Shadow Warrior High Resolution Pack
#32 Posted 04 July 2012 - 12:58 PM
#33 Posted 04 July 2012 - 02:07 PM
EDIT: OK I've got it working 2 ways but not quite there yet. I can click on SWP.exe and get Proasm's frontend selector screen but it plays in original low res even with the hires texures and models boxes ticked on. So I made a batch file and the game now runs in hi res but it bypasses the frontend screen and goes directly to the game menu. I guess I'm in need of a proper batch file. This is what I have now.
@echo off
set command=echo
swp.exe -hhighres/sw_hrp.def
This post has been edited by Marked: 04 July 2012 - 02:39 PM
#34 Posted 05 July 2012 - 05:17 AM
I still need to go through the forum threads from JonoF's and 3DR and add all the submissions.
#35 Posted 05 July 2012 - 03:07 PM
EDIT: I just removed some un-needed lines from the HRP.bat file and left these in and now everything is fine. WOO HOO.
@echo off
set command=echo
if exist swp.exe set command=swp.exe
set args=-hhighres/sw_hrp.def
"%command%" "%args%"
If you want, I can list the textures and models that I think are missing to let you verify.
This post has been edited by Marked: 05 July 2012 - 03:32 PM
#36 Posted 05 July 2012 - 04:23 PM
Note that it is an undocumented feature in most of my batch files (Vaca+ and NW+ included) that if a batch file is detected with the same name as the EXE, it will call the batch file instead. This allow you to intercept the call and make any extra tweaks that you would like when running the game.
To set up an swp.bat to have the facility ready but with no actual change, it's this simple two liner:
@echo off SWP.exe %*
For kicks, check out what I use in for EDuke32:
eduke32.debug.bat: (loading of *.debug* when a debug mode is enabled is part of my Duke batch files)
@echo off set debug=1 call "%~dp0eduke32.bat" %*
eduke32.bat:
@echo off set BATCHexe=eduke32 call "%~dp0exe.bat" %*
exe.bat
@echo off pushd "%~dp0" call flux_off.bat :: if exist nedmalloc.dll del nedmalloc.dll if not exist duke3d.def if exist duke3d_dcbak.def ren duke3d_dcbak.def duke3d.def if "%debug%"=="1" goto debug if "%debug%"=="2" goto debughardcore %BATCHexe%.exe %* :done setgamma -reset call flux_on.bat popd goto :eof :debug %BATCHexe%.debug.exe %* goto done :debughardcore gdb --args %BATCHexe%.debug.exe %* | tee %BATCHexe%.debug.log 2>&1 :: --eval-command="handle SIGTRAP nostop" goto done
The lines about "flux" are because f.lux immediately reverts any changes made to the gamma value which makes it difficult to play.
Marked, on 05 July 2012 - 03:07 PM, said:
I think LeoD did what you are describing on the previous page.
#37 Posted 05 July 2012 - 06:35 PM
#38 Posted 05 July 2012 - 11:39 PM
#39 Posted 06 July 2012 - 03:33 AM
models 0375 0442 2066
This post has been edited by Marked: 06 July 2012 - 03:33 AM
#41 Posted 31 July 2012 - 11:52 PM
The last thing that was sitting for a while were the SW font pals, and the next thing will probably be progress on Deadly Kiss.
#42 Posted 01 August 2012 - 03:41 AM
#43 Posted 03 March 2013 - 10:57 AM
#44 Posted 03 March 2013 - 11:01 AM
Try running "SVN Cleanup", then run "SVN Update" again to continue the checkout.
#45 Posted 03 March 2013 - 11:11 AM
Hendricks266, on 03 March 2013 - 11:01 AM, said:
Try running "SVN Cleanup", then run "SVN Update" again to continue the checkout.
I had to do it a couple of times, but it worked perfectly, thanks a lot!
#46 Posted 03 June 2013 - 09:01 PM
#47 Posted 04 June 2013 - 03:02 AM
#48 Posted 04 June 2013 - 12:26 PM
#49 Posted 02 August 2016 - 11:22 PM
Just started playing old 2.5d fps games after a long break. Have used Wanton Destruction before, both original and Ben Smit's package, and am using the latter now.
What I can't see is to use the SW HRP with it requires wanton.def in the hrp directory, presumably this would mean a custom sw.def like this:
wantdest_hrp.def:
include highres/sw_hrp.def include wanton.def
But how to include this with -jsw_hrp -gwantdest.grp -hwantdest.def -hwantdest_hrp.def when I also need to include the wantdest.def in the GRP file? SWP can only load one .def file at a time.
Or is the wantdest.def in the GRP file not needed when using the HRP?
Or am I missing something here?
Please can anybody help me?
#50 Posted 03 August 2016 - 09:10 AM
#51 Posted 03 August 2016 - 09:26 AM
Hendricks266, on 03 August 2016 - 09:10 AM, said:
Thanks H266 that's very kind of you - will do that,
KInd Regards
Martin
#52 Posted 05 August 2016 - 09:17 AM
There are no VS project files or anything like that so I'm assuming MinGW and MSYS but the source archive doesn't compile out of the box on a fresh installation of MSYS:
Martin@Freddie /d/Martin/Documents/Projects/SWP $ mkdir obj_win Martin@Freddie /d/Martin/Documents/Projects/SWP $ make Source/anim.c: In function 'LoadAnm': Source/anim.c:278:9: error: implicit declaration of function 'strncasecmp' [-Werror=implicit-function-declaration] if (SwpAnim == 0 && Bstrncasecmp(ANIMname[ANIMnum]+k, ".zip", 4) == 0) ^ Source/anim.c: In function 'playanm': Source/anim.c:352:12: warning: pointer targets in assignment differ in signedness [-Wpointer-sign] palptr = ANIM_GetPalette(); ^ Source/anim.c: In function 'LoadNewAnim': Source/anim.c:483:9: warning: format '%d' expects argument of type 'int', but argument 5 has type 'long int' [-Wformat=] sprintf(fnam,"SWP%d0%s%d%s", anum+1, num, i, extn); ^ cc1.exe: some warnings being treated as errors make: *** [obj_win/anim.o] Error 1
Before fixing these myself, is there anything special about your dev environment?
EDIT:
It seems recent GCCs are stricter.
Ignoring warnings and just fixing warnings treated as errors meant in all but one case including <strings.h> :
baselayer.h
anim.c
cheats.c
config.c
console.c
game.c
keyboard.c
scriplib.c
util_lib.c
menus.c
save.c
scrip2.c
sounds.c
sprite.c
startwin.game.c
I remember replacing a NULL with '\0' in one of them but probably didn't need to.
However for the console loader, this was serious. It was checking tiles in cache using 8192 as a flag array size for sprites and walls, but MAXSPRITES/MAXWALLS for (I assume build engine map format) version 8 is 16384. That may well have been the source of various bugs in recent years. I'll try out the compiled .EXE and see how I get on.
This post has been edited by Martin Howe: 05 August 2016 - 01:22 PM
#53 Posted 22 June 2017 - 03:23 PM
The project never received the Polymer treatment that Duke did, so it's effectively still where it was in 2007. Submissions on all game and addon HRPs have entirely stopped, but are still open.
If there is renewed activity in terms of submissions, I would be interested in bringing new maintainers on board to work under my guidance. Most of the old guard from the various HRPs no longer active, and there are reasons for the ways the projects do things that I've only learned through experience (and being around back then).
No SW port supports certain features that make the HRP easy to use with EDuke32 today. The best solution I came up with was placing your SW install directly inside the sw_hrp folder and using the included batch files.
There is a long list of to-do items for VoidSW to achieve feature parity with EDuke32, and some of these require up-front effort before I can even start deploying builds to synthesis, but when that happens it will be easier to use the HRP, and work on Polymerizing it can begin if there is interest.
#54 Posted 22 June 2017 - 03:30 PM
Hendricks266, on 22 June 2017 - 03:23 PM, said:
What features are you talking about? If you have a list I can start adding them to my SW branch.
#55 Posted 20 August 2017 - 05:08 PM
https://www.roblox.c...x-by-Dizzypepsi
I kinda doubt that this was the original source... But, nonetheless, now I'm curious.
Would anyone happen to know the original source of this sky box?
(or why some random person on Roblox would say it's theirs?)
This post has been edited by Ninjakitty: 20 August 2017 - 05:09 PM
#56 Posted 19 February 2018 - 11:07 AM
#57 Posted 05 January 2019 - 12:05 AM
I don't think I ever had an account on the forums, and creating an account for these archives isn't possible.
If anyone who had a 3D realms forum account could go back and retrieve some textures and models, I might be able to do something with them.
Hornet - http://forums.3dreal...49&d=1119530291
Sticky bomb - http://forums.3dreal...80&d=1133246323
Caltrops - http://forums.3dreal...01&d=1143253418
Rail gun - http://forums.3dreal...86&d=1152961918 or http://forums.3dreal...70&d=1158867593 (not sure if there's a difference between the two)
Rail gun trail - http://forums.3dreal...63&d=1176263023
Lock and key - http://forums.3dreal...01&d=1155670565
Various buttons - http://forums.3dreal...59&d=1148717974
Skinned and animated button (tile 576) - http://forums.3dreal...89&d=1157366549
Button (tile 565) - http://forums.3dreal...03&d=1160966444
Button (tile 567) - http://forums.3dreal...17&d=1164759055
Grenade box - http://forums.3dreal...96&d=1169428178
Toolbox - http://forums.3dreal...90&d=1170310566
Stone garden lamp - http://forums.3dreal...45&d=1234829253
Lamp - http://forums.3dreal...20&d=1301300457 (most likely the same as the last lamp, but skinned)
Old key - http://forums.3dreal...02&d=1268019382
Dragon vase...? - https://forums.3drea...68&d=1226849173 (not sure what tile this is, but could be something we don't have in the HRP)
"Ammunition" - https://forums.3drea...76&d=1226948861 (dunno what kinda ammunition, but sounds cool)
Shuriken - http://forums.3dreal...19&d=1268728516 (not sure whether or not this is the one Mark had)
And there were some unposted ones that I'm hoping some of you might still have
Rocket launcher - Posted image file: http://forums.3dreal...70&d=1135148922
Hands and sword - Posted YouTube link:
A possible riot gun prototype - Posted image file: http://forums.3dreal...67&d=1283193070
#58 Posted 05 January 2019 - 09:56 AM
luckily I had an account for this forum and it's even more surpring that the login still works..... I have attachted eveyhting as all-on-one zip to this post. I'm hoping you can make use of this files. It's a mixture of MD2 / MD3 BLEND / 3DS files....
Attached File(s)
-
sw.zip (596.15K)
Number of downloads: 9
#59 Posted 05 January 2019 - 11:13 AM
0815Jack, on 05 January 2019 - 09:56 AM, said:
luckily I had an account for this forum and it's even more surpring that the login still works..... I have attachted eveyhting as all-on-one zip to this post. I'm hoping you can make use of this files. It's a mixture of MD2 / MD3 BLEND / 3DS files....
Thanks!
And wow, such a shame I couldn't find any download for the rocket launcher or riot gun, they look awesome :3
A lot of these models seem like the only thing that was left to do with them was to texture them. Unfortunately I can't really do texturing, however I might be able to finish some of the models that weren't fully modeled.