Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#301 Posted 17 December 2016 - 09:22 AM
#303 Posted 21 December 2016 - 04:47 PM
stumppy84, on 17 December 2016 - 09:22 AM, said:
This is an easter egg. For it to be a cameo he'd have to show up in person.
#307 Posted 01 January 2017 - 08:46 AM
#308 Posted 01 January 2017 - 07:51 PM
#309 Posted 01 January 2017 - 11:51 PM
BlitZ, on 01 January 2017 - 07:51 PM, said:
The devs said they would "probably" release mod tools in March/April 2014, but that of course never happened.
#310 Posted 02 January 2017 - 09:11 AM
https://youtu.be/GJAPsHfHe4c?t=2m1s
https://youtu.be/mbO5WHRtAeY?t=8s
#311 Posted 04 January 2017 - 11:52 PM
MrFlibble, on 11 December 2016 - 11:05 AM, said:
Updated that part of the site just now.
Added a comments section at the bottom of the maps page also.
#312 Posted 11 January 2017 - 11:14 PM
Edit: Looks like icecoldduke was working on it alongside the PolymerNG renderer.
This post has been edited by enderandrew: 11 January 2017 - 11:45 PM
#313 Posted 12 January 2017 - 12:41 AM
#314 Posted 12 January 2017 - 05:30 AM
enderandrew, on 11 January 2017 - 11:14 PM, said:
Edit: Looks like icecoldduke was working on it alongside the PolymerNG renderer.
I know Hendricks worked on VoidSW some time ago but I haven't heard anything about the current status of VoidSW since a year or so. I guess he is busy with something else in the meantime as I know he is involved in several projects, so the best solution right now is to wait. I wouldn't mind seeing more frequent updates posted once in a while, though.
This post has been edited by RunningDuke: 12 January 2017 - 05:31 AM
#315 Posted 12 January 2017 - 08:07 AM
RunningDuke, on 12 January 2017 - 05:30 AM, said:
Is VoidSW a new source port planned for SW? That goes back to my original question of whether or not it is better to have one engine that can play multiple Build games rather than implement features multiple times in multiple code bases.
#316 Posted 12 January 2017 - 10:22 AM
enderandrew, on 11 January 2017 - 11:14 PM, said:
I don't understand how we can plaster the correct capitalization everywhere and newcomers will still get it wrong. EDuke32.
enderandrew, on 11 January 2017 - 11:14 PM, said:
Robman is spot on. SWP mostly works if you just want to play the game, so my work on it is/was limited to smoothing over rough edges.
enderandrew, on 11 January 2017 - 11:14 PM, said:
That code only exists so that ice should test his renderer against SW's sector effects, such as ROR.
enderandrew, on 12 January 2017 - 08:07 AM, said:
Yes, it is the work I have done toward bringing the game code from JFSW, reconciling it against EDuke32's BUILD engine, and adding EDuke32 feature parity. It has not yet seen a release, because it has never been playable. Getting it to work correctly is difficult and complex.
enderandrew, on 12 January 2017 - 08:07 AM, said:
Each BUILD game is its own codebase that sits on top of a common engine codebase. VoidSW is basically doing what you suggest on a source code organization level. However, it will still be a separate executable for the time being because merging the games into one binary is a difficult task in itself. Eventually, when you build our port you will get exe files for Duke and SW, and both will come in synthesis builds.
#317 Posted 12 January 2017 - 01:40 PM
Hendricks266, on 12 January 2017 - 10:22 AM, said:
I'm trying to follow the new poster handbook I was given.
Hendricks266, on 12 January 2017 - 10:22 AM, said:
The handbook said I should also demand immediately that you finish SW support, WT support, Total Meltdown/Plug 'N Play, and while you're at it, add in some new features like parallax occlusion and port to the TI-84 graphing calculator while you're at it.
That should only take a week or two, right?
In all seriousness, this is a very impressive port. Thanks for everything you do. I already love it, but I'm also eager for the future of the project.
As far as adding support for other BUILD games goes, I'm assuming that once you add support for one game, it will make it easier to add in other games that re-use the same features, or slightly iterate on them. I love preserving and extending old games like this.
Is there any reason why the ERampage code didn't get merged in?
This post has been edited by enderandrew: 12 January 2017 - 01:40 PM
#318 Posted 13 January 2017 - 07:21 AM
enderandrew, on 12 January 2017 - 01:40 PM, said:
I'm guessing it's because ERampage is glitchy and unfinished. I would like to see RR supported by EDuke32 someday, if someone is willing to recreate the source like some people did with Strife before.
Besides, I've never played RR before and wasn't much interested in it but I would like to play it one day out of curiosity, only if it will ever get a proper source port. I don't want to play in DOSBox as I've heard the controls are awful.
This post has been edited by RunningDuke: 13 January 2017 - 07:24 AM
#319 Posted 13 January 2017 - 09:31 AM
RunningDuke, on 13 January 2017 - 07:21 AM, said:
Besides, I've never played RR before and wasn't much interested in it but I would like to play it one day out of curiosity, only if it will ever get a proper source port. I don't want to play in DOSBox as I've heard the controls are awful.
As it is, it allows you to play through the 3 RR games to completion, so it is better than nothing. I'd imagine it is better to have the code in one repository and have the ability to produce an executable. Then maybe someone will see it there and can pick it back up to fix bugs.
#320 Posted 13 January 2017 - 10:19 AM
enderandrew, on 13 January 2017 - 09:31 AM, said:
So it doesn't contain any bugs that prevent you from finishing the game? If so, then that's good to know. I know for SW I've done the same before (e.g. not using SWP because it's glitchy and has crashes when saving game) and I've been waiting for SW to get integrated into EDuke32 since quite a while ago but I understand that it takes time and it is difficult to get it working, so I'd happily wait a few more months, maybe even a full year for VoidSW to come out in a finished state.
#322 Posted 13 January 2017 - 11:55 AM
RunningDuke, on 13 January 2017 - 10:19 AM, said:
In the ERampage thread (and other places I've seen it discussed online while Googling it recently) people reported finishing all 3 games with it.
I'll attempt a play-through myself and report any bugs I find. But I'm only vague familiar with the original games, so I don't know what is expected behavior in every level.
#323 Posted 09 February 2017 - 03:26 PM
#324 Posted 26 February 2017 - 07:47 PM
3DR SW links
Wangsdojo links
Created a page on SWC with lots of the WayBack links..(sw and duke)
This post has been edited by Robman: 27 February 2017 - 11:00 PM
#325 Posted 27 February 2017 - 08:49 AM
Psst! I purchased a MacBook Pro w/ an NVidia 750M and I'm loving it so far! No more Windows-powered laptops for me!
This post has been edited by DustFalcon85: 27 February 2017 - 08:52 AM
#326 Posted 27 February 2017 - 01:21 PM
#327 Posted 27 February 2017 - 02:21 PM
Hendricks266, on 27 February 2017 - 01:21 PM, said:
Not sure whether this is more an indication that getting SWP to work on *nix is hard, or that getting VoidSW to work is easy
#328 Posted 28 February 2017 - 12:32 AM
Any help would be great
#329 Posted 02 March 2017 - 07:50 PM
I've added it before but for some mysterious reason it has disappeared from there and I don't have the patience to remember or create a new login.
Pleeeeeaaassseeee : SW WIKI PAGE
This post has been edited by Robman: 02 March 2017 - 07:51 PM

Help
Duke4.net
DNF #1
Duke 3D #1









