Other Build Engine games in eDuke32, how feasible?
#61 Posted 15 July 2014 - 05:19 PM
Does not happen when using the High resolution pack and does not happen in original DOS sw.
Thanks again dude.
This post has been edited by Robman: 15 July 2014 - 05:20 PM
#63 Posted 15 July 2014 - 05:52 PM
There's no "polymost" button that I can see.
Stand in an outside area and look straight up at the sky..
When using the HRP with SWP the sky is fine.
This post has been edited by Robman: 15 July 2014 - 05:57 PM
#64 Posted 15 July 2014 - 06:17 PM
Personally I'm with Hendricks in that I'd be against fixing any non-critical bugs that would be fixed in the future with eduke32-SW. No point wasting time fixing the same thing twice. (I'm speaking in a general sense here, not specifically about this bug).
This post has been edited by Micky C: 15 July 2014 - 06:19 PM
#65 Posted 15 July 2014 - 06:25 PM
Two shots taken from the exact same position and viewing angle:
8-bit
32-bit
I would recommend not ever using 32-bit in SWP or SWPBUILD. It's simply inauthentic to the original game. It's lacking all the shading improvements from EDuke32 that I ported to Redux. No way I'm spending 20 hours hacking them into SWP's old-ass engine.
#66 Posted 15 July 2014 - 06:56 PM
Caught exception 0x00000005 at 0x7705FD1E: (null)
0x7705FD1E : C:\Windows\system32\kernel32.dll : RaiseException
0x76F72923 : C:\Windows\system32\RPCRT4.dll : RpcRaiseException
0x76FFD958 : C:\Windows\system32\RPCRT4.dll : NdrDcomAsyncClientCall
0x75375EB8 : C:\Windows\system32\DNSAPI.dll : DnsValidateName_W
0x75375620 : C:\Windows\system32\DNSAPI.dll : DnsValidateName_W
0x75375460 : C:\Windows\system32\DNSAPI.dll : DnsValidateName_W
0x75375F9E : C:\Windows\system32\DNSAPI.dll : DnsQuery_W
0x74EF4703 : C:\Windows\system32\mswsock.dll : [unknown file]
0x74EF4668 : C:\Windows\system32\mswsock.dll : [unknown file]
0x74EF44C2 : C:\Windows\system32\mswsock.dll : [unknown file]
0x767A4732 : C:\Windows\system32\WS2_32.dll : WSALookupServiceNextW
0x767A4712 : C:\Windows\system32\WS2_32.dll : WSALookupServiceNextW
0x767A4654 : C:\Windows\system32\WS2_32.dll : WSALookupServiceNextW
0x767A45C7 : C:\Windows\system32\WS2_32.dll : WSALookupServiceNextW
0x767A782C : C:\Windows\system32\WS2_32.dll : WSALookupServiceNextA
0x767A7797 : C:\Windows\system32\WS2_32.dll : gethostname
0x767B6388 : C:\Windows\system32\WS2_32.dll : gethostbyname
0x004EBA99 : D:\swp_433_beta2\SWP.exe : e:\source\SWP\Build/src/mmulti.c (118) : in function (netinit)
0x7725413A : C:\Windows\system32\ntdll.dll : TpDisassociateCallback
0x024E5AE8 : [unknown module] : [unknown file]
Tue Jul 15 21:46:50 2014
---------------
This post has been edited by Mark.: 15 July 2014 - 06:57 PM
#68 Posted 16 July 2014 - 04:12 AM
Basically, you can't hold a numpad number and have the texture keep stretching or moving; because holding a key works as if you only press the key once.
IIRC this glitch used to also be in some really old Jonof versions of Build (like almost 10 years ago? not sure) so perhaps you know how to fix it?
This glitch is one of the main reasons why I use mapster32 for SW mapping atm rather than SWP. I know you can hold 5 while moving/stretching textures which makes the texture move/stretch in greater increment; but even when using that it's still a pain compared to just being able to hold the keys.
thanks
This post has been edited by MetHy: 16 July 2014 - 04:13 AM
#69 Posted 16 July 2014 - 02:43 PM
#70 Posted 16 July 2014 - 02:51 PM
#71 Posted 16 July 2014 - 03:54 PM
Corvin, on 16 July 2014 - 02:43 PM, said:
Commenting is not the issue. It's making all the little changes.
Like mouselook, just wait for EDuke32-SW.
#72 Posted 17 July 2014 - 11:09 AM
#73 Posted 17 July 2014 - 11:31 AM
moggimus, on 17 July 2014 - 11:09 AM, said:
Robman released 2 maps of his own recently (and he also turned an unreleased beta map of SW beta into a playable state ; and converted the first map of Heretic for SW) and would like to make an episode with the help of others.
I'm also working onmy own SP/DM map , not part of the episode
So yeah, there has been some SW activity lately, but it's pretty much just Robman singlehandlely being the SW community and keeping it alive.
I really can't wait for EDuke32-SW. That + 3DRealms upcoming official DN3D/SW mapping contest might create a newborn excitment for SW mapping.
This post has been edited by MetHy: 17 July 2014 - 11:39 AM
#74 Posted 19 July 2014 - 08:29 PM
I say this because I have a LOT of maps that I have to scroll through and it can get tedious having to go all the way through the list. I could clean out the folder but I don't wanna, lol.
#75 Posted 19 July 2014 - 08:47 PM
#76 Posted 20 July 2014 - 10:09 PM
#77 Posted 20 July 2014 - 10:10 PM
#78 Posted 21 July 2014 - 07:32 AM
#79 Posted 21 July 2014 - 08:12 AM
Robman, on 19 July 2014 - 08:29 PM, said:
I say this because I have a LOT of maps that I have to scroll through and it can get tedious having to go all the way through the list. I could clean out the folder but I don't wanna, lol.
I have another request; I'd rather we'd be able to use page up/down in the map list. It's more convenient for me considering all the original maps start with the same letter, and all my (DOZENS) of saves of the map I'm making all start the same and only have a different number at the end.
#80 Posted 21 July 2014 - 06:55 PM
Could incorporate all 3 functions to selecting the map to edit would be even better .. providing he feels like it and it`s not that difficult to do.
#81 Posted 24 July 2014 - 06:01 AM
#83 Posted 10 August 2014 - 03:49 AM
#84 Posted 10 August 2014 - 03:53 AM
#86 Posted 21 August 2014 - 04:20 PM
Hey, is there anyway to take the code from the Sw Beta v.90 for the bots and add it in as an option to SWP?
I just read the thread Bryan Spurlock had up about the sw beta which contained info about bots and decided to make a batch file to try it out, only with one of my maps and it worked!
Was fun, hehe.
The bots are retarded but hey, they were something to shoot at. Could also see items respawn and such whereas you pretty much need to be in an actual multiplayer game to get that. Just thinking outloud because it was fun to use bots for the first time in sw.
This post has been edited by Robman: 21 August 2014 - 04:44 PM
#87 Posted 21 August 2014 - 04:51 PM
#89 Posted 23 August 2014 - 04:59 AM
Too bad I wouldn't have been able to use Mapster-SW for this map, well maybe for another map in the future (though it's not really what I plan to do atm)... assuming there will be a mapster-SW, which I hope there will be, because to me a Mapster-SW is even more important than EDuke32-SW (considering how dated, and even somewhat glitchy, SWP Build and the original SW Build are).