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Shadow Warrior corner  "This thread has alotta Wangs! Discussions on Shadow Warrior only."

#121

View PostRobman, on 22 May 2016 - 01:00 PM, said:

LW in SW2013 says 1999?


Nope. Just "Choppin dudes to bits again!". He didn't say the "since 1999" part. I made that slogan up.
0

User is offline   LkMax 

#122

View PostDustFalcon85, on 22 May 2016 - 01:08 PM, said:

Nope. Just "Choppin dudes to bits again!". He didn't say the "since 1999" part. I made that slogan up.

Shadow Warrior is from 1997.
0

User is offline   Robman 

  • Asswhipe [sic]

#123

Dustfalcon was talking about SWC being from 1999, I assumed anyway.
0

#124

View PostRobman, on 22 May 2016 - 02:25 PM, said:

Dustfalcon was talking about SWC being from 1999, I assumed anyway.


That's correct.
0

User is offline   deuxsonic 

#125

Does anyone know the command-line parameters for SWP? I can easily find the guide to the ones for EDuke32 but I can't find a list for SWP.

Also when I try to start the game, it crashes on the splash screen (this is the latest build from Hendricks266):

Caught exception 0xC0000005 at 0x0059CAA4: Access violation.
0x0059CAA4 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x004F7322 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x004FAB6B : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x7C80B849 : C:\WINDOWS\system32\kernel32.dll : GetModuleFileNameA
Mon May 23 21:08:31 2016
---------------
Caught exception 0xC0000005 at 0x00000000: Access violation.
0x00000000 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x004FAA87 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x00050003 : [unknown module] : [unknown file]
Mon May 23 21:08:42 2016
---------------
Caught exception 0xC0000005 at 0x00000000: Access violation.
0x00000000 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x00020004 : [unknown module] : [unknown file]
0x7C9100B8 : C:\WINDOWS\system32\ntdll.dll : RtlFreeHeap
Mon May 23 21:08:44 2016
---------------
Caught exception 0xC0000005 at 0x0059CAA4: Access violation.
0x0059CAA4 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x004F7322 : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x004FAB6B : C:\Documents and Settings\User\Desktop\SWP\SWP.exe : [unknown file]
0x7C80B849 : C:\WINDOWS\system32\kernel32.dll : GetModuleFileNameA
Mon May 23 21:08:59 2016
---------------

This post has been edited by deuxsonic: 23 May 2016 - 05:12 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #126

I believe SWP prints its command line options in one of the tabs in the startup window. Failing that, try running: SWP.exe /?

As for the crash, try disabling your realtime anti-virus protection.
0

User is offline   deuxsonic 

#127

View PostHendricks266, on 23 May 2016 - 06:17 PM, said:

I believe SWP prints its command line options in one of the tabs in the startup window. Failing that, try running: SWP.exe /?

As for the crash, try disabling your realtime anti-virus protection.


I actually already have it disabled most of the time. I set 'FxOn' to '0' but left 'MusicOn' at '1' and it runs fine. For some reason MIDI music playing isn't a problem but SFX is? It crashes right as Lo Wang starts to cut through the logo, which I'm guessing is the first sound that would get played.

EDIT: Started playing the game without sound, and as soon as I tried to go underwater it crashed. Tried enabling sound in-game and it crashed as soon as I did. Why would MIDI playback work fine but SFX cause a crash?

Also, I use an intellimouse explorer, which has 5 buttons along with wheel up and wheel down. The game will let me bind 4 of them but not the 5th, being the smaller thumb button.

Stepped into subway car, and crash. The irony is everything visually works perfectly. Sigh...

This post has been edited by deuxsonic: 23 May 2016 - 09:57 PM

0

User is offline   Daedolon 

  • Ancient Blood God

#128

View Postdeuxsonic, on 23 May 2016 - 08:48 PM, said:

Started playing the game without sound, and as soon as I tried to go underwater it crashed.


What is this, 1998?
1

User is offline   deuxsonic 

#129

View PostDaedolon, on 24 May 2016 - 01:29 AM, said:

What is this, 1998?


Yes.
0

User is offline   Richard Shead 

  • "Dick Nasty"

#130

http://i.lvme.me/kiafu9t.jpg
0

User is offline   Robman 

  • Asswhipe [sic]

#131

View Postdeuxsonic, on 23 May 2016 - 08:48 PM, said:

I actually already have it disabled most of the time. I set 'FxOn' to '0' but left 'MusicOn' at '1' and it runs fine. For some reason MIDI music playing isn't a problem but SFX is? It crashes right as Lo Wang starts to cut through the logo, which I'm guessing is the first sound that would get played.

EDIT: Started playing the game without sound, and as soon as I tried to go underwater it crashed. Tried enabling sound in-game and it crashed as soon as I did. Why would MIDI playback work fine but SFX cause a crash?

Also, I use an intellimouse explorer, which has 5 buttons along with wheel up and wheel down. The game will let me bind 4 of them but not the 5th, being the smaller thumb button.

Stepped into subway car, and crash. The irony is everything visually works perfectly. Sigh...

There was a patch made by Ken back in the day for the PCI soundcard issue using the Dos Sw version, a symptom was crashing upon water entry.... likely related.

This post has been edited by Robman: 25 May 2016 - 02:12 PM

0

User is offline   deuxsonic 

#132

Yes I remember, but that was for the vanilla game. I've run past versions of SWP and JFSW without issue, so I'm curious what has changed that would cause the sound to crash the game.
0

User is offline   Marscaleb 

#133

So since this is where I'm supposed to put my Shadow Warrior questions...

What tools are available for making/playing Shadow Warrior mods these days?

First up, playing.
I don't recall ever seeing a Shadow Warrior equivalent of eDuke32. The most I have come across is JFShadowWarrior, and it doesn't work on my modern computer. That just leaves me with playing the original in a DosBox, or the "Redux" version I got on Steam. And while the Redux version has easy-access to playing user maps, I am unsure about getting it to play a full mod or TC.

Second of all, modding.
I would assume that Mapster32 can work with Shadow Warrior levels. If not, please correct me. Otherwise all I have is the editor that came with the "Redux" version, which seems to just be the one that came with JFShadowWarrior, except it will actually run.
But that only lets me work with the levels. Is there nay capacity to modding things like weapons or creating new enemies, or perhaps even scripted sequences? As I recall, Shadow Warrior unfortunately did not have Duke's ability to edit con files, so the best I ever saw back in the day was people making hex edits to the game to change some of the weapon functionality. I think I once saw someone release a program that let the user directly and easily make those changes, but even so, that would only work for the original game running in a dos-box.

I don't suppose anyone has made a source-port that features some extensive scripting ability for mods?

At any rate, right now I'm just trying to find out what is even out there.
0

User is offline   MetHy 

#134

View PostMarscaleb, on 12 July 2016 - 10:08 PM, said:

First up, playing.
I don't recall ever seeing a Shadow Warrior equivalent of eDuke32. The most I have come across is JFShadowWarrior, and it doesn't work on my modern computer. That just leaves me with playing the original in a DosBox, or the "Redux" version I got on Steam. And while the Redux version has easy-access to playing user maps, I am unsure about getting it to play a full mod or TC.


There is also SWP but it's glitchy. Personally I still play the game in DOSbox.

Quote

Second of all, modding.
I would assume that Mapster32 can work with Shadow Warrior levels. If not, please correct me.


Yes and no. If you unzip the GRP and put mapster in the same folder, you can edit levels, but the scale is wrong (levels appear about 40% bigger) as M32 is made for DN3D scale. Also you can't edit effects past the first two tags while SW uses many more tags, so anything effects related you will need to use something else. There are other things that won't work properly, for instance when building a boat that was more complicated than 3 sectors, it wouldn't work when doing it with M32 but it would when building exactly the same way using SWPBuild. I think it has to do with the number of sectors a moving object can have in each game; so anyway for anything more advanced use something else.
When making my map I was constantly switching between M32 and SWPBuild.

Can't help you for the rest but I would assume that for art you can use the same tools as long as you have the palette.

About what you said in the other thread, EDuke32 has RoR now too as well as TROR, besides SW's RoR is the worst of its kind, it's very limited and frustrating and you'll find yourself in situation where a structure viewed through RoR won't work while it's built probably, and a similarly built other one will work. It's frustrating and you have to do with what the game lets you do as you're building, rather than with what you really want to do. You'd have a lot more possibilities and less trouble with EDuke32's (T)RoR.
As for the waves thing I'm sure you can reproduce any effect you want with it now with extra coding. If you're looking to make a TC, you're better off using EDuke32 as it will be a lot easier for you and will also give you a bigger playerbase and support during development.

This post has been edited by MetHy: 12 July 2016 - 11:12 PM

0

User is offline   xMobilemux 

#135

https://twitter.com/...925368739213312

WOW!!

So Doom has scripted Chainsaw animations and Shadow Warrior 2 has free chainsaw slicing?

Damn it's likely gonna be hard choosing my GOTY between these 2.
1

User is offline   Richard Shead 

  • "Dick Nasty"

#136

View PostxMobilemux, on 13 July 2016 - 02:01 AM, said:

https://twitter.com/...925368739213312

WOW!!

So Doom has scripted Chainsaw animations and Shadow Warrior 2 has free chainsaw slicing?

Damn it's likely gonna be hard choosing my GOTY between these 2.


Is that sarcasm? :unsure: Because based on the gore alone, I'd go with the dynamic system. :)

This post has been edited by Duke Rocks: 13 July 2016 - 11:06 AM

0

User is offline   Marscaleb 

#137

Dang. It sounds like it would honestly be easier to just rebuild Shadow Warrior with a different engine than to actually edit the game.

View PostMetHy, on 12 July 2016 - 11:04 PM, said:


Yes and no. If you unzip the GRP and put mapster in the same folder, you can edit levels, but the scale is wrong (levels appear about 40% bigger) as M32 is made for DN3D scale.


...how is that even a thing? I thought the numbers were the same. They sure look the same.
Oh well. Now I know.
0

User is offline   HulkNukem 

#138

View PostxMobilemux, on 13 July 2016 - 02:01 AM, said:



That looked really fucking stupid and they should've chosen a better gif to represent it; the guy, who is wearing full on armor over his entire body, spins 180 degrees, WHILE BEING CHAINSAWED, and doesn't actually get sliced up until his canned spinning animation is finished.
0

User is offline   Micky C 

  • Honored Donor

#139

View PostHulkNukem, on 13 July 2016 - 11:53 AM, said:

That looked really fucking stupid and they should've chosen a better gif to represent it; the guy, who is wearing full on armor over his entire body, spins 180 degrees, WHILE BEING CHAINSAWED, and doesn't actually get sliced up until his canned spinning animation is finished.


Yeah honestly that looked terrible. All this blood was coming out, yet there was absolutely no actual damage on the body until the end. I know it's WIP but at the present time it might as well not be procedural.
0

User is offline   MetHy 

#140

View PostMarscaleb, on 13 July 2016 - 11:09 AM, said:

Dang. It sounds like it would honestly be easier to just rebuild Shadow Warrior with a different engine than to actually edit the game.



...how is that even a thing? I thought the numbers were the same. They sure look the same.
Oh well. Now I know.



I'm not sure what you mean. Correct me if I'm wrong but I don't believe SW is based on DN3D code. Most Build games are completely different.

I don't know why your obsession for SW, but if your idea is to make a completely different FPS, you should give up on that idea and starting looking into EDuke32. You can do much more with it than with SW, and people have realized standalone EDuke32 games which is not something you can do with SW.

Honestly, just try it yourself. Launch SWPBuild and make a RoR structure. Then launch EDuke32's TROR test map. Try to see what you can edit and change in SW, then look into EDuke32.

This post has been edited by MetHy: 14 July 2016 - 12:22 AM

0

User is offline   deuxsonic 

#141

You can make this:


0

User is offline   Mr. Tibbs 

#142

New interview with Slawomir Uliasz, narrative designer at Flying Wild Hog, about Shadow Warrior 2.

Quote

PCPP: I was doing a bit of research on it and I read somewhere that the story levels wouldn’t be as procedurally generated as the other content. Is that correct, or how are you approaching the idea of being able to mix procedural generation and open-approach?

Slawomir Uliasz: Well, it won’t be as procedurally generated as grinding levels, grinding missions… first of all, there will be tiles, because our levels are composed of tiles, they are, like, 200 metres square, which are connected to each other to create the whole level. So there are tiles which are dedicated almost solely for the story and only after they play their role in the story there are another mix of other procedurally generated levels.

Our level designers are painstakingly… put a lot of effort to make sure that objectives on the levels are generated in places they should be, like, for instance, you are looking for something which is in the house, which should be located in some kind of house, some kind of building, so they make sure that it won’t be generated outside of the building in the forest, that it will be generated inside the house, so in this way, yes, they are slightly less procedurally generated that everything else, but it’s still… you won’t be sure. But still, everything around it is procedurally generated from pieces. When we both start playing at day one, each of us will have a slightly different experience because the levels will look probably a little bit different, you’ll meet different kind of monsters than I do, and the weather will be different, and so on and so forth.

Sounds like it's shaping up to be Borderlands with dick jokes and better combat.
0

User is offline   Micky C 

  • Honored Donor

#143

I don't know why they're trying to make such a big deal out of the procedural level generation. Sure a little bit of it will be nice for replay value. However, there's a trade-off between replayable randomness, and hand-crafted goodness. By the sounds of things, they may have hit a good balance. It just puts me off a bit that the developer gets all defensive when the interviewer implies that levels may not be all that procedural.
0

User is offline   deuxsonic 

#144

Why not both? You can have sections of map that are then randomly assembled like Lego blocks. Pure randomness wouldn't necessarily look nice, but if you had tons of prefab pieces of map that looked nice that could be picked and assembled you might come up with something interesting. This is what the SCP: Containment Breach game does, and then you can use the seed generated to replay a certain layout.
0

User is offline   HulkNukem 

#145

View PostMr. Tibbs, on 30 July 2016 - 05:11 PM, said:

Sounds like it's shaping up to be Borderlands with dick jokes and better combat.


...so just Borderlands with better combat?
0

User is online   MusicallyInspired 

  • Buy Mage's Initiation!

#146

That actually works out for me because then I could actually play Borderlands without playing Borderlands.
1

User is online   Lunick 

  • Snazzy Ex Tazzy

#147

You can expect Shadow Warrior 2 to be out within the next two months: https://twitter.com/...557399529598976
http://i.imgur.com/tVj1dlB.png
4

User is offline   Mr. Tibbs 

#148

Whoa! Even though that was always the plan and SW2's made steady appearances at most of the trade shows and community events throughout the year, I expected it to slip out of Q4. Nice surprise! :)
1

User is offline   Mr. Tibbs 

#149

Excuse the double post:
According to this Gamereactor interview (at the 4.45 mark), Shadow Warrior 2's coming out in September.

Quote

Host: It's coming out this year, is that correct?
Nigel Lowrie: It's coming coming out next month, I'll tell you that. We haven't said the date yet, but it's going to come out next month.

0

User is online   Lunick 

  • Snazzy Ex Tazzy

#150

Nigel is the best
http://i.imgur.com/ZF7wXss.jpg
0

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