Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#61 Posted 16 April 2016 - 02:32 AM
#62 Posted 16 April 2016 - 04:58 AM
This post has been edited by MetHy: 16 April 2016 - 05:48 AM
#63 Posted 16 April 2016 - 09:24 AM
deuxsonic, on 16 April 2016 - 02:32 AM, said:
Only supported external music files are MIDIs placed in Music folder under your SWP folder.
If you dont want to use your original CD, the only thing I can recommend is to just create image file of it and then mount it with virtual drive tool.
BTW There is bug that music volume slider only affects volume of MIDI music, not CD.
But if you are interested, you can expand slightly selection of those 4 shareware version MIDIs that come with SWP, with 2 MIDI songs that were exclusive to Beta version of SW. So you can considered them semi-official. They can be downloaded from here.
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MetHy, on 16 April 2016 - 01:17 AM, said:
I know that mod, pretty nice mini episode, but not what I am looking for.
Sorry for repeating my question, but it got hidden after only one response:
Could you help me out find one old map? It was some sort of battleship near coast with bunkers. You could control turrets on it and even control remotely or hop in and pilot directly some sort of helicopter. I remember being impressed by its interactivity of it and how author managed to create flying vehicle. It was singleplayer map with monsters and detail wise, it seemed older. Thanks for help.
I also remember that it was only one .MAP file without any additional data.
This post has been edited by t800: 17 April 2016 - 01:07 AM
#64 Posted 16 April 2016 - 09:24 AM
Did you know that you could get enemies to follow a certain path, like subways and locators in Duke but with actual actors?
And also tell those actors to do specific actions on that path (like wait, jump, crawl, etc if the actor allows it)
Also I'm amazed at how different effects can be mixed up together. So I have this sector that moves around following a path, but it's triggered by a switch; and that switch also tells that sector to raise its Y position at the same time. Ain't that the coolest thing? Although I don't know, that may be possible in DN3D too.
I'm just thinking, when you see what some mappers can pull up with DN3D's effects, they could do wonders in SW.
Please delete the previous post, I fucked up. Thanks.
This post has been edited by MetHy: 16 April 2016 - 09:25 AM
#65 Posted 17 April 2016 - 11:39 PM
Quote
Tag the mirror wall with lotag 306 and a hitag equal to the
MIRROR_CAM TAG2 match tag. NOTE: Mirrors MUST be built using one way
walls, not masked walls or they won't operate. A TV monitor requires
a TV monitor sprite (picnums 3830-3837) with a hitag equal to the
MIRROR_CAM TAG2 match tag. The TV monitor sprite must be placed in
front of a mirror.
EXAMPLES: GB and GC in EXAMPLE.MAP
What is a "one way wall" and how do you make one?
I've tried this but it doesn't seem to work? There is a still a 2nd side after pressing 1, even though Mapster says One sided Mask Wall On.
Edit: NVM it works now. I should probably fuck around more before posting shit on forums
This post has been edited by MetHy: 17 April 2016 - 11:50 PM
#66 Posted 18 April 2016 - 07:25 AM
Does anyone know if it's possible to change the "hear distance" of ambient sounds? I see no mention of it in any FAQ or txt file (official one or no) and I find it surprising that something possible in Duke wouldn't be in SW.
It's a bit of an issue in my map with some sounds, and changing their placement isn't right either.
#67 Posted 18 April 2016 - 11:45 AM
I've tried changing all the other tag values to try and change it but nothing worked.
I was hoping it would work similar to the echo effect where you can define the echo radius (tag 4.)
Nice to see you working on your SW map again.
#68 Posted 18 April 2016 - 01:07 PM
#69 Posted 19 April 2016 - 02:45 AM
Besides it's the same for sprites which emit sound, you can't change the distance either. So I have this fire in a room downstairs which can be heard in the SoS upstairs.... and a waterfall which can be heard inside a building, across walls. dThis is terrible.
Also you can't (un)lock doors with switches either, only keys. Although technically you could use the "delete sprite" function to unlock them by triggering a switch which deletes the lock sprite.... But that's a lot of trouble so I'll just have the doors switch operated.
And yeah I'm doing the final touches of the map, although there still isn't a single enemy in there so it's still going to take a while.
Edit : Actually it seems that ambient sounds are glitched in SWP. I don't hear the waterfall and the water drop sounds from inside the next building when playing in DOSbox.
... and now I hear an ambient fire sound all over the building in SWP, but it's nowhere to be heard in DOSbox ??!! I deleted the only ambient sound I had in the building so the only thing left are sprites with fire animations...
This post has been edited by MetHy: 19 April 2016 - 03:32 AM
#70 Posted 19 April 2016 - 03:33 AM
#71 Posted 19 April 2016 - 05:34 AM
For instance in SWP sounds won't exactly have the same radius (or perhaps the way they can be heard through walls or not is incorrect); and also sprites with fire animations may or may not make fire sound (they don't in Redux and DOS).
Anyway - this means that I was able to "fix" the waterfall and waterdrop sounds but there doesn't seem to be a solution for the fire sounds: whether I use ambient sound #9 or sound_spot #185 in a loop, both can be heard from the upper floor and through walls. Also apparently ambient sound #10 won't work.
Anyone has a solution for this other than that I should get rid of those fires altogether?
Edit : I have tried putting the ambient sound in a seperate sector, between white walls, that I put on the same X/Y axis level as where the fire sprite is; except WAY below it on the Z axis . Same result, it seems that fire sounds will always have the same radius in the entire area they are placed in spite of walls and of its Z axis coordinate.
This post has been edited by MetHy: 19 April 2016 - 06:00 AM
#72 Posted 19 April 2016 - 06:23 AM
I know that JFSW and its succesors added support for Swcustom.txt which mostly supplies role of USER.CON. But could there build more upon it with added customizability? And if that is not right way, is there any other? Just theoretically, would it be possible to implement .CON or any other code customizability into SW source port? Or would that require reverse engineering game logic into .CON code?
This post has been edited by t800: 19 April 2016 - 06:23 AM
#73 Posted 19 April 2016 - 06:40 AM
t800, on 19 April 2016 - 06:23 AM, said:
I know that JFSW and its succesors added support for Swcustom.txt which mostly supplies role of USER.CON. But could there build more upon it with added customizability? And if that is not right way, is there any other? Just theoretically, would it be possible to implement .CON or any other code customizability into SW source port? Or would that require reverse engineering game logic into .CON code?
It's always possible to add a scripting language to any codebase, the problem is it worth the time to do so? A lot of you guys have the engineering know-how to do a lot of awesome work, is it really that much harder to download the shadow warrior source code and figure out how to modifications to the code directly?
#74 Posted 19 April 2016 - 06:42 AM
If you check the original maps in mapster enemy do show "5;2" in 2D mode, but 2 should correspond to the difficulty, but it's not a tag.
The good thing being that, if it's independent from tags, it should be possible to have enemy respawn depend on difficulty too?
I can probably get it done by copy-pasting the sprites with all their settings using Mapster32, but that's kind of the hard (time wasting) way to do it.
I've looked in FAQs btw but didn't find any reference to that anywhere.
This post has been edited by MetHy: 19 April 2016 - 06:49 AM
#75 Posted 19 April 2016 - 07:33 AM
#76 Posted 19 April 2016 - 07:39 AM
Now then, how does one actually run a usermap with a different difficulty setting? I can't seem to find a cheat for it, is there a command line or something?
#78 Posted 19 April 2016 - 08:10 AM
... and the nightmare continues; once again something breaks out of random.
Game crashes (even in DOSbox) when I try to drive the boat. SWP gives me this message, any idea what it means?
Boat which worked fine before I started adding enemies in BTW.... but now it's broken even if I load map backups of before I added enemies?
Edit : I deleted the last thing I added: fishes enemies tagged with group behaviour, and now it doesn't crash anymore in SWP but still does in DOSbox and Redux...
Attached File(s)
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Untitled.jpg (10.35K)
Number of downloads: 81
This post has been edited by MetHy: 19 April 2016 - 08:17 AM
#79 Posted 19 April 2016 - 08:18 AM
MetHy, on 19 April 2016 - 08:10 AM, said:
... and the nightmare continues; once again something breaks out of random.
Game crashes (even in DOSbox) when I try to drive the boat. SWP gives me this message, any idea what it means?
Boat which worked fine before I started adding enemies in BTW.... but now it's broken even if I load map backups of before I added enemies?
Edit : I deleted the last thing I added: fishes enemies tagged with group behaviour, and now it doesn't crash anymore in SWP but still does in DOSbox...
I have no experience with the shadow warrior code base, but some variable named "count" inside of player.c causes that assert to fail. Is this using happening with a custom map that you made? If so check your data and make sure your map isn't doing something bad.
This post has been edited by icecoldduke: 19 April 2016 - 08:18 AM
#80 Posted 19 April 2016 - 09:26 AM
... and just now I noticed there was a CO-OP and DM spawn point in the middle of my boat, which I never added..... (you have to hi-tag them, I'd remember). So, it's probably something like that again... Anyway when I figure this out, I'll wrap this map up. I'm sick of this kind of shit.
Maybe it's because of that map corruption I could never get rid of, maybe it's because the game doesn't like having both Mapster32 and SWPBuild open at the same time, maybe it's because of SW's glitchy nature (almost every single map of the original appear "corrupted" when you load them in mapster...), or maybe all of the above... but I've had more shit in this single SW map than I've had in every DN3D map I've made combined.
This post has been edited by MetHy: 19 April 2016 - 09:28 AM
#81 Posted 19 April 2016 - 09:49 AM
This post has been edited by icecoldduke: 19 April 2016 - 09:51 AM
#82 Posted 19 April 2016 - 10:09 AM
#83 Posted 19 April 2016 - 10:13 AM
MetHy, on 19 April 2016 - 10:09 AM, said:
Again I don't know anything about making Shadow Warrior assets and I know even less when it comes to the Shadow Warrior code base. So with that said based on the crash your data isn't correct. Is it possible for the hull of the boat you don't have 4 walls. You either have more walls or less walls. Try making your boat sector and simple square and see what happens. Then if that works, I would try making a more complex boat inside the "boat sector" and see if you can get away with that.
This post has been edited by icecoldduke: 19 April 2016 - 10:15 AM
#84 Posted 19 April 2016 - 11:06 AM
icecoldduke, on 19 April 2016 - 10:13 AM, said:
The boat worked for the longest time. It's even a copy pasted version from the original game (and the tags are unique); then suddenly after adding enemies in the map, it stopped working.
This post has been edited by MetHy: 19 April 2016 - 11:07 AM
#85 Posted 19 April 2016 - 11:37 AM
#86 Posted 19 April 2016 - 11:54 AM
There's also some sort of debug thing in the menu which I've never tinkered with.(2dmode)
(The F8 menu is covered in the first tutorial video )
Sw needs a 100% stable port.
This post has been edited by Robman: 19 April 2016 - 12:08 PM
#87 Posted 19 April 2016 - 12:21 PM
MetHy, on 19 April 2016 - 11:06 AM, said:
Doesn't matter, have you tried just making the boat with four walls?
#88 Posted 19 April 2016 - 12:22 PM
Aren't some of DN3D maps corrupted too anyway? Also given the more complex nature of SW and the glitches I've experienced with some of the games effects, I wouldn't be surprised if those maps really were corrupted.
Also yeah I know Mapster32 isn't suited for SW, but honestly, I would have never made such a huge map in the original Build or SWPBuild. No visual cue of your shading value in 3D mode? No way to lock onto sprites/wall/sectors when editing them? Noone wants to go back to those times, and those are just examples.
Ah thanks Robman I admitted I didn't check the first video because I assumed I would know all of it...
It's late now but I'll resume work on the map tomorrow.
This post has been edited by MetHy: 19 April 2016 - 12:22 PM
#89 Posted 19 April 2016 - 12:45 PM
MetHy, on 19 April 2016 - 12:22 PM, said:
MetHy, on 19 April 2016 - 12:22 PM, said:
The only thing I ever use mapster32 for when SW mapping is if I want to resize an entire map with the 'F function.
I've found Sw maps to be approx. 38% larger than duke3d.
As far as I know, there's no need to be bouncing from 1 editor to another.
As for bugs and glitches, it's best to keep your map to a medium size.
The larger and more complicated your map becomes, I've found it to become problematic.
This post has been edited by Robman: 19 April 2016 - 01:11 PM
#90 Posted 19 April 2016 - 01:42 PM
t800, on 19 April 2016 - 11:37 AM, said:
There is nothing in the data format that would break between the games, but it's possible Mapster is making some sort of cleanup pass on the map that breaks certain things it doesn't expect in Duke.
t800, on 19 April 2016 - 11:37 AM, said:
Is this the case? As in, load a stock SW map in Mapster32, save it back out, and it will be broken when you try playing it?