Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#31 Posted 09 April 2016 - 06:12 PM
Please keep this unrealistic megaport as a dream.
This post has been edited by leilei: 09 April 2016 - 06:20 PM
#32 Posted 09 April 2016 - 06:26 PM
Nothing will be merged with EDuke32 unless it can match it.
#33 Posted 09 April 2016 - 07:01 PM
Duke of Hazzard, on 09 April 2016 - 06:10 PM, said:
You're extensively wrong. Ken didn't make the BUILD source code available to the game teams. They had to link their own game code against his engine library. (Though that didn't stop the badasses at Q Studios from reverse engineering parts of it to change things they didn't like.) The engine did change over time, obviously from v5 (Witchaven, TekWar), to v6 (Powerslave) to v7 (all the good games ), and with minor adjustments after that as Ken writes in his build2.txt, but the stuff that your average ignoramus considers engine modifications like the ROR in SW and Blood is actually bolted on through portal rendering calls and wrappers to hitscan and clipping functions.
Because of this BUILD games are some of the most "one port fits all"-worthy games on any engine.
Lunick, on 09 April 2016 - 06:26 PM, said:
It's not about quality, but rather because merging the games into one executable is an entirely separate layer of work. See above.
#34 Posted 09 April 2016 - 07:25 PM
#35 Posted 09 April 2016 - 10:49 PM
Hendricks266, on 09 April 2016 - 07:01 PM, said:
Because of this BUILD games are some of the most "one port fits all"-worthy games on any engine.
I remember this understandable explanation for programming dummies like me made by the guy who created Chocolate Duke, which is a good read for anyone wondering about how Build works, but I always wondered what part of SW and Blood were changes on the "engine" side of the code. What I mean is, I knew Q Studios made changes to the engine itself (and I heard that was because they were not satisfied with Silvermann's response to their needs), and I always wondered if after DN3D, 3DRealms made or asked Silvermann for changes to the Engine for SW.
For that matter, what about after SW ? Wieder said they were sill working with Build before moving on to Quake engine for DNF, does that include a super efficient and buffed up never released version of Build, or on the contrary just changes on the "game" side of the code? It makes me wonder.
This being said, this means that if you take Powerslave, DN3D and Blood, you have three different versions of the Build engine already; so surely having a "one in all port" already sounds complicated to me.
What happens when you have such a port working and something breaks in it and a new glitch occur, do you have to go through that much more shit to figure out what caused the new glitch ?
Also implying that Powerslave is not a good game deserves some serious whipping, then some lashing, and then some more whipping.
This post has been edited by MetHy: 09 April 2016 - 10:53 PM
#36 Posted 10 April 2016 - 12:58 AM
#37 Posted 10 April 2016 - 07:10 AM
But from where all these glitches came? And no offence to ProAsm, but was it his doing or did very base of it, old JFSW already suffered from those?
(Dont remember well, but it seems to me like even in its day JFDuke was more solid than JFSW.)
EDIT: Just found out newer build was released. Gonna try it out and will let you know later.
---------------------------------------------------------------------------------
FistMarine, on 09 April 2016 - 01:41 AM, said:
That is actually one thing I like about Shadow Warrior. That it has its own "Oh sh*t" kind of enemy. You know, that one which makes you immediately reprioritize whole situation. Doom 2 has its archvile, but Duke3D none (well, if you dont count shrinker attack of protector drone, but it can be fairly easily avoided).
Is it just me, or does disabled auto-aim in SW makes game harder and weapons feel clunkier? In Duke3D I prefer to play without it, but here...
BTW what is your prefered way to deal with those pesky wasps?
This post has been edited by t800: 10 April 2016 - 11:34 AM
#38 Posted 10 April 2016 - 08:41 AM
t800, on 10 April 2016 - 07:10 AM, said:
The whole discussion reminded me of this very nice (and in some places, hilarious) review of the game by Ray Hardgrit:
http://superadventur...ior-ms-dos.html
#40 Posted 10 April 2016 - 08:48 AM
t800, on 10 April 2016 - 07:10 AM, said:
Gas bomb
Explosions
Uzis, Riot gun
Fists (use the shadow bomb + fists for extended range)
In response to a previous post: I've never come across the Twin Dragon music.
This post has been edited by Robman: 10 April 2016 - 09:26 AM
#41 Posted 10 April 2016 - 08:49 AM
Daedolon, on 10 April 2016 - 08:42 AM, said:
Actually, this is true. Fists are among the fastest weapons in the game and they have excellent auto-aim. Punching bees tends to be effective since they won't get close enough to do much stinging while you're throwing punches.
The gas bomb also works if they're in a confined space.
This post has been edited by Inspector Lagomorf: 10 April 2016 - 08:49 AM
#42 Posted 10 April 2016 - 11:33 AM
#43 Posted 10 April 2016 - 11:43 AM
Seems to happen in complex maps. Lots of walls/sprites etc.. I can't be the only one it's happened to. v4.3.3 and up.
Where-as prior versions would just lock up.
Here's some crashlogs:
Specifically this one from beta 2:
Caught exception 0xC0000005 at 0x004DF663: Access violation.
0x004DF663 : C:\Users\Rob\Desktop\SWP 4.3.3b3\SWP.exe : e:\source\SWP\Build/src/engine.c (5851) : in function (drawmasks)
0x000247B4 : [unknown module] : [unknown file]
0x0001E2B1 : [unknown module] : [unknown file]
0x00015529 : [unknown module] : [unknown file]
0x00025A65 : [unknown module] : [unknown file]
0x00023CB7 : [unknown module] : [unknown file]
0x0002C515 : [unknown module] : [unknown file]
0x0002CE16 : [unknown module] : [unknown file]
0x0001F90A : [unknown module] : [unknown file]
0x00040263 : [unknown module] : [unknown file]
0x00020E44 : [unknown module] : [unknown file]
0x044902C2 : [unknown module] : [unknown file]
0x04570442 : [unknown module] : [unknown file]
0x04590458 : [unknown module] : [unknown file]
Sun Apr 10 15:56:30 2016
This post has been edited by Robman: 10 April 2016 - 12:04 PM
#44 Posted 10 April 2016 - 05:12 PM
t800, on 10 April 2016 - 07:10 AM, said:
Battlelord? It can mow you down in seconds.
MrFlibble, on 10 April 2016 - 08:41 AM, said:
Guns suck against wasps, I'd use fists like Daedolon said.
#45 Posted 10 April 2016 - 06:40 PM
Duke of Hazzard, on 10 April 2016 - 05:12 PM, said:
The initial encounter yes, but subsequent encounters if you have the shrink ray, you can get rid of them easily. I think the fat commanders are kind of like this too because they shoot rockets, but with that shrink ray...
#46 Posted 10 April 2016 - 09:37 PM
deuxsonic, on 10 April 2016 - 06:40 PM, said:
You need to crouch and aim at his balls. In EDuke32 it's much easier since you can disable autoaim.
But this is the "top priority" enemy in Duke, comparable to Doom's Archvile. The Protector Drone isn't powerful enough to cause damage unless you're hit by his shrinker blast. Assault Commander fires rockets, those are easy to avoid. Pig Tanks are slow.
This post has been edited by Duke of Hazzard: 10 April 2016 - 09:41 PM
#47 Posted 10 April 2016 - 10:39 PM
#48 Posted 10 April 2016 - 11:30 PM
It's possible to make the Shrinker always shrink the enemies, if you add damage code to it. A value of 1 is enough. The Battlelord's hitbox is quite large, so if the hit registers, he's shrunk by the blast. The way it is in the vanilla game, weapons reliant on blast radius damage (all the explosives, and the Shrinker) are more effective the closer to the ground the hit lands. Hence why, to shrink the Battlelord, you must aim at his feet (or balls).
#49 Posted 12 April 2016 - 11:56 AM
Daedolon, on 10 April 2016 - 08:42 AM, said:
Robman, on 10 April 2016 - 08:48 AM, said:
Inspector Lagomorf, on 10 April 2016 - 08:49 AM, said:
Great tips! Just tested them out. Especially fists with shadow bomb are better than any raid spray. Can deal with big swarms in matter of seconds while those bastards cant retaliate back.
Duke of Hazzard, on 10 April 2016 - 11:30 PM, said:
Finally something made Shrinker 100% reliable weapon. Thanks much.
And all it takes is just to edit USER.CON alter this:
define SHRINKER_WEAPON_STRENGTH 0
to this:
define SHRINKER_WEAPON_STRENGTH 1
I just dont understand why 3D Realms didnt set this defaultly. If this was meant to be as measure to prevent players from shrinking Battlelord, they should just acustomized his code to it.
This post has been edited by t800: 12 April 2016 - 12:00 PM
#50 Posted 12 April 2016 - 07:49 PM
#51 Posted 13 April 2016 - 01:17 AM
Edit, nevermind, got it.
This post has been edited by MetHy: 13 April 2016 - 01:48 AM
#52 Posted 13 April 2016 - 06:39 AM
This post has been edited by FistMarine: 11 December 2016 - 07:22 AM
#53 Posted 13 April 2016 - 07:26 AM
FistMarine, on 13 April 2016 - 06:39 AM, said:
Problem with Mini Battlelord is that he mostly behaves as stationary turret, or in Doom allegory - chaingunguy. This lack of more dynamic movement makes him easier to deal with for more maneveurable players, especially if various covers are provided. And not counting his allergy to shrinker. (Do you use it against him, or rather consider it cheating?) He is IMO most effective in long open corridors with lack of cover. Of course he also brandishes mortar with which he loves to spam those grenade mines everywhere and I actually sometimes take more damage from them, especially in heat of big battle when I lose track of them and just ram into them like fool.
Quote
#54 Posted 13 April 2016 - 08:50 AM
#55 Posted 13 April 2016 - 10:22 AM
This post has been edited by FistMarine: 11 December 2016 - 07:22 AM
#56 Posted 15 April 2016 - 07:10 AM
I am still waiting for a release date and prices for Xbox/PS4/PC..
#57 Posted 15 April 2016 - 08:55 AM
Here is a sneak peek, though looking it at makes me realize I need to improve those mountains in the back, among many other things... This thing is too big.... at first I wanted to make a "classic style" map but got carried away, far far away.
This post has been edited by MetHy: 15 April 2016 - 08:56 AM
#58 Posted 15 April 2016 - 09:14 AM
t800, on 12 April 2016 - 11:56 AM, said:
They did intend the Shrinker to work on Battlelord. They even increased its explosion radius on Atomic Edition in order to make it more likely. They did not set the damage of the weapon to 1 because they did not want it to cause damage (ironically 1 does zero damage because of how the damage code works).
#59 Posted 15 April 2016 - 04:42 PM
You could control turrets on it and even control remotely or hop in and pilot directly some sort of helicopter. I remember being impressed by its interactivity of it and how author managed to create flying vehicle. It was singleplayer map with monsters and detail wise, it seemed older. Thanks for help.
This post has been edited by t800: 15 April 2016 - 04:45 PM