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New Add-on for SW  "Click here to discuss, join or see progress of the SWC Add-on."

User is offline   Robman 

  • Asswhipe [sic]

#1

Shadow Warrior Central Forum thread about it...

SW CBP EPISODE

Can also discuss Sw(1997) in general here also.

This post has been edited by Robman: 19 February 2016 - 01:05 AM

2

User is offline   Daedolon 

  • Ancient Blood God

#2

I need to get my bearings back for Shadow Warrior so I have to say I'm a little interested in something like this. As long as the deadline isn't as gruesome as on Duke Hard, I might be able to whip out a map.
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User is offline   Robman 

  • Asswhipe [sic]

#3

Awesome ^_^

Deadline would not be an issue, it would be great just to have some folks onboard and dabble in some Sw building.


I could likely answer a lot of Sw build questions. Although Sw sector over sector and translucent water ( which are closely linked to build) has eluded me thus far, so don't ask me about those 2 things, rofl. I have attempted them several times, I dunno wtf I'm doing wrong with it.

This post has been edited by Robman: 24 June 2014 - 03:26 PM

2

User is offline   Daedolon 

  • Ancient Blood God

#4

I got that nailed down, assuming I'd ever use it.
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User is offline   Robman 

  • Asswhipe [sic]

#5

You have sw sector over sector and translucent water/reflective floors nailed !?
2

User is offline   Daedolon 

  • Ancient Blood God

#6

Yeah one of my WIP maps has a pretty tricky room over room trick in it. I just need to clean it up.

But yeah, I'd love to work on some SW goodness.
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User is offline   Robman 

  • Asswhipe [sic]

#7

Well, then... I won't be offering you much if any advice then will I? lol
Sounds good man, plug away at a singleplayer/ wb compatible map at will.

Keep in touch, this is great.
1

User is offline   Daedolon 

  • Ancient Blood God

#8

Yeah I just need some time to regather my thoughts and I'll get back into mapping action. Don't think I can pull off more than a single map, so it would be great if few other guys joined in.
1

User is offline   Robman 

  • Asswhipe [sic]

#9

If we get alittle bit of extra art going on, we should add that green teleporting guy back into things.

Quote

Yeah I just need some time to regather my thoughts and I'll get back into mapping action. Don't think I can pull off more than a single map, so it would be great if few other guys joined in.


No pressure, I just brought this up today so, this is day#1 ^_^

This post has been edited by Robman: 24 June 2014 - 04:01 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #10

You might want to wait until the SW source port and editor situation is more stable. I can't guarantee this anytime soon. I want to do it but EDuke32's input and menus are killing me.

View PostRobman, on 24 June 2014 - 04:00 PM, said:

If we get alittle bit of extra art going on, we should add that green teleporting guy back into things.

You might be able to add the art into the game but you can't add him as a new enemy per se, unless you're lucky enough that if you put him in his original slots, he will function. Has anyone tried that?
1

User is offline   Robman 

  • Asswhipe [sic]

#11

If I can get by making maps with the current build versions, others should be able to aswell.

To put the green guy back in, I suspect you have to extract the proper green guy tile# from the beta art and then put it in the exact slot in the v1.2 blank art slot.

I just have to figure out how to extract the guy from the beta ver.


*edit: .. ok I got it done.

I would now just include tiles005.art which I have updated to include the green guy.

I'm not sure if his projectile has ever done any damage but it does not... The blade strikes do damage though.

Plop this tiles005.art file in your main sw folder to then build/play maps with the missing green teleporting character.
Tiles005.art

He is tile# 1367

The tiles005.art file is 1.05mb, it will contain some tiles already in the game + the new green guy. All you will notice however is the addition of the new character.

How I did this : .. I opened editart with the beta art, selected the missing character tile and copied him. Then with edit art still open, I went back to the folder containing all the art and swapped it all out with the v1.2 art, pasted the new character in the proper tile# and saved it. Next I simply searched for which .art file it got saved under and it was tiles005.art.

So to make a long story short, if you include this tiles005.art in the CBP episode group file, and then include the character in the maps when building. It would work.

Posted Image

I guess his name is the Skeletor Priest

This post has been edited by Robman: 24 June 2014 - 07:44 PM

4

User is offline   Hendricks266 

  • Weaponized Autism

  #12

^That's amazing.
2

User is offline   Daedolon 

  • Ancient Blood God

#13

Looks like a lady to me.
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User is offline   Robman 

  • Asswhipe [sic]

#14

Here is a Wangbang only map I've been working on. I've thrown in a few monsters... including the Skeletor Priest to get familiar with.

Posted Image


FILE DOWNLOAD
This file has the map and .art file needed.

Shoot at the Skeletor Priests head with the uzi and he will teleport, AA has to be turned on for that to work.
On the plus side, if you don't use the added art file, the skeleton/skeletor guy just doesn't show up.

This post has been edited by Robman: 26 June 2014 - 11:37 PM

2

User is offline   Robman 

  • Asswhipe [sic]

#15

Quote

Looks like a lady to me.


That's true, all in all it's kind of a crappy character. His sound fx aren't all that good(I suppose you could change them) and his projectiles do no damage but he teleports and the novelty is what would be cool.

btw: In the above screenshot, that eagle in the sky makes a fart noise and poops out a gas bomb.


I added the option to put there character back in the game to Shadow Warrior Central, build page #2

This post has been edited by Robman: 25 June 2014 - 01:39 PM

1

User is offline   Robman 

  • Asswhipe [sic]

#16

.

This post has been edited by Robman: 25 June 2014 - 09:52 PM

0

User is offline   DNSKILL5 

  • Honored Donor

#17

Would there be need for new art?
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User is offline   Daedolon 

  • Ancient Blood God

#18

Not a fan of extra content like that. At least I personally would not use anything non-vanilla in my maps.
1

#19

This tempts me to dust off the Build.exe in my SW folder, don't officially sign me up or nothing yet, but I am going to screw around with the level editor a bit. If I can get back into it quite easy we might see a SW map from me at some point in the future. Handy that this one runs well with the ol' Pentium III so I shouldn't have stability problems.
0

User is offline   Robman 

  • Asswhipe [sic]

#20

Yeah I was going to keep it vanilla aswell, although there is no harm in having the .art file for the green guy in the .grp file for him to make an appearance once or twice. Some people may have never seen him and be like "whoa, wtf is that thing" hehe. If he is added to a map and the .art file not used, he just doesn't show up.

High Treason, the more the merrier.. I hope the sw build editor treats you well ^_^ Still rockin' a p3? .. I love old computers and have lots of old chips/ towers kickin' around.

Gerolf - If folks do want to put some extra art into their maps, it would be best to keep it to a minimum.

This post has been edited by Robman: 26 June 2014 - 11:38 AM

1

User is offline   Robman 

  • Asswhipe [sic]

#21

So, in the SWC forum I mentioned the idea of having a dojo at the beginning of each map that you drop into, and you ll find some info about the next map and a doorway that is a see through teleport to the next map. Anyway I whipped up a dojo last night. If things don't follow that idea I can always just add it to another map but anyway..

This post has been edited by Robman: 26 June 2014 - 11:40 PM

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User is offline   Robman 

  • Asswhipe [sic]

#22

Here is an example, using Eagle.map. The portal looks through to the map in real time and is also a teleport to the map.

Posted Image

Here it is with the curtain opened, triggered by walking into the room.

Posted Image



EXAMPLE MAP FILE
Download this and try it.. with monsters on, I think it's pretty cool.

More with the dojo idea.
You would use the dojo as a "base" map I suppose, or could just copy it in later. But each mapper would be allowed to modify their map's dojo in some way ie: make it look like it's been trashed by bad guys, change sounds ..whatever.. I may make a door somewhere that opens and behind that door a mapper could add anything, like a bedroom or bathroom or whatever. Also going to toy with a sign that raises out of the floor stating the map/author. After all there is no real "rules" to hold anyone back in their mapping creativity so this would help delineate the maps from each other as they will likely be wildly different from one to the next. There is no need to connect any part of your existing map to the dojo physically, the viewing monitor effect is done simply by placing a "tv camera" ST1 sprite in an area of your new level. The screen does chew on the framerate, good thing the dojo is small, it does not affect the rest of the map.

Thoughts?

This post has been edited by Robman: 27 June 2014 - 01:51 PM

1

User is offline   DNSKILL5 

  • Honored Donor

#23

I wish I could help but I don't think my SW mapping skills would be good. I don't even think my DN3D maps are good (which is why they're not released).
0

User is offline   Robman 

  • Asswhipe [sic]

#24

View Postgerolf, on 28 June 2014 - 11:24 AM, said:

I wish I could help but I don't think my SW mapping skills would be good. I don't even think my DN3D maps are good (which is why they're not released).



I urge you to give it a try ^_^
2

User is offline   Sixty Four 

  • Turok Nukem

#25

My input is useless since I know nothing about SW mapping but I will say looking forward to it heheh I would play it looks good from the photos that for sure.
1

User is offline   Robman 

  • Asswhipe [sic]

#26

This will likely make it into the tc somehow, just made it up last couple nights. It's a short map as you're basically stuck in the same spot, kind of a shootout like those old wildwest games. The enemies spawn in sequence and some interesting things happen. Kill the enemies as they spawn or they will add up and kick your butt. Ends up being pretty satisfying to beat. Turning AA on will help a lot if your aim is not so spot on.

Let me know if you like it and how you find it difficult-wise, should be pretty tough but there is a system to it. Lil' surprise at the end.

Posted Image
Posted Image



Map to download HERE

File has been updated +screenshots.
If you don't use the added .art file it's not a big deal, most noticeably 2 lights will be missing.

This post has been edited by Robman: 06 July 2014 - 09:01 PM

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User is offline   Mark 

#27

Cool, but difficult. Maybe its because I just woke up a few minutes ago. But it sure looks like a real challenge.
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User is offline   Robman 

  • Asswhipe [sic]

#28

View PostMark., on 04 July 2014 - 03:09 AM, said:

Cool, but difficult. Maybe its because I just woke up a few minutes ago. But it sure looks like a real challenge.



Thanks Mark :P It should be pretty challenging, but sometimes it's not so hard, depends in how you manage your kills/ weapons.
As soon as the door on the building opens, it's a good idea to shoot atleast 2 rail shots in there or that shadow dude will hurl many fireballs your way.

Near the end when you hear a few explosions behind you, be sure to turn around and see the UFO pulling in. It's not 100% how I wanted it but it's kinda neat nonetheless. Don't waste your ammo! Make your shots count. File has been updated.

If you need a little help, there is a hidden rocket launcher that you may "access" from within the confines of the blocked off area, shoot some stuff to find it.

This post has been edited by Robman: 06 July 2014 - 08:50 PM

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User is offline   Robman 

  • Asswhipe [sic]

#29

Some may not care, but I just successfully built my first room over room in sw. The "Z" height was wrong in the way I was previously trying to do it, also I didn't know that the "view_level" st1 sprites had to be pointing directly downward in 2dmode.... finicky little system but after oh, possibly atleast 16 years of toying around with build I finally did it, lol. Admittedly I only attempted ROR only a handful of times during the years.

"Rob's first ROR" .. it's been a loong time coming.

Posted Image

Now to attempt translucent water :P

This post has been edited by Robman: 07 July 2014 - 09:54 PM

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User is offline   Robman 

  • Asswhipe [sic]

#30

BAM!

Posted Image

Modifying it, creating entrances and exits putting stuff in the sectors, it's all quite finickity.
Got to making some reflective floors after the translucent water.
I applaud anyone else who learned this stuff on their own, it's a b**** to do, seems to be to me anyway.
I know it may not seem like much but to me it's momentus, guess the time finally arrived where I could comprehend the instructions, heh.

Now to try and build something interesting with it, not just a rectangle :P

This post has been edited by Robman: 08 July 2014 - 01:10 AM

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