Shadow Warrior High Resolution Pack
#1 Posted 05 February 2011 - 10:10 PM
You can view the changes as they happen and a comprehensive changelog at the Subversion (SVN) repository web interface over at Duke4.net:
http://svn.eduke32.c...?repname=sw_hrp
To download the full pack, see The Commander's excellent SVN tutorial.
Point your SVN client here: http://svn.eduke32.com/sw_hrp/
This post has been edited by Hendricks266: 05 February 2011 - 10:24 PM
#2 Posted 06 February 2011 - 03:30 AM
#3 Posted 15 February 2011 - 07:59 PM
#6 Posted 17 February 2011 - 12:34 AM
#7 Posted 20 June 2011 - 01:55 AM
This post has been edited by SHODANFreeman: 20 June 2011 - 03:29 AM
#9 Posted 20 June 2011 - 09:19 AM
#10 Posted 20 June 2011 - 03:23 PM
Hendricks266, on 20 June 2011 - 09:19 AM, said:
URL of repository: http://svn.eduke32.com/sw_hrp/
Asks for password, same with Nuclear Winter and Duke Caribbean.
#12 Posted 20 June 2011 - 06:43 PM
#13 Posted 20 June 2011 - 07:03 PM
The dash in between didn't show because of the underline of the link. I was just hitting the space bar.
No name or password required for me either.
#15 Posted 20 June 2011 - 07:50 PM
SHODANFreeman, on 20 June 2011 - 06:43 PM, said:
There are now four people on our team of restoring it. There has not been that much activity because there is not that much to do, and we would have to wait for a final OK from Joe Wilcox anyway.
#16 Posted 21 June 2011 - 12:30 AM
Hendricks266, on 20 June 2011 - 07:50 PM, said:
I don't know what I did differently, but it's working now.
#17 Posted 22 March 2012 - 03:07 PM
You may or may not be interested in the inconsistencies I have found:
Highres HRP :
Defined but missing :
-highres/screen/menu/2472.png -> defined and present in hud[.def]
Unused :
-highres/screen/hud/2398_g.png
-highres/screen/menu/2872.png
-highres/sprites/props/2530.png
-highres/sprites/signs/4762.png
-highres/sprites/signs/4763.png
-highres/textures/0283.png
-highres/textures/0448.png
eduke32.log :
--Error: file 'highres/screen/menu/2472.png' does not exist
--Warning: defined hightile replacement for empty tile 2472. Maybe some tilesXXX.art are not loaded?
Lowres HRP :
Defined but missing :
-highres/screen/hud/2402.png
Unused :
-lowres/screen/fonts.def
-lowres/skyboxes/Sky_Stars/stars*.png
-lowres/textures/0208, 0246, 0299, 0448, 2324, 3393-3396, 3401-3404, 3441-3447, 4975, 4984, 4985
Double entries in textures.def :
-4972,4973
eduke32.log :
-Error: file 'highres/screen/hud/2402.png' does not exist
-Warning: defined hightile replacement for empty tile 2472. Maybe some tilesXXX.art are not loaded?
#18 Posted 22 March 2012 - 03:51 PM
I would be very interested in running that script to find unused tiles in the 2 TCs I am helping with.
Does "unused" mean the tiles are present but not in any defs?
Tile 0283 is used for sure. Its one that I made myself and shows up ingame for me.
This post has been edited by Marked: 22 March 2012 - 03:58 PM
#19 Posted 22 March 2012 - 05:01 PM
Marked, on 22 March 2012 - 03:51 PM, said:
Marked, on 22 March 2012 - 03:51 PM, said:
Marked, on 22 March 2012 - 03:51 PM, said:
Marked, on 22 March 2012 - 03:51 PM, said:
I have attached a patched version with rudimentary SW support added plus some files you'd want when using it on SWHRP / your TC. Put it on top level of your SWHRP repo copy.
The script expects duke3d.def to be present in the PWD to recognize a HRP hierarchy. duke3d_hrp.def is actually patched to load the SWHRP or other custom stuff. Invocation: ./hrp_extract_sw.sh swhrp.
It runs best under Linux. MinGW/MSYS works to, but you need to be really patient. While extracting Polymost HRP you could almost install a virtual Linux machine accessing your Windows drive and finishing hrp_extract still earlier.
Attached File(s)
-
hrp_extract_sw.zip (6.58K)
Number of downloads: 260
#20 Posted 22 March 2012 - 05:14 PM
#21 Posted 22 March 2012 - 05:37 PM
LeoD, on 22 March 2012 - 03:07 PM, said:
Great, thanks! These have been addressed in r9.
Also, I found more double entries than that, but probably not them all.
I'm still delinquent in adding submissions from the threads though I do have the entirety of the threads from 3DR and JF saved.
This post has been edited by Hendricks266: 22 March 2012 - 05:48 PM
#22 Posted 22 March 2012 - 06:39 PM
This post has been edited by Hendricks266: 22 March 2012 - 09:42 PM
#23 Posted 22 March 2012 - 07:08 PM
invoke: hrp_extract.sh {sw_highres|sw_lowres|sw_both}
unused/undefined voxels: 0647.kvx, 3524.kvx
Hendricks266, on 22 March 2012 - 06:39 PM, said:
#24 Posted 22 March 2012 - 09:50 PM
LeoD, on 22 March 2012 - 07:08 PM, said:
0647.kvx has been added to voxels.def in r12. 3524.kvx was in fact already used, but your script may have been thrown off because #3524 is the last entry in the def file and there was no concluding newline, which has also now been rectified.
LeoD, on 22 March 2012 - 07:08 PM, said:
I rewrote much of this and am looking for feedback. http://svn.eduke32.c.../HRP_Readme.txt
#25 Posted 23 March 2012 - 11:54 AM
Hendricks266, on 22 March 2012 - 09:50 PM, said:
"SW_HRP-07-03-07" to version and v2.2 (v2.1 released) collected by ProAsm. should read
"SW_HRP-07-03-07" to version v2.1 and v2.2 (v2.1 released) collected by ProAsm. I suppose.
I have tried your download script for SWHRP. I personally "very much dislike" software which installs to C:\ (or anywhere else) without choice or asking. A path relative to sw_hrp_svn_checkout.bat would be a better choice. I could then put the script somewhere near (or into) my existing working copy to update that once in a while. (Well, I'm using Tortoise anyway.)
Btw. how would it work on an HRP directory structure without an .svn folder on toplevel?
The toplevel sw.def loading another sw.def does not look good and might confuse. I'd propose highres/sw_hrp.def and /lowres/sw_lrp.def.
#26 Posted 23 March 2012 - 11:59 AM
LeoD, on 23 March 2012 - 11:54 AM, said:
My script installs nothing and remains relative at all times. It simply checks for any SVN software you already have installed and uses that before falling back to the one it includes.
LeoD, on 23 March 2012 - 11:54 AM, said:
It would not work, but the point is that when you download it, it creates it.
This post has been edited by Hendricks266: 23 March 2012 - 11:59 AM
#27 Posted 24 March 2012 - 01:50 PM
Hendricks266, on 23 March 2012 - 11:59 AM, said:
Hendricks266, on 23 March 2012 - 11:59 AM, said:
#28 Posted 17 April 2012 - 12:58 PM
Quote
That's a good news. Sometimes I feel like SW didn't get as much attention as deserved. It was a pretty decent shooter, with some innovative features.
Is there any chance ProAsm's SW port will be updated as well? It had some neat improvements.
#29 Posted 17 April 2012 - 02:47 PM
This post has been edited by Hendricks266: 17 April 2012 - 02:48 PM
#30 Posted 03 July 2012 - 11:45 PM
I've been sitting on the font sheets for over a year but I only decided to put the time into splitting up the tiles today.
Quote
Previously, only pal 0 was available, with the old sets still in place for the meager selection of alt-pals they chose to do. Now all the alt-pals are in place, and the green/yellow/red numbers in fonts/hud/ that are based on the minifont have been replaced too.
Credits:
Blue Font:
Design, Colorization: SwissCM
Cutting of All Pals: Hendricks266
Small Font:
Design, Cutting of Pal #0: SwissCM
Colorization: Hendricks266 (I batch colored the individual tiles instead of the tile sheet.)
Thanks again to SwissCM for porting the fonts from the Duke 3D HRP to the SWHRP.