VoidSW Public Beta
#121 Posted 08 February 2021 - 09:04 AM
Or re install SW.
This post has been edited by jkas789: 08 February 2021 - 09:04 AM
#122 Posted 08 February 2021 - 12:14 PM
Anacronox, on 08 February 2021 - 08:06 AM, said:
If you downloaded some random entry from ModDB then you probably have a custom repack of the GRP which is unsupported. Get the official version.
jkas789, on 08 February 2021 - 09:04 AM, said:
Do not do this. This is not how you load expansions.
#123 Posted 08 February 2021 - 01:09 PM
#124 Posted 09 February 2021 - 02:03 AM
#125 Posted 09 February 2021 - 02:17 AM
Hendricks266, on 08 February 2021 - 12:14 PM, said:
Wasn't some random entry though. Official version is the very same file. Tried it - same result.
Anyway after messing around with different versions of the game found the culprit. Turns out sw.grp (shows up as shadow warrior (europe) on game tab) from original cd with wanton destruction prevents the latter from loading in voidsw. All while twin dragon works just fine. Using sw.grp from gog classic solved the problem. Weird stuff heh.
This post has been edited by Anacronox: 09 February 2021 - 02:17 AM
#126 Posted 09 February 2021 - 10:34 AM
https://www.fileplan...-Expansion-FREE
http://www.gamers.or...gon/tdragon.zip
I would recommend to get the addons from these places (or other similar places that have the two files: swwd.exe and tdragon.zip, in case gamers.org is blocked by your antivirus for example, although the site should be safe as I downloaded a lot of stuff from it before) instead of random ModDB uploads by other users. As Hendricks266 mentioned, the Twin Dragon grp found there is modified or repacked by ProAsm, I think. However there is also TD.grp which is only found in Classic Redux and that one probably works too.
Anyway, I want to report two minor issues that persist in latest build (r9310)
-When starting the game, it seems you can't skip the Lo Wang cutscene with SPACE, however it works with ENTER button
-After starting Wanton Destruction and going to New Game, the second episode WANTON DESTRUCTION seems to go outside of screen. I know in original DOS version, the episode was displayed as "WANTON DESTR" or something similar, presumably to avoid the text going outside of screen, while here the episode name was fixed, but the text goes outside of screen. This may be because I'm playing on resolution 1024x768 and it would display fine on widescreen resolution. Yep, just confirmed on the 1360x768 resolution (the highest available on my PC), the episode name just barely fits on my monitor, however I'm not a fan of letterboxed display, I like when the whole screen fills the monitor instead of the black bars on edges.
Other than that, I really like the port! It runs smooth from my 5 minutes testing with cheats on the first level!
#127 Posted 11 February 2021 - 12:39 PM
#128 Posted 06 June 2021 - 08:01 AM
This post has been edited by Morgаn: 06 June 2021 - 08:01 AM
#130 Posted 06 June 2021 - 09:49 AM
Phredreeke, on 06 June 2021 - 08:11 AM, said:
Kinda. But I'm afraid this is going to be pain in the butt with so many separate icons and fonts to figure it out by myself from scratch and almost zero knowledge. So I wonder if there was released mod like with widescreen sprites from redux.
This post has been edited by Morgаn: 06 June 2021 - 09:51 AM
#131 Posted 16 June 2021 - 11:32 AM
Missing semitransparent sprite on the floor (this goes for all SW ports with hardware renderer, not just VoidSW)
#132 Posted 16 June 2021 - 11:40 AM
I think that texture might be tucked under the ground in order to simulate "parallax reflection".
Sprites tucked underground in HW modes will not render.
It only works due to software rendering sprites last and not really clipping sprites.
#133 Posted 16 June 2021 - 11:43 AM
It's in Crude Oil, after the red passcard door at the start
#134 Posted 16 June 2021 - 12:18 PM
It could also be the result of map height changes and the mapper forgot to raise the sprite as it's easy to miss.
Due to how GL rendering (and anything real 3D really) it will likely never work as it abuses a very specific quirk of how software rendering works and working around it would result in a huge amount of hacks.
Similar tricks in duke, etc.. will result in the same.
#135 Posted 16 June 2021 - 01:43 PM
You might be lucky. I have just finished a Redux HD GUI pack. Dunno if I can actually release it, probably not. A 100% recreation isn't possible due to the way Redux is doing some things with the menu, though. Anyway, PM me if you want it.
This post has been edited by NightFright: 16 June 2021 - 01:45 PM
#136 Posted 24 June 2021 - 11:55 PM
When you start working on something for a while (e.g., for months), it can be difficult to predict for how long you'll be interested in doing this, and what you'll go through on the way.
In the case of my contributions to the EDuke32 repository from 2020 H1, I kinda started with a few changes for Ken-Build and SW, mostly because I got write-access to the repository in 2019 Q4; Same with a couple of general fixes in the audio library. Later, I did much more work for SW. One thing I was interested in at the time was the resurrection of JFSW's multiplayer support, along with making it work in M/S mode (at least up to some level).
I also did more than multiplayer-specific changes, with sector object interpolation being a good example. This idea probably came during investigation of the lack of camera interpolation while residing on a sector object that carries the player (a limitation of vanilla SW); This includes instances in which the sector object doesn't move at all, say the bus in the beginning of level 1 after it crashes.
One thing is sure: It occurred (way) more than once, that when I tried to fix something, it would unintentionally break another thing. Even if I eventually seemed to get things to a more usable state (at least in certain maps), the big problem is that a lot of the existing code was not originally tested with the changes in mind.
While it was known that the SW sources were out and others could always work on their own ports, I knew that Hendricks266 wanted VoidSW to be the next big thing for SW (1997) after SWP and Classic Redux. He clearly started to spend significantly more time on VoidSW in 2019 Q4, after Ion Fury's release.
What did change later was the releases of Raze and WangGDX as other alternatives for playing SW.
To finish, even with my additions, I still consider VoidSW to mainly be Hendricks266's project.
#137 Posted 25 July 2021 - 12:09 PM
This post has been edited by DUKEBR89: 25 July 2021 - 12:11 PM
#138 Posted 02 May 2022 - 10:00 PM
This post has been edited by Aun: 02 May 2022 - 10:04 PM
#139 Posted 11 August 2022 - 08:06 PM
#140 Posted 12 November 2022 - 02:13 AM
There's still no way to get the widescreen statusbar working? I was really hoping there was a way now. Also using highres replacements won't work since the image gets squeezed to the size of the 8-bit tile.
This post has been edited by NightFright: 12 November 2022 - 02:32 AM