Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#1 Posted 05 April 2016 - 06:02 AM
This thread is for Shadow Warrior (1997) and it's addons (including the still unreleased Deadly Kiss). The Reboot and it's upcoming sequel Shadow Warrior 2.
Let the Wang-sized contest begin!
Robman will be happy and pleased w/ this thread.
This post has been edited by DustFalcon85: 05 April 2016 - 08:44 AM
#2 Posted 05 April 2016 - 08:08 AM
DustFalcon85, on 05 April 2016 - 06:02 AM, said:
I'd be more pleased if people used my Sw Website for all things LoWang, but this will help
Here's my Sw Build tutorial videos thread.
Thread here about the add-on I have in the works.
And here's a link to my Sw Website even though it's in my signature.
A link to the SWC Forum.
This post has been edited by Robman: 05 April 2016 - 08:23 AM
#3 Posted 05 April 2016 - 09:09 AM
Please note, that I am not asking for updates, nor do I want to rush anybody, nor do I demand anything. I just would like to have the info, if it is still in development, if that is possible.
Thanks in advance.
This post has been edited by fuegerstef: 05 April 2016 - 09:13 AM
#4 Posted 05 April 2016 - 09:12 AM
Work is entirely paused until I track down one last lead.
#6 Posted 05 April 2016 - 11:43 AM
Have some WangBang.
This post has been edited by deuxsonic: 05 April 2016 - 11:44 AM
#7 Posted 05 April 2016 - 12:16 PM
I haven't played much Wanton, I should try that. What do you think of Twin Dragon, the other expansion in SW Redux?
Also, would be good if SW redux showed your keys on the smaller HUD. Because my brain is mush sometimes.
This post has been edited by PsychoGoatee: 05 April 2016 - 12:18 PM
#8 Posted 05 April 2016 - 12:27 PM
#9 Posted 05 April 2016 - 01:14 PM
PsychoGoatee, on 05 April 2016 - 12:16 PM, said:
#10 Posted 05 April 2016 - 01:42 PM
I hated SW's SP. and you couldn't turn off his 'jokes'
Hendricks266, on 05 April 2016 - 12:27 PM, said:
ya because $coolys.map from beta's shadow warior 3d include by acident
#11 Posted 05 April 2016 - 03:07 PM
leilei, on 05 April 2016 - 01:42 PM, said:
I hated SW's SP. and you couldn't turn off his 'jokes'
ya because $coolys.map from beta's shadow warior 3d include by acident
Oh look, you're coming apart! Everything Lo says is pure genius, the guy was ahead of his time, a poet and a scholar.
#12 Posted 05 April 2016 - 04:00 PM
Robman, on 05 April 2016 - 08:08 AM, said:
Thread here about the add-on I have in the works.
And here's a link to my Sw Website even though it's in my signature.
A link to the SWC Forum.
I think I've heard of that site. I seem to remember it was mad gay over there and it was run by some redneck nutter from Canada.
This post has been edited by High Treason: 05 April 2016 - 04:00 PM
#13 Posted 07 April 2016 - 10:27 PM
Also, is it possible to repack Twin Dragon and make the original DOS EXE run the repacked GRP?
This post has been edited by Duke of Hazzard: 07 April 2016 - 10:29 PM
#14 Posted 07 April 2016 - 10:32 PM
#15 Posted 07 April 2016 - 10:47 PM
#16 Posted 07 April 2016 - 11:34 PM
Definitely worth picking up on sale though if you haven't got it already.
#17 Posted 07 April 2016 - 11:34 PM
Shadow Warrior doesn't really have a good sourceport anyway. SWP is full of glitches, like how randomly music will play even if you've turned it off, or how the thing will glitch-stay in 32bit video mode even if you try to go for 8bit.
The game works perfectly in DOSbox though.
SWPBuild is uselfull though, it's the only level editor that doesn't need DOSbox to run and it is a bit better than the original game's Build. However, going from Mapster32 to it, makes it feel really really weak.
There are so many little things in Mapster that make mapping faster and more conveninent that we've been taking for granted for the past few years, probably even forgetting they weren't in the original Build to begin with.
So when working on my SW map I'm constantly switching between Mapster32 and SWPBuild. Mapster32 for the base construction, SWPBuild for shading and effects. And I quickly test in SWP before doing more advanced testing in the original game using DOSBox.
It's a pain, especially because, as you should know, shading isn't the same between DN3D and SW so the map doesn't look right in Mapster but I build the construction with that. The game needs an EDuke32 quality port badly; although I understand why it's taking so long, because everyone knows that will be a fucking long hardwork to make and only a couple of hillbillies will actually use the level editor for something worthwhile.
I mean, by the time it comes out, I'll hopefully have finished my map, so who's going to use the map editor except Rob?
This situation with SW's sourceports really make me think of the Blood situation. Everyone takes for granted that if Blood's sourcecode is released we'll have a quality sourceport immediatly through magic. SW's sourcecode has been realeased for what, more than a decade, and there still isn't one, and Blood's community is only slightly bigger than SW's (Blood community= a dozen people,SW community= Robman)
This post has been edited by MetHy: 08 April 2016 - 12:03 AM
#18 Posted 08 April 2016 - 12:18 AM
How different is shading in SW?
#19 Posted 08 April 2016 - 12:30 AM
#20 Posted 08 April 2016 - 01:10 AM
But is it not just a matter of increasing the visibility within mapster32, or does the shade scale follow a different trend?
#21 Posted 08 April 2016 - 01:24 AM
Maybe the EDuke32 people know of a way to increase visibility to make look just like SW that I'm unaware of though, which would be convenient.
I don't think the shading graduation differs though, but considering how different the visibility is, you certainly wouldn't have the same shading habits in both games.
This post has been edited by MetHy: 08 April 2016 - 01:24 AM
#22 Posted 08 April 2016 - 02:08 AM
#23 Posted 08 April 2016 - 02:20 AM
This post has been edited by MetHy: 08 April 2016 - 02:21 AM
#24 Posted 08 April 2016 - 11:45 PM
MetHy, on 07 April 2016 - 11:34 PM, said:
I mean, by the time it comes out, I'll hopefully have finished my map, so who's going to use the map editor except Rob?
MetHy, on 07 April 2016 - 11:34 PM, said:
Redux put the shadows back in yet?
This post has been edited by Robman: 08 April 2016 - 11:47 PM
#25 Posted 09 April 2016 - 01:41 AM
This post has been edited by FistMarine: 11 December 2016 - 07:21 AM
#26 Posted 09 April 2016 - 03:06 AM
MetHy, on 08 April 2016 - 02:20 AM, said:
Be mindful that visibility is stored in the map file.
#27 Posted 09 April 2016 - 11:06 AM
* Quite curiously some sources mention that Twin Dragon got music made by Castles Music Productions. Anybody got more information?
MetHy, on 07 April 2016 - 11:34 PM, said:
You can reliably force 8 bit mode in startup launcher, but yeah toggle in game options is broken.
At least Hendricks266 managed to improve stability a bit in his branch
EDIT: Disregard all that, I was playing older version, everything seems to be much better in it.
This post has been edited by t800: 10 April 2016 - 11:30 AM
#28 Posted 09 April 2016 - 05:02 PM
Daedolon, on 09 April 2016 - 03:06 AM, said:
No it's not. I told him how to adjust the global visibility, which is a mapster setting. You're thinking of sector visibility.
#29 Posted 09 April 2016 - 05:06 PM
#30 Posted 09 April 2016 - 06:10 PM
deuxsonic, on 09 April 2016 - 05:06 PM, said:
Shadow Warrior is in the works.
The problem is that unlike other engines the BUILD engine has been extensively modified for each game and development on it split, I mean, Shadow Warrior and Blood were by different studios (3DR and Monolith, although Blood started at 3DR), as well as Redneck Rampage, etc. and everyone added a lot of different features to it. So I understand how it can be difficult to integrate all BUILD games under a single umbrella.