Shadow Warrior betas released!
#121 Posted 21 May 2017 - 07:15 AM
This post has been edited by KareBear: 21 May 2017 - 07:15 AM
#122 Posted 21 May 2017 - 07:36 AM
Even the '97 beta was new to me, as even though I've had it downloaded for ages I haven't got it to actually run. I thought it was more similar to the final release than it was. I probably prefer the beta version of Seppuku Station to the final one, flows better and has a cooler station.
#123 Posted 21 May 2017 - 07:54 AM
necroslut, on 21 May 2017 - 07:36 AM, said:
Even the '97 beta was new to me, as even though I've had it downloaded for ages I haven't got it to actually run. I thought it was more similar to the final release than it was. I probably prefer the beta version of Seppuku Station to the final one, flows better and has a cooler station.
I have to agree on all counts. I think what happened was they over fiddly fucked Seppuku Station.
#124 Posted 21 May 2017 - 07:57 AM
icecoldduke, on 21 May 2017 - 07:54 AM, said:
It's especially interesting as Seppuku Station already was one of my very favorite FPS levels ever. But the beta's more straightforward path is probably better as a first level, and the beta station with its room-over-room architecture is very nice and would probably have blew me away if I played it back then.
#125 Posted 21 May 2017 - 08:09 AM
necroslut, on 21 May 2017 - 07:57 AM, said:
They probably wanted to show off the transparent water, which is simply a variant of RoR.
This post has been edited by Robman: 21 May 2017 - 08:18 AM
#126 Posted 21 May 2017 - 08:27 AM
Robman, on 21 May 2017 - 08:09 AM, said:
I guessed it was for performance or stability reasons - they could simply have put the pool in an adjacent rooms otherwise. Or they repurposed it as part of the expanded airport level, which has a similar room-over-room area in the final version, but not in the beta.
#127 Posted 21 May 2017 - 09:08 AM
#128 Posted 21 May 2017 - 09:41 AM
[ipx] # ipx -- Enable ipx over UDP/IP emulation. ipx=false [autoexec] # Lines in this section will be run at startup. @echo off mount C . c: setup.exe crashfix.bat cls exit
save, and run the desired version of the game, done, you've got the setup screen. You can also easily avert this by removing the setup.exe line.
Or you can just open SW.CFG in notepad and change the resolution here.
This post has been edited by CryptKiller: 21 May 2017 - 09:42 AM
#129 Posted 21 May 2017 - 12:52 PM
Unfortunately I forgot that two of the betas are protected by AEGIS.
#131 Posted 21 May 2017 - 02:40 PM
Damn, that proto selection menu is looking good!
#132 Posted 21 May 2017 - 11:38 PM
This post has been edited by termit: 21 May 2017 - 11:39 PM
#134 Posted 22 May 2017 - 12:21 AM
#135 Posted 22 May 2017 - 01:04 AM
termit, on 21 May 2017 - 11:38 PM, said:
... and thank you guys for permitting it to happen. This is like gold.
#136 Posted 22 May 2017 - 01:14 AM
EDIT: If February 10, 1995 is playable, it's been pushed out.
This post has been edited by Hendricks266: 22 May 2017 - 01:29 AM
#138 Posted 22 May 2017 - 01:42 AM
Should be live now. I kept the other exe around because it's still interesting to see it run with more data present.
#140 Posted 22 May 2017 - 02:35 AM
Pattern is similar to Lameduke one, but the function for ripple positions is less random.
I highly recommend playing around with the Feb95 build instead of Jan95, seems way more stable.
Also the HUD reminds me of kenbuild.
Attached File(s)
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water.png (17.25K)
Number of downloads: 145
#141 Posted 22 May 2017 - 02:42 AM
Wish the original timestamps/archives could be released too.
#142 Posted 22 May 2017 - 02:53 AM
Looking forward to playing with these when I've finished with the first '96 and '97 builds.
Edit: Figured I'd add, as much as it doesn't really matter, that the 1997 build does not require the CRASHFIX when running on my K5, but you're missing nothing as the game starts with no animations or demos and just displays the menu. It does have MIDIs but they don't play as it instead complains about no CD Audio being found.
Edit 2: sw950210 contains JSMP0207.ZIP which has two maps, a text file and some layout diagrams. I don't know how many of you can open PCX, as I see a lot of applications don't now and Windows certainly can't do it out of the box anymore, so here are those;
E1L5
E1L2
This forum has a bad habit of stabbing invisible SIZE tags into my posts when I try to add images...
This post has been edited by High Treason: 22 May 2017 - 03:16 AM
#143 Posted 22 May 2017 - 03:42 AM
Looks like 3DR didn't use GRP format until the 960611 build and later, all 94 and 95 builds put sound and music files just in the game directory.
This post has been edited by Player Lin: 22 May 2017 - 03:43 AM
#144 Posted 22 May 2017 - 03:50 AM
#145 Posted 22 May 2017 - 06:46 AM
Oh and I guess this is a good place for it. So, I found the old Shadow Warrior Development Update pages (thanks to the WayBack Macine) and decided to create a local copy of all of the pages. I've attached the folder as a zip file.
Attached File(s)
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Shadow_Warrior_Development_Updates.zip (807.41K)
Number of downloads: 20
#146 Posted 22 May 2017 - 06:51 AM
Some builds tend to be really unstable without it or wont start, like the one that has crashfix.bat
#147 Posted 22 May 2017 - 09:03 AM
Hendricks266, on 19 May 2017 - 03:14 PM, said:
Will there be a file dump somewhere containing all material?
#149 Posted 22 May 2017 - 09:23 AM
Btw someone says he has problem getting the 1995 build running, one of them that is. I didnt try it yet myself. He says it complains about not finding sound.dat and something else. What's the solution for this and is it a common problem?
EDIT: It was the september '95 version.
This post has been edited by LeoTCK: 22 May 2017 - 09:25 AM
#150 Posted 22 May 2017 - 09:27 AM
Hendricks266, on 22 May 2017 - 09:15 AM, said:
Now that you're in contact with Devolver, perhaps you can ask them?
Why not release ALL of the material instead of just a bit of it?