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Shadow Warrior on the EDuke32 engine (eg. with Polymer)  "Kind of works; Win32 build included and instructions to compile"

User is offline   Plagman 

  • Former VP of Media Operations

#1

I put a build there: http://plagman.net/j...eduke32_engine/

A bunch of stuff has changed and I didn't do an actual port, I just took the shortest route to make it work.
The build system and some parts of the code have substantially diverged, and accounting for this would require more work than what I did.

What doesn't work and/or was ripped out in the interest of time:
  • The editor: the API for a function that was used all over the place was different, so I didn't even bother trying to build it. Just use Mapster32.
  • Screen palettes other than the base one: That means stuff like the 3DRealms logo will look all funky and corrupt, and being underwater won't tint anything.
  • Multiplayer: is completely stubbed out, since EDuke32 removed all multiplayer support from the engine and rewrote it from inside the game code instead.
  • The map revealing cheat code


Known bugs:

  • Wrong fullbright handling means you'll get weird colored spots floating around (see white spots on the floor on screenshot). Disable glow mapping to make this go away.
  • Some sprites are missing in Polymer, don't know why


Posted Image

For this shot I used a maphack that you can find at http://plagman.net/j...ine/$bullet.mhk.
Note that it might only work with the shareware flavor of this map, I don't know if it was modified or not in retail and I can't be bothered to make sure.

Prerequisites for building yourself:

Don't bother going through this if you don't already have a setup where you can produce working builds of EDuke32 and JfSW.
For EDuke32, see http://wiki.eduke32....Duke32_on_Linux or http://wiki.eduke32....ke32_on_Windows.
Note that on Windows, you'll have to use GCC and not MSVC. For JfSW, you'll need to make sure to have a git client and building JfSW should be as simple as the following if you already can build EDuke32:

git clone https://github.com/jonof/jfsw.git jfsw.git
git clone https://github.com/jonof/jfaudiolib.git jfaudiolib.git
git clone https://github.com/jonof/jfmact.git jfmact.git
git clone https://github.com/jonof/jfbuild.git jfbuild.git
cd jfsw.git
make


[u]How to build:[/u

First, create a directory where we'll be working, for example jfsw_on_eduke32_engine. Inside that directory, we'll first want to set up a JfSW source tree and its dependencies (minus JfBUILD):

git clone https://github.com/jonof/jfsw.git jfsw.git
git clone https://github.com/jonof/jfaudiolib.git jfaudiolib.git
git clone https://github.com/jonof/jfmact.git jfmact.git


The target directories (jfsw.git, etc) are important because the default Makefiles look for these exact names.

After that, checkout an EDuke32 tree from SVN in that same directory, and be sure to name the directory eduke32_for_jfsw.
Also make sure that the EDuke32 makefiles are right into that directory and not a "polymer" subdirectory, eg. checkout from:

svn co https://eduke32.svn.sourceforge.net/svnroot/eduke32/polymer/eduke32/ eduke32_for_jfsw


Go into our newly created EDuke32 tree and apply the engine hacks that I came up with, eg.:

cd eduke32_for_jfsw
wget http://plagman.net/jfsw_on_eduke32_engine/eduke32_engine_changes
patch -p0 < eduke32_engine_changes


This applies cleanly today against revision 1864. If you get conflicts, it's possible a newer revision broke this patch. It might be trivial to fix, but syncing EDuke32 to r1864 should also solve your problems.

We'll also want to apply a commit to our newly cloned JfSW tree, so from our base directory:

cd jfsw.git
wget http://plagman.net/jfsw_on_eduke32_engine/0001-Hacks-to-build-against-EDuke32-
engine-source.patch
git am 0001-Hacks-to-build-against-EDuke32-engine-source.patch


Likewise, this is known to apply cleanly as of today, on top of commit 7c3fc9d9102a2b126e50fd4ae9117e00d0c16ae5. Try checking it out directly if you get conflicts.

Now that you have everything patched up, invoke make from the JfSW directory:

cd jfsw.git
make sw[.exe]


That should spew a _lot_ of warnings, but produce a working sw binary. Make sure you don't invoke make without a target or the editor will fail to build.
If you get missing libraries errors, you can find them in C:\MinGW\bin (or rebuild with `-static-libgcc -static-libstdc++` appended to LIBS).
If you get a compilation failure, you either did something wrong or are using a significantly different version than me. Try running posting the output of `make | grep error`.

Thanks,
- Plagman
8

User is offline   Hendricks266 

  • Weaponized Autism

  #2

Good start. Mouse support appears broken for me. The mouse setup menu crashes, and when I manually copied the contents of the mouse section of the SWP cfg to this one, none of the axes worked correctly. The turn left and right keys were also broken.

The music volume slider was broken for me (with CD music).

Playing this for only a short time made me realize how much I'm used to the neat things Pro added to SWP which should be migrated in some form back to the mainline, such as swcustom.txt additions, better menus, modern HUD, and some other things. I hate to bother, but could you take a quick look at the SWP source and see if it's feasible to link its game code to EDuke32's engine?
0

User is offline   Plagman 

  • Former VP of Media Operations

#3

Nah; I just don't care enough, sorry. I was under the impression none of the SWP patches were portable anyway.
0

User is offline   lawl 

#4

Looks cool =)
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User is offline   Marscaleb 

#5

Does this mean I can use Mapster for building Shadow Warrior maps now? (And thus actually have a place I can turn to for support with my problems?)
0

User is offline   TerminX 

  • el fundador

  #6

Nope, it doesn't mean anything like that.
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User is offline   Plagman 

  • Former VP of Media Operations

#7

Was anything preventing you from doing so before? I thought if you replaced the palette and the tileset it should mostly be transparent. I don't think the map versions are different.
0

User is offline   Mark 

#8

I remember seeing a dos based map converter program to convert the SW maps to Eduke usable format and vice-versa. It was a series of small programs to convert back and forth between 3 different build formats.

convmap5.exe , convmap6.exe and convmap7.exe There is a text file explaining which build game used which map format.

A google search will probably find them or if I find them on a backup drive I'll post them here.
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User is offline   TerminX 

  • el fundador

  #9

Those tools were to convert from LameDuke to the Build v7 format used in Duke/Shadow Warrior.
0

User is offline   Jimmy 

  • Let's go Brandon!

#10

You can find tools to convert between most early formats, Shadow Warrior, and Redneck Rampage in the tool pack I compiled.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #11

One major difference is that the units appear smaller in SW, meaning you have to scale Duke maps up if you want them to be playable.
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User is offline   Marscaleb 

#12

View PostPlagman, on 13 April 2011 - 02:26 PM, said:

Was anything preventing you from doing so before? I thought if you replaced the palette and the tileset it should mostly be transparent. I don't think the map versions are different.


I tried just plopping Mapster into my JFShadow Warrior directory and it wouldn't work. I could spend two hours finding the exact right combination of supplementary files to get it to work but in the end it could have still been off.
Since the only problems I had with the JF Build was the mouse wheel's zoom being reversed, the preview tiles being displayed really tiny, and that I couldn't remember what the select sectors key was moved to, I figured I might as well just use the build with JF Shadow Warrior.
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User is offline   Helixhorned 

  • EDuke32 Developer

#13

All you need to do is to copy/link the SW.GRP to DUKE3D.GRP, since that is what Mapster32 is looking for. All necessary files like palettes should be then loaded from the group file. The only issues I see with using Mapster32 to edit SW maps are minor graphical ones (e.g. text colored differently, parallaxed skies not displaying properly).
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#14

View PostHelixhorned, on 14 April 2011 - 12:20 PM, said:

All you need to do is to copy/link the SW.GRP to DUKE3D.GRP, since that is what Mapster32 is looking for. All necessary files like palettes should be then loaded from the group file. The only issues I see with using Mapster32 to edit SW maps are minor graphical ones (e.g. text colored differently, parallaxed skies not displaying properly).



also if you do change sw.grp name .. the game does not have any config files.. it says " con is missing" when you want to test the level

how can i use mpaster to design sw maps?

also in duke nukem 3d what file and line contains the enemy attack and life rate?

This post has been edited by minidueknukem: 11 January 2012 - 04:04 AM

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User is offline   Master Fibbles 

  • I have the power!

#15

View Postminidueknukem, on 10 January 2012 - 05:04 AM, said:

Shadow.Warrior.High.Resolution.v3.4-MasterFaster

Yes, it is hard to find a copy of Shadow Warrior anywhere these days...but piracy is dumb when it isn't a pure pirate.


Plagman, this is cool stuff. I'll have to check it out at some point. I've always enjoyed Shadow Warrior but after getting used to a certain quality in graphics, I haven't been able to get back into it since it is neglected more than Duke in these renovations.
0

User is offline   Zaxtor 

#16

That would be ubber ass.
Would revolutionize SW and make it less underrated.

SW has some pretty bad ass effects etc.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#17

You are all replying to a almost one year old thread that was resurrected by some stupid pirate. :unsure:
0

#18

View PostThe Commander, on 11 January 2012 - 12:13 AM, said:

You are all replying to a almost one year old thread that was resurrected by some stupid pirate. :unsure:


i guess there is no way to use mapster32 easily on it?

too bad because this game has a lot more to offer?

isnt the build engine in this much more advanced then the duke nukem build?

i remember back in the days we used to have this tutorial map of how to build things or something in shadow warrio rbut i lost all of those.

btw i bought dnf and i would buy a new shadow warrior game instantly... i buy my games now that i have money...
i think the situation is that this game is so old and it has to be hacked so much that i have to find downloads .. because i guess the original version does not come with all these mods...
look at rage they said level editor but we still do not have a level editor.. i bought rage 2 ...

This post has been edited by minidueknukem: 11 January 2012 - 04:11 AM

-1

User is offline   Hendricks266 

  • Weaponized Autism

  #19

I will try to educate the ignorance here.

View Postminidueknukem, on 10 January 2012 - 05:04 AM, said:

also if you do change sw.grp name .. the game does not have any config files.. it says " con is missing" when you want to test the level

This is because Mapster32 is trying to run EDuke32, which plays Duke Nukem 3D, not Shadow Warrior.

View Postminidueknukem, on 11 January 2012 - 04:02 AM, said:

isnt the build engine in this much more advanced then the duke nukem build?

It is a common mis-phrasing, but what you are saying is basically true. The developers of SW added new game features manipulating the BUILD engine; it is not the engine itself that is more advanced.

View Postminidueknukem, on 11 January 2012 - 04:02 AM, said:

i remember back in the days we used to have this tutorial map of how to build things or something in shadow warrio rbut i lost all of those.

You can find a lot of this stuff in the goodies directory of a legitimate SW CD. Also, try Jonah Bishop's SW MapFAQ v1.5.

View Postminidueknukem, on 11 January 2012 - 04:02 AM, said:

i think the situation is that this game is so old and it has to be hacked so much that i have to find downloads .. because i guess the original version does not come with all these mods...

You are correct that the original version does not come with any of this updated functionality, but it is different from "hacking" the game. You see, 3D Realms, the developers of the game, were kind enough to release the source code of the game so that fans like us can upgrade and improve it. You don't have to find downloads to get SW to work with "source ports", all you have to do is follow instructions to install the game by copying the game data from your legitimate SW CD to the directory of your source port.
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