Duke4.net Forums: Shadow Warrior corner - Duke4.net Forums

Jump to content

  • 27 Pages +
  • « First
  • 9
  • 10
  • 11
  • 12
  • 13
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   stumppy84 

#301

Yeah, it would be pretty lame if that was the cameo.. But I guess that is the definition of a cameo.
0

User is offline   gemeaux333 

#302

There is a reference to Stranger Things in Shadow Warrior 2
0

User is offline   Micky C 

  • Honored Donor

#303

View Poststumppy84, on 17 December 2016 - 09:22 AM, said:

Yeah, it would be pretty lame if that was the cameo.. But I guess that is the definition of a cameo.



This is an easter egg. For it to be a cameo he'd have to show up in person.
0

User is offline   Kawa 

#304

It's not an easter egg. It's clearly a snowman.
1

User is offline   gemeaux333 

#305


0

User is offline   MetHy 

#306

Those new trials suck.
0

User is offline   gemeaux333 

#307

Would be great if some modders could bring to Shadow Warrior the improvements of Shadow Warrior 2 (at least those who makes sense, like the radar/mini-map showing the lootable elements) !
0

User is offline   Jimmy 

  • Let's go Brandon!

#308

Is Shadow Warrior even moddable? I want the GOG pre-order katana.
0

#309

View PostBlitZ, on 01 January 2017 - 07:51 PM, said:

Is Shadow Warrior even moddable? I want the GOG pre-order katana.

The devs said they would "probably" release mod tools in March/April 2014, but that of course never happened.

Posted Image
0

User is offline   gemeaux333 

#310

The Jacky Chan stuff Xing was talking about, remind me this :

https://youtu.be/GJAPsHfHe4c?t=2m1s

https://youtu.be/mbO5WHRtAeY?t=8s
0

User is offline   Robman 

  • Asswhipe [sic]

#311

View PostMrFlibble, on 11 December 2016 - 11:05 AM, said:

Duh, I vaguely remember there were posts about SWP updates here more or less recently but I failed to find them :lol: I also seem to have entirely missed the new version at the Shadow Warrior Central, somehow. Probably because the older versions all have file downloads while the latest beta just a link to GitHub. Heh.

Updated that part of the site just now.

Added a comments section at the bottom of the maps page also.
0

#312

So perhaps this is a stupid question, but if @Hendricks266 is developing SWP and eDuke32, why not add support for loading SW in eDuke32 rather than maintain two separate code-bases where he has to implement features twice?

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

0

User is offline   Robman 

  • Asswhipe [sic]

#313

My guess is that Hendricks initially was going to just try and tidy up a few things in SWP but the overall plan down the road is to have SW work with eduke in the form of VoidSW or something like that.
1

User is offline   FistMarine 

#314

View Postenderandrew, on 11 January 2017 - 11:14 PM, said:

So perhaps this is a stupid question, but if @Hendricks266 is developing SWP and eDuke32, why not add support for loading SW in eDuke32 rather than maintain two separate code-bases where he has to implement features twice?

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

0

#315

View PostRunningDuke, on 12 January 2017 - 05:30 AM, said:

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.

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.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #316

View Postenderandrew, on 11 January 2017 - 11:14 PM, said:

eDuke32

I don't understand how we can plaster the correct capitalization everywhere and newcomers will still get it wrong. EDuke32.

View Postenderandrew, on 11 January 2017 - 11:14 PM, said:

So perhaps this is a stupid question, but if @Hendricks266 is developing SWP and eDuke32, why not add support for loading SW in eDuke32 rather than maintain two separate code-bases where he has to implement features twice?

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.

View Postenderandrew, on 11 January 2017 - 11:14 PM, said:

Edit: Looks like icecoldduke was working on it alongside the PolymerNG renderer.

That code only exists so that ice should test his renderer against SW's sector effects, such as ROR.

View Postenderandrew, on 12 January 2017 - 08:07 AM, said:

Is VoidSW a new source port planned for SW?

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.

View Postenderandrew, on 12 January 2017 - 08:07 AM, said:

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.

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.
0

#317

View PostHendricks266, on 12 January 2017 - 10:22 AM, said:

I don't understand how we can plaster the correct capitalization everywhere and newcomers will still get it wrong. EDuke32.

I'm trying to follow the new poster handbook I was given.

View PostHendricks266, on 12 January 2017 - 10:22 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.

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?

:lol:

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

0

User is offline   FistMarine 

#318

View Postenderandrew, on 12 January 2017 - 01:40 PM, said:

Is there any reason why the ERampage code didn't get merged in?

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

0

#319

View PostRunningDuke, on 13 January 2017 - 07:21 AM, 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.

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.
0

User is offline   FistMarine 

#320

View Postenderandrew, on 13 January 2017 - 09:31 AM, said:

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.

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.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #321

It's because ERampage is a recreation, not a port. It would be like merging BloodCM into EDuke32. *cough*

This post has been edited by Hendricks266: 13 January 2017 - 01:15 PM

0

#322

View PostRunningDuke, on 13 January 2017 - 10:19 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.

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.
0

User is offline   Robman 

  • Asswhipe [sic]

#323

Added a new page, 3dr news posts about SW from 97-09

http://swcentral.wee.../3drswnews.html
5

User is offline   Robman 

  • Asswhipe [sic]

#324

Here's some wayback machine links to pages of links for SW stuff - If you're bored.....

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

0

#325

I would like to see SWP getting ported to MacOS and Linux/Ubuntu/Debian. Is that in the works?

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #326

Getting SWP to work well on Mac and Linux would be more work then bringing VoidSW up to speed.
1

User is offline   Micky C 

  • Honored Donor

#327

View PostHendricks266, on 27 February 2017 - 01:21 PM, said:

Getting SWP to work well on Mac and Linux would be more work then bringing VoidSW up to speed.



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 Posted Image
0

User is offline   Robman 

  • Asswhipe [sic]

#328

Any of you hardcore Build Gamers have anything Shadow Warrior related that I don't already have on the SWC website?

Any help would be great :P
0

User is offline   Robman 

  • Asswhipe [sic]

#329

Anybody have a Wikipedia account that could add a link to Shadow Warrior Central to the Shadow Warrior Wikipedia page?
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

0

User is online   Lunick 

#330

Is there a reason the Wikipedia should reference it?
0

Share this topic:


  • 27 Pages +
  • « First
  • 9
  • 10
  • 11
  • 12
  • 13
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options