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VoidSW Public Beta

User is offline   Morgаn 

#121

Is there a way to use SW Redux hires UI and HUD with VoidSW or Raze?

This post has been edited by Morgаn: 06 June 2021 - 08:01 AM

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User is online   Phredreeke 

#122

Do you know how to edit def files?
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User is offline   Morgаn 

#123

View PostPhredreeke, on 06 June 2021 - 08:11 AM, said:

Do you know how to edit def files?

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

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User is online   Phredreeke 

#124

This was brought up to me by Shadow on Discord

Missing semitransparent sprite on the floor (this goes for all SW ports with hardware renderer, not just VoidSW)

https://i.imgur.com/cfHADEF.png
https://i.imgur.com/JrCkLwu.png
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User is offline   oasiz 

  • Dr. Effector

#125

Which map?
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.
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User is online   Phredreeke 

#126

Doh! I was writing this report in two places and missed adding where it is.

It's in Crude Oil, after the red passcard door at the start
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User is offline   oasiz 

  • Dr. Effector

#127

Yup, it's 2048 units below floor Z. Raising it will make it appear but of course it loses the intended reflected parallax effect.
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.
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User is offline   NightFright 

  • The Truth is in here

#128

@ Morgan:
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

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User is offline   NY00123 

#129

Following a recent chat in the Duke4.net Discord, it might be the time for me to finally write the following.

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.
1

User is offline   DUKEBR89 

#130

Posting just to thank the hardworking devs for this source port, you are awesome :dukeaffirmative: I didn't even know it was available until yesterday, Shadow Warrior was the last big three Build engine games left to play, four if you include Ion Fury. I played the shareware levels and overall it was very smooth like regular Eduke32. I didn't recall encountering any bugs, only some missing features, like quit console command missing and not being able to bind mouse side buttons, which I use for cycling the inventory. Is there any way to bind them?

This post has been edited by DUKEBR89: Today, 12:11 PM

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