayer. 8. Adjusted time limit display in multiplayer.
http://www.proasm.com/files/beta/swp4322.zip
Edited by ProAsm at
Hendricks 266 at
Awesome!
My old savegames even work. :)
Edited by Hendricks266 at
ProAsm at
Yes, I forgot to mention that older saved games still work as before, its just that they will still have the level number for the tracks if PlayCD was enabled at the time. New saved games will save the actual selected track now.
filipetolhuizen at
I'll test it ASAP. I have a sugestion for the new release: eDuke32 now has scaled Menus, HUD and Weapons. Could this be implemented into SWP too?
filipetolhuizen at
Crap! Nvidia drivers messed up every build port. They all randomly hang now. >:(
Marked at
When I first bought this computer I searched the internet for driver reviews for my Nvidia 9800GTX card because a few of my games were not displaying correctly. After much reading I ended up using an older driver from August of 2009 which lots of people said was the most stable at the time. I am still using it now. I'm afraid to mess with success by updating. ;)
filipetolhuizen at
I'm in a huge dilema. If I install previous drivers, I lose support for DirectX 5 and 6 games, and if I use the current ones I can't play the build ports in OpenGL mode. And I hate to play them stretched without Aspect Ratio correction.
filipetolhuizen at
Seems like disabling AA fixed the random hanging, but now I'm getting some rendering glitches. Some previous rendered frames randomly flash on screen. nVidia did a terrible mess this time. Edit: Forcing V-Sync on seemed to make them work with AA enabled, but SWP still suffer from that visual glitch.
Edited by filipetolhuizen at
Marked at
What older games do you want to continue running?
If I have any of them I will see how they work with my older drivers.
filipetolhuizen at
Most of the directx 5 and 6 based games do not work with 1xx.xx drivers and Windows XP. They will play at a horrible speed (about 1 fps). But it all seems to be ok now. I enabled V-Sync within SWP and eDuke32 and they seem to be working now (aside of the SWP rendering problem - could be related to the latest beta, I'll test the latest stable release as well).
Edited by filipetolhuizen at
Hendricks 266 at
Here are two bugs:
1. Sometimes when you load a save after you die, pressing A or Y, the screen stays up upon reload and you have to press the key again. Not a big problem, but it is wrong.
2. Whenever I try to load a savegame while I am on fire from a sumo, SWP crashes.
ProAsm at
Hell I wish I had the problems or could see the problems some of you have. Maybe I just got an ideal setup system or something but everything here just works great.
My specs are as follows: Gigabyte EP43-UD3L motherboard. Intel Core 2 Duo 3 gig E6850 CPU. 4 gigs Kingston 800Mhz DDR2 memory. Geforce 8800 GT 512 graphics card. (Driver: Xp 175.16 / Win7 195.62) Soundcard - Onboard Realtek HD Audio - Driver 5.10.0.6069
Often its background apps running that cause many problems, Microsoft Office and AVG being two of the biggest culprits.
filipetolhuizen at
Which office components are to blame? My specs: ASUS P5E3 Deluxe Wifi motherboard X38 chipset Intel Core 2 Quad Q9650 @ 3GHz CPU 3 GB Kingston 1333MHz DDR3 Memory Geforce 8800GTX - Driver 259.31 Sound Blaster Audigy 2 ZS Platinum - Driver 6.0.1.1377 (Apr. 2010) Windows XP Pro 32-bits They are currently working now. Latest SWP beta showed the rendering issue more often than the latest release, but I'm almost sure that nvidia's drivers are to blame.
ProAsm at
Try my drivers: http://downloads.guru3d.com/ForceWare-175.16-XP-32-bit--WHQL-download-1918.html
You cannot just install it over the old ones, Xp like w98 has a garbage collection problem with this (sorted in win7) Goto the Control panel, System, Hardware, Device Manager and uninstall the old driver. Reboot and Xp will say new hardware found etc, just cancel that wizard, goto the downloaded file and install it.
filipetolhuizen at
Unfortunately these drivers mess up with every other game I have, in fact, any driver with the 1xx.xx format does.
ProAsm at
Well this morning I installed the latest 259.31 drivers and so far all seems ok. I tried several of my other games and they too seem ok. I'll see how it goes ;)
Maligned at
Has there been any multiplayer updates? Or is that on the back burner.
filipetolhuizen at
I think it was something related to the heat, but this time in a lower temperature. Maybe nvidia's using safety clamps now. Your card produces way less heat than mine. Enabling V-Sync got rid of the hanging since the card operates at a much lower temperature.
ProAsm at
Maligned said at
Has there been any multiplayer updates? Or is that on the back burner.
Fixed the 'Apply' crash so far in latest beta.
Maligned at
Awesome job, sir. :)
Hendricks 266 at
I have some bugs to report:
1. When exiting WB and seeing the results screen, both track 3 and ENDLEV3.VOC play at the same time.
2. You probably already know this, but changing WB levels in-game often, but not always, crashes.
3. On YANG, some other people were complaining about messed up mouselook. I have no more information for you, as it didn't happen to me.
Also, I don't know if you know this or not, but the source code given to us by 3D Realms was hacked together from various beta versions. Not even Jim Norwood could find the final. That's why multiplayer is messed up. On this note:
4. There are a lot of sound files in the GRP unused by the source ports. I don't know if they are used in the DOS version. These are mainly quotes from Lo Wang and Zilla.
5. When a Coolie dies, and a ghost does not spawn, I would not have it change from a body with the ghost to a body without a ghost. The ghost should stay intact, and dead.
6. Then Lo Wang is killed when reloading his Uzis, he finishes reloading them while dead.
One more thing.
7. Could you add a command-line parameter, "-rts"? I want the major source ports to support this, so YANG could add ability to transfer RTSs like it does user maps. Viva la RTS!
ProAsm at
1. Ok, I did check most places but obviously left this one out. 2. I have not noticed this but will certainly check it out. 3. The only mouselook messup reports I've had is the looking straight up or down which on cannot do much about atm.
Regarding the code messup, JonoF has done many repairs here and so have I, but obviously we have a long way to go.
4. Yes, the extra sound files, maybe we'll add an option to the swcustom.txt file. 5. Maybe this has something to do with the model. Does it do this in 8bit mode ? 6. LOL, yeah, I've noticed several strange things happening while Wang or a player is dead - later sometime :) 7. So you want a -rts MyRts.rts ? - should not be a problem. Currently if you are playing a map and have an rts file of same name as the map in the maps folder, it will use that rts file. The same goes with an addon.
Hendricks 266 at
Thanks.
The only comment:
5. It's the Coolie's behavior in the programming. If it spawns a ghost, it will play the transition, etc. If it doesn't, the tile will change to the post-transition lower-half coolie body suddenly. I would have it not change if the ghost is not spawned, and just keep the one tile with the dead ghost.
ProAsm at
SWP Beta 4.3.2.3
1. Hopefully fixed cd and midi music playing at same time at game end (did not test in multiplay) 2. Coolie now dies with top of body attached if ghost is not spawn. 3. Added a -rts to the commandline, eg: swp.exe -rts whatever.rts
Regarding the level crash when chaning maps in wangbang, after 14 changes it crashed once, at that rate I will never find the problem :) Any particular map you using etc ?
http://www.proasm.com/files/beta/swp4323.zip
Hendricks 266 at
Thanks!
I don't have any specific level, in fact I've only had it not crash once.
Is there anything else I can do to help you debug this?
ProAsm at
Question: Are you using Yang or the Startup Menu ?
Hendricks 266 at
YANG.
ProAsm at
With latest Yang, TimeLimit to 10 and Kills to 10, switched maps at least 20 times, finished several games etc and all worked fine.
Things I did find and will look into. Client would crash if he does not have the map. (Map not found!) Game would hang momentarily if kills are reached before timelimit. Multiplay should not be greyed out in Menu when connected.
Edited by ProAsm at
Hendricks 266 at
The problem's I have been experiencing:
No time limit, no kill limit, no monsters, open menu, go to new game, enter new map, stuck at loading screen forever.
I've also noticed something strange. When I'm a host, the only map selection available is user maps, even when I've selected a main game level in YANG. I've checked the command line, and YANG launches with the "-level<num>" parameter.
ProAsm at
No time limit, no kill limit, no monsters, open menu, go to new game, enter new map, stuck at loading screen forever.
mmm I dont get that, launches every time.
I've also noticed something strange. When I'm a host, the only map selection available is user maps, even when I've selected a main game level in YANG. I've checked the command line, and YANG launches with the "-level<num>" parameter.
Thats correct, in the main game the usermaps are available, while in a Mod Game, the Usermaps are greyed out.
I've checked the command line, and YANG launches with the "-level<num>" parameter.
How do you get that, in my case Yang never uses the "-level" command, maybe I'm doing something wrong or different.
These are the Yang command lines I get. Host with main game only:
I select the map in advance, say Rising Son, and it gives -level5. This may be incorrect (because I launched it when I was in an empty room), and I will test again it when I can.
filipetolhuizen at
It turned out to be that overheating issue again. Both eDuke32 and SWP heats up my card like no other game. I could get around this by forcing V-Sync on in these games. The temperature went 20° lower. Of course I had to clean up the dust to help.
Maligned at
I sincerely hope this project does not get swept under the carpet.
Any new updates on the horizon? :)
ProAsm at
SWP Release Version 4.3.2
1. Added -by detection for bypass press(x) and start menu 2. Added -nohrp can now also be 2nd in commandline 3. Trimmed menu logo 4. gcc 4.4/5 fix 5. 8 bit rendering check for vista/win7 6. Fixed loading saved game name in log 7. Saved game now saves current track and not redbook[level] 8. Log displays correct loaded saved game 9. Log displays track number loaded 10. Added game save restore options 11. Fixed 'Apply' causing crash in multiplayer 12. Adjusted time limit display 13. Added MenuTrack 14. Added LastMusic 15. Added Coolie die with head if no ghost spawn 16. Added -rts to commandline 17. Added Stopsong if cdplay in multiplayer end 18. Added If Play CD is selected, saved games now save the actual track number selected. 19. Added When a saved game is loaded and its track number is the same as the current playing track number, the track will just continue and not restart. 20. Added Only track numbers 4 and above can be saved. 21. Added If cd music at game end, kill midi music
http://www.proasm.com/files/sw/Swp432.zip
NB. This will probably be the last SWP update as all work on the build engine code has come to an end. I must thank those that were involved and helped with this development as it was great fun. I will however offer a backup service to the code where necessary.
Hendricks 266 at
I'm sorry to hear that you are discontinuing work on your ports. However, I must truly thank you for all that you've done to nurture the game's development.
Could you upload the source of 4.3.2 (and the new Duke3dw)?
filipetolhuizen at
Nooo!!! You've always done a great job... if only I knew programming I could've helped better (not that I didn't try to learn). If we all have the right for a last request, could you implement HUD and Menus scaling from eDuke32 so they won't look stretched in widescreen modes?
Spinvis at
Sad news indeed, especially since this is the best Shadow Warrior port out there that was still maintained. Will you upload the source code to sourceforge or googlecode? Maybe it will spark some interest for other devs to pick it up. And what are your future plans? A new project maybe?
Marked at
I think he said he was giving up programming so he could spend more time at his real joy in life. Sewing new socks for orphans and old people. ;D
ProAsm at
Sorry guys but other things have cropped up. I've been a licensed Radio Amateur for 32 years now and have gone back to the hobby and am involved in so many things with VHF propagation development that I hardly have time to sleep http://www.proasm.com/zs5qm ;)
Regarding the hud and menu etc, eduke has a complete new software renderering code which alows the stretching etc. At this stage it will take too much to adapt it to SWP. I think the biggest problem is I dont own a widescreen monitor but once I get one, if ever, (hate them) I might write the code in :) I will have the source on my site in due course.
I will also visit the forum as often as I can and help out with advice etc where I can.
filipetolhuizen at
I see. But you did a great job porting eDuke's aspect ratio to SWP. Everything looks exactly the same on 4:3 and 16:10 screens (except for HUD and menus). You shouldn't need a Widescreen monitor only for testing. Most 4:3 screens would do widescreen resolutions looking excessively narrow. The narrower it gets, the better. :) I hate widescreen monitors as well, but since the 4:3 vanished from the market, we have no other option.
Edited by filipetolhuizen at
Marked at
ProAsm said at
Sorry guys but other things have cropped up. I've been a licensed Radio Amateur for 32 years now and have gone back to the hobby and am involved in so many things with VHF propagation development that I hardly have time to sleep http://www.proasm.com/zs5qm ;)
Hey, a fellow Ham. I've been at it almost 20 years now. I'm not nearly as active as I used to be. My favorite part of the hobby was TV broadcasting on the 440 mhz UHF band.
Shaylok at
Silent fan of your work, ProAsm. Thanks for all the love youve given Shadow Warrior. Hope Duke's ressurection will bring much renewed interest in SW.
Edited by Shaylok at
playtard at
Thanks, for everything ProAsm! :) Good Luck and God Speed.