
VoidSW Public Beta
#61 Posted 25 August 2020 - 11:35 PM
Because when we install widescreen HUD for example it moves to the right side of the screen.
That would be amazing to have it implemented.
Best regards.
#62 Posted 26 August 2020 - 07:59 AM
#63 Posted 26 August 2020 - 09:24 AM
Hendricks266, on 26 August 2020 - 07:59 AM, said:
What in your opinion may cause that strange behavior of those two tiles?
For instance when I replace original tile (Status Bar HUD) with widescreen status bar HUD - half of it is invisible and goes beyond the screen, to the right.
Same for widescreen background cover (in menu). But the widescreen background cover is not that necessary. It's not really needed.
Widescreen status bar HUD would be nice to see. It's like widescreen HUD made by Fox for Duke Nukem 3D.
This post has been edited by OVERLORD: 26 August 2020 - 09:24 AM
#64 Posted 30 August 2020 - 03:23 PM
#66 Posted 31 August 2020 - 07:53 AM
#67 Posted 09 September 2020 - 02:30 AM
VoidSW.exe does not detect SW.RTS and therefore it is impossible to play Remote Ridicule lines of Lo wang by pressing ALT+F1 through ALT+F10.
Even if you pack SW.RTS into .zip and use the following command line:
"Start VoidSW.exe -gSW_RTS_File.zip"
Nothing happens there. It needs to be fixed.
Meantime in SWP v4.3.0 everything works as inteded - SW.rts file is detected automatically and picked up by source port.
===================================================================================================
The second thing I would like to request is a fix to be implemented which would allow widescreen hud (new 2434.png) to be correctly rendered and not sliding to the right side off the screen.
I took 9401.png and renamed it to 2434.png and used coresponding "tile from texture" line and replaced 9401.png with 2434.png.
In-game, hovewer, widescreen hud slided to the right side, off the screen. It is essential to make it functional like widescreen HUD in Duke Nukem 3D,
which installs perfectly in the same way to EDuke32.
Here is the code from sw-widescreen.def
HUD Status Bar (2434)
tilefromtexture 2434 (was 9401) { file "sw-widescreen/2434.png" }
See 9401.png attached.
#69 Posted 09 September 2020 - 07:04 AM
Phredreeke, on 09 September 2020 - 06:08 AM, said:
If I remember correctly it does not solve the problem.
X offset is just ignored by the source port regarding this particular tile.
Just checked again - X offset is definetely ignored.
This post has been edited by OVERLORD: 09 September 2020 - 07:12 AM
#70 Posted 09 September 2020 - 10:41 AM
This post has been edited by Hendricks266: 09 September 2020 - 12:09 PM
#71 Posted 09 September 2020 - 11:57 AM
Hendricks266, on 09 September 2020 - 10:41 AM, said:
In SWP it is active in singleplayer, I checked it.
So I think it works the same way as in Duke Nukem 3D.
I suppose It will work if VoidSW starts to recognize SW.rts file.
VoidSW does not pick up SW.rts file at all.
It should do it like SWP does:
============================================
SWP - Version 4.3.0 - Revision 331.128
By ProAsm - http://www.proasm.com
Detected registered Grp
Adding Group file: sw.grp
Adding Group file: SWP.grp
Commandline: SWP.exe -gSW.grp -gSWP.grp -gSWCustom.zip
Adding Group file: SW.GRP
Adding Custom RTS: SW.rts
Adding Group file: SWP.GRP
Adding Group file: SWCustom.zip
Initialising DirectInput...
============================================
This post has been edited by OVERLORD: 09 September 2020 - 12:01 PM
#72 Posted 09 September 2020 - 12:45 PM
#73 Posted 09 September 2020 - 01:44 PM
#75 Posted 10 September 2020 - 03:43 PM
Here is another bug.
Twin Dragon Expansion.
After killing Hung Lo, there is custcene being played and when it's done an intermission screen which follows after becomes innormally bright and when you skip it - menu becomes overbrightened either. You have to reload VoidSW to get rid of that excessive brightness. That's the only option.
There is definitely something to investigate.
P.S. For some reason, just as it was in SWP, brightness slider dies nothing in software mode.
This post has been edited by OVERLORD: 10 September 2020 - 03:44 PM
#76 Posted 10 September 2020 - 04:27 PM
OVERLORD, on 10 September 2020 - 03:43 PM, said:
I can confirm this bug and it actually happens to me after every cinematic, including during the main game. I actually took a screenshot of it here:
Also Lo Wang's rap wasn't playing the last time I got through the game, but I have no idea if that's been sorted out since that was a while ago.
#77 Posted 26 September 2020 - 05:03 AM
Great stuff overall, feels pretty good to finally play this game with smooth mouse aiming.
Couple of glitches I found:
1) some sprites/voxels turn to tile#0 when viewed through the RoR portal. I've only found 2 examples so far and I've been unable to pinpoint the exact cause as of yet:
- in $HIDTEMP.MAP, you can see this tile from the upper floor. The sprite is actually an ST1 so there should be nothing visible, and there is nothing visible on the lower floor
https://i.imgur.com/z8X0ada.png
- in $BATH.MAP these 2 medkits turn into tile#0 when viewed from the upper floor:
https://i.imgur.com/7X4hBVf.png
https://i.imgur.com/Uw7SdWy.png
2) In $SUBBASE.MAP this keycard voxel can only be seen from the back. It is worth noting that the keycard sprite is one-sided so this is also a mapping issue, however the original SW behaviour is that voxels are not affected by the one-sided bit as the keycard voxel can be seen from all sides in the original game:
https://i.imgur.com/twRB303.png
https://i.imgur.com/wZcQUa1.png
Also I hope you can implement the underwater fullrange palette soon.
Edit: I'm sorry I missed that both these things were already reported in page 1, though I have some extra details. Also joined are some savefiles for the RoR glitch. Also launching $bath.map again and noclipping straight to the upper floor of the pool didn't turn the medkits into tile#0, so it appears that something triggers the switch along the normal way
Edit: here is another example of the RoR sprite glitch in $volcano.map, this time with an atomic missile:
https://i.imgur.com/WpFaroZ.png
https://i.imgur.com/cTdc1ex.png
I have also found a rendering glitch with this switch showing up through this poster (I had no idea there was a secret place there!). I believe this switch isn't supposed to be seen as it is behind the poster and pressing use on the poster (on the switch) opens the secret:
https://i.imgur.com/u4Ve2iP.png
This rendering issue only happens in 8-bit and happens regardless of voxels being turned on. I have included a savefile for this one as well in the attached rar.
Attached File(s)
-
RoR_Renderglitches.rar (483.08K)
Number of downloads: 97
This post has been edited by MetHy: 26 September 2020 - 07:51 AM
#78 Posted 26 September 2020 - 05:03 PM
MetHy, on 26 September 2020 - 05:03 AM, said:
Couple of glitches I found:
1) some sprites/voxels turn to tile#0 when viewed through the RoR portal
Sorry for the question mate but what is an Ror Portal?
#79 Posted 26 September 2020 - 05:12 PM
#81 Posted 27 September 2020 - 02:15 PM
#82 Posted 27 September 2020 - 03:06 PM
#83 Posted 29 September 2020 - 02:36 PM
For some reason music isn't playing on saved games I load from the main menu. If I load a save while on a level with music then it works, but not loading it from the main menu.
Also I'm noticing a difference in sound vs music volume in DOS SW compared to VoidSW. In VoidSW the sounds are much louder and in most cases overpower the music (or maybe the music is just much weaker than the sound), whereas in DOS neither the music or the sound usually cancels out the other (tested this with music and sound set to max on both DOS and Void)
And lastly, sounds still cut off very frequently for me. It's usually one sound cutting out for another, but barely any sounds are happening so I don't think it could have hit the max sounds at one time, and DOS cuts out way less.
Here's an affected save: https://www.dropbox..../game3.sav?dl=0
#84 Posted 02 October 2020 - 06:27 AM
MetHy, on 26 September 2020 - 05:03 AM, said:
1) some sprites/voxels turn to tile#0 when viewed through the RoR portal. I've only found 2 examples so far and I've been unable to pinpoint the exact cause as of yet:
- in $HIDTEMP.MAP, you can see this tile from the upper floor. The sprite is actually an ST1 so there should be nothing visible, and there is nothing visible on the lower floor
https://i.imgur.com/z8X0ada.png
- in $BATH.MAP these 2 medkits turn into tile#0 when viewed from the upper floor:
https://i.imgur.com/7X4hBVf.png
https://i.imgur.com/Uw7SdWy.png
Don't know if this helps but I just noticed something else about this: the glithy sprites pick up light fx from the other floor. Example: lower floor has the sprite and no flickering light, and the upper floor has a flickering light. When viewed through the portal from the upper floor: the sprite will turn to another tile and be affected by the flickering light.
It also seems that only effect sprites and pick-up sprites are affected by this whole thing, as purely decorative sprites will not turn to another tile and won't pick up the flickering light.
This post has been edited by MetHy: 02 October 2020 - 06:28 AM
#85 Posted 19 October 2020 - 01:16 AM
MetHy, on 26 September 2020 - 05:03 AM, said:
2) In $SUBBASE.MAP this keycard voxel can only be seen from the back. It is worth noting that the keycard sprite is one-sided so this is also a mapping issue, however the original SW behaviour is that voxels are not affected by the one-sided bit as the keycard voxel can be seen from all sides in the original game:
The exact same issue also happens in Twin Dragon's Crazy Train and I think this one is even more nasty
Dos:
https://i.imgur.com/39aiCu1.png
Voidsw:
https://i.imgur.com/fou2qpr.png
#87 Posted 26 October 2020 - 08:33 AM
It's funny to see these issues brought up now because all this time nobody, not even the original devs then, played without voxels.
MetHy, on 26 September 2020 - 05:03 AM, said:
https://i.imgur.com/u4Ve2iP.png
Another example in $airport.map (the flag on the right), again giving away the position of a secret place which is otherwise very hard to find:

In both cases the switch is located in a small alcove sector hidden behind the poster/flag sprite
This post has been edited by MetHy: 26 October 2020 - 08:34 AM
#88 Posted 29 October 2020 - 11:13 AM
#89 Posted 29 October 2020 - 11:21 AM
Unfortunately I can't make a video demonstrating it as recording and playing at the same time causes stuttering in game.
#90 Posted 29 October 2020 - 11:34 AM
jkas789, on 29 October 2020 - 11:21 AM, said:
Unfortunately I can't make a video demonstrating it as recording and playing at the same time causes stuttering in game.
I also tested Shadow Warrior with BuildGDX and Raze, neither had the same issue. In fact Raze runs like butter which is weird since I thought it was based on VoidSW code.