Shadow Warrior betas released!
#31 Posted 19 May 2017 - 09:22 AM
*SWALL activates all weapons and god mode.
*SWGOD activates god mode.
*Ninjas are less aggressive than they are in the final game.
*Coolie Ghosts fire projectiles.
*Coolies are much less durable than they are in the final game.
*The Guardian Head is in the prototype and works as a flamethrower.
*The Rocket Launcher seems to kill everyone in the room when fired.
*Individual Shotgun blasts seem to be more powerful than they are in the final game.
*The Railgun has an incomplete sprite, but fires faster than it does in the final game.
*The Ripper Heart shoots a single projectile at foes.
*You use the same sprite than enemy ninjas do.
*Your jumping and landing after jumping sounds are the same as Lameduke's.
*The status bar does not accuratly keep track of how much ammo you have for each gun.
*Some sprites for the old ninja are still in the game, mainly most of the suicide sprites.
*The old player sprite is still in as well, though it only has basic rotations.
*The Coolie Ghost uses a mix of final and old sprites.
*The old shuriken sprite, seen in 1995 shots, is still in the game.
This post has been edited by MYHOUSE.MAP: 19 May 2017 - 09:43 AM
#32 Posted 19 May 2017 - 10:09 AM
MYHOUSE.MAP, on 19 May 2017 - 09:22 AM, said:
The Ripper Heart also performs a unique death effect. When a projectile lands on an enemy, they'll start bleeding profusely and take sustained damage for a period of time. When death occurs, the enemy will burst into two tiny Rippers. And by tiny Ripper, I don't mean the Baby Ripper counterpart of the retail game's adult Ripper. I mean an actual shrunken Rippers.
And that's not the end of the interesting things here. The Rippers in the alpha are immune to taking damage from the Ripper Heart's projectile, but the shots do induce an effect: Rippers will grow with each projectile, eventually reaching a size akin to the giant Baby Rippers in the final game.
#33 Posted 19 May 2017 - 10:15 AM
MYHOUSE.MAP, on 19 May 2017 - 09:22 AM, said:
*SWGOD activates god mode.
You forgot SWITEMS and SWWARP###, they're all in the executable.
#34 Posted 19 May 2017 - 10:33 AM
#36 Posted 19 May 2017 - 11:18 AM
A lot of thanks to anybody who had a part in making this possible, no matter how small it is (as long as it contributed to the release).
One note to add: If any of you got Shadow Warrior (Classic) from the 3D Realms Anthology, it does *not* include the betas.
You'll have to separately get (for free) the game as available here: http://store.steampo...r_Classic_1997/
#38 Posted 19 May 2017 - 12:08 PM
#39 Posted 19 May 2017 - 12:12 PM
icecoldduke, on 19 May 2017 - 12:08 PM, said:
Talk like this could probably stop, at least for awhile.
#40 Posted 19 May 2017 - 12:38 PM
#41 Posted 19 May 2017 - 12:52 PM
MusicallyInspired, on 19 May 2017 - 12:38 PM, said:
Because chances are that this thread wouldn't exist right here this day if I hadn't pursued the topic.
Call me an idiot elsewhere if you like. But this thread deserves a little better than that.
#42 Posted 19 May 2017 - 01:12 PM
#43 Posted 19 May 2017 - 01:54 PM
Is it just me or does the alpha version has a massive problem with controls? A lot of inputs don't seem to register.
#44 Posted 19 May 2017 - 01:58 PM
#45 Posted 19 May 2017 - 02:06 PM
None of the midis have any names to them aside from TYTAIK16.mid which lists a Tyler Tullock.
#46 Posted 19 May 2017 - 03:14 PM
icecoldduke, on 19 May 2017 - 01:12 PM, said:
We have semi-weekly backups stretching back years. I'm not sure how you're expecting beta code to be any better than the final release. I tried comparing and couldn't find any differences between the latest code and the official source release. Maybe the whole "this code is beta" understanding is because SW is just buggy in general.
Tristan, on 19 May 2017 - 01:58 PM, said:
1994-05-23
1995-01-15
1995-02-10
1995-09-08 (exe won't run due to AEGIS parallel port dongle)
1996-06-11
1996-11-28
I'm pretty sure that if a screenshot was taken of it, we have it.
#47 Posted 19 May 2017 - 03:36 PM
This post has been edited by Tristan: 19 May 2017 - 03:37 PM
#50 Posted 19 May 2017 - 03:42 PM
Tristan, on 19 May 2017 - 03:36 PM, said:
I certainly hope that's what they would do. I left the following with the build's data:
_note.txt said:
This will be updated once I have bypassed the protections.
But just like I was trying to avoid, I have no involvement with these releases beyond waving goodbye to the data.
#52 Posted 19 May 2017 - 04:18 PM
This post has been edited by CryptKiller: 19 May 2017 - 04:18 PM
#53 Posted 19 May 2017 - 04:45 PM
You can find him in the same map the 1997 beta has him: !boss2.map.
Attached File(s)
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bangboom.png (158.17K)
Number of downloads: 166
#54 Posted 19 May 2017 - 04:48 PM
CryptKiller, on 19 May 2017 - 01:54 PM, said:
I think it's because 'S' and 'W' are used to start a cheat code input, which will then ignore the next few keys pressed. I haven't tried this, but changing the keys to arrows or something might improve things.
#55 Posted 19 May 2017 - 05:13 PM
Lunick, on 19 May 2017 - 02:06 PM, said:
None of the midis have any names to them aside from TYTAIK16.mid which lists a Tyler Tullock.
Tyler Tullock did compose the Alpha music
#56 Posted 19 May 2017 - 05:14 PM
This post has been edited by Hendricks266: 19 May 2017 - 05:38 PM
#57 Posted 19 May 2017 - 05:24 PM
MetHy, on 19 May 2017 - 02:05 AM, said:
!mine.map, !flood.map, !prison.map are what caught my eyes the most so far
Enough to turn large chunks of it into a playable mod for the final version with minimal changes and effort?
#58 Posted 19 May 2017 - 05:25 PM
Hendricks266, on 19 May 2017 - 05:14 PM, said:
I see you've edited your post to read "just now" - a wise change.
I'll keep the post up on the next page that explains the timeline anyway.
This post has been edited by Robman: 20 May 2017 - 08:25 PM
#60 Posted 19 May 2017 - 05:54 PM
MYHOUSE.MAP, on 19 May 2017 - 04:45 PM, said:
The Lava Boss works in all versions of the game, including the final release, and is even part of the released codebase. This means that, as long as the right ART tiles are present, he even functions in Redux.
What's interesting about the Lava Boss's appearance here in the 1996 beta is that his behavior is completely identical to the final release. In a way, this is not surprising since we can surmise the Lava Boss was dropped very early on judging by his art style, but this does mean his code was left in the game for at least a year without ever being touched or formally removed.
This post has been edited by Marphy Black: 19 May 2017 - 05:58 PM