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Shadow Warrior High Resolution Pack

User is offline   Skulldog 

#31

Nice to see an update. When will Deadly Kiss be available?
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User is offline   Hendricks266 

  • Weaponized Autism

  #32

I haven't talked to Joe Wilcox or Nacho in months. One of these days I'll send a playable package to Joe and inquire about the contracts.
2

User is offline   Mark 

#33

I downloaded the svn and noticed at least 15 textures and 2 models did not make it in. There may be a few more I missed because of switching back and forth, back and forth between screens and files. I thought I had about a dozen more but I found them switched over to different locations in the svn. I'm assuming the defs were changed to go with their new locations. I haven't run the svn version yet. I'm having difficulty getting everything up and running. I thought I could just make a clean install of SWP and then export the svn to that folder letting it overwrite any duplicates. Then of course add my grp files and cfg files. But it didn't run and I haven't gotten around to figuring it out yet.

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #34

There is a batch file included, HRP.bat.

I still need to go through the forum threads from JonoF's and 3DR and add all the submissions.
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User is offline   Mark 

#35

First thing I tried was clicking on the HRP.bat file. The dos window opened for a second and then shut down without executing anything. That is when I first noticed the slight difference in file and folder structure between your svn and my existing SWP game folder. So that is why I tried to make my own batch file. I'll just have to mess around with the batch or maybe relocate or redirect some def file to get my results.

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #36

I fixed the fails that were present in my batch files so they should work for you know verbatim.

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.

View PostMarked, on 05 July 2012 - 03:07 PM, said:

If you want, I can list the textures and models that I think are missing to let you verify.

I think LeoD did what you are describing on the previous page.
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User is offline   Mark 

#37

OK. I mention it because the tiles I found to be missing are not on his scripted lists. I'm guessing because the texture and the def for them never made it in so they won't show up. But I'll wait and see.
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User is offline   Hendricks266 

  • Weaponized Autism

  #38

Hmm, I think I misunderstood what you said earlier. Do you mean textures posted to the forums that are missing from the HRP? If you have a list of those that would rock.
0

User is offline   Mark 

#39

textures 0047 0260 0296 0488 0489 0741 2741 2795 2797 2811 3335 3564 3592 4734 5052 5077

models 0375 0442 2066

This post has been edited by Marked: 06 July 2012 - 03:33 AM

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User is offline   Mark 

#40

Have you verified any of the items from my list yet?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #41

No. ;) I have a rather large personal list of stuff piling up regarding Duke/BUILD/SW/my HRPs and I although now is the best opportunity I have in terms of free time, I feel really lazy. ;)

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.
1

User is offline   Mark 

#42

That's fine. They are in my copy and that's the important thing. ;)
0

#43

When I try to update my SWHRP via SVN, I get these error messages, what is going on?

Posted Image
1

User is offline   Hendricks266 

  • Weaponized Autism

  #44

That's an oddity of our SVN setup. Sometimes after a long transmission, it will stop.

Try running "SVN Cleanup", then run "SVN Update" again to continue the checkout.
0

#45

View PostHendricks266, on 03 March 2013 - 11:01 AM, said:

That's an oddity of our SVN setup. Sometimes after a long transmission, it will stop.

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!
1

User is offline   Razoul 

#46

Kinda reviving a dead thread, has there been any updates to the HRP since the last SVN changes? I've looked around and it seems like no one else is working on the HRP for Shadow Warrior.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #47

I think activity might get boosted a little after a stable SW port is released with Polymer. Then, the SW Polymer HRP could draw in new assets basically starting over. (Which would be a good thing, many models in the SWHRP are very 2006 Duke 3D HRP quality.)
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User is offline   leilei 

#48

If there will be Polymer it would probably be wise to be able to have the point light recieving disabled for certain models. *cough*anime girls*cough*
0

#49

Hi All

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?
1

User is offline   Hendricks266 

  • Weaponized Autism

  #50

Don't use ProAsm's wantdest.grp. If I remember correctly, he removed some of the ART files that only have <10 tiles changed and instead defined those tiles as hightile. Use the huge WT.GRP from the official 3D Realms freeware release, which doesn't have a wantdest.def. You may need to extract the swcustom.txt / wantdest.cfg from Pro's release though, so you have the proper level names.
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#51

View PostHendricks266, on 03 August 2016 - 09:10 AM, said:

Don't use ProAsm's wantdest.grp. If I remember correctly, he removed some of the ART files that only have <10 tiles changed and instead defined those tiles as hightile. Use the huge WT.GRP from the official 3D Realms freeware release, which doesn't have a wantdest.def. You may need to extract the swcustom.txt / wantdest.cfg from Pro's release though, so you have the proper level names.


Thanks H266 that's very kind of you - will do that,

KInd Regards

Martin
1

#52

OK, next up - would you mind telling me how you are building SWP for Win32?

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

1

User is offline   Hendricks266 

  • Weaponized Autism

  #53

By my request, Plagman has granted Mark commit access to the SWHRP SVN repository so he should be able to add the work he did on JonoF's now-defunct forums between ProAsm retiring and me moving it here.

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.
0

#54

View PostHendricks266, on 22 June 2017 - 03:23 PM, said:

No SW port supports certain features that make the HRP easy to use with EDuke32 today.

What features are you talking about? If you have a list I can start adding them to my SW branch.
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User is offline   Ninjakitty 

#55

Um... Found something interesting...
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

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User is offline   Ninjakitty 

#56

Apparently it's from a game called Soldier Of Fortune 2

https://youtu.be/rCxkot0eoSs
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User is offline   Ninjakitty 

#57

Just went through the modeling thread on the 3D realms forum archive, and there seem to be a lot of linked models and textures that were kinda forgotten and never made it into the HRP.
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
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User is offline   0815Jack 

#58

Hi

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)

  • Attached File  sw.zip (596.15K)
    Number of downloads: 9

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User is offline   Ninjakitty 

#59

View Post0815Jack, on 05 January 2019 - 09:56 AM, said:

Hi

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.
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User is offline   Mark 

#60

I gave a quick look at some of them. I recognize some I made or tweaked.
0

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