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Shadow Warrior betas released!
#181 Posted 22 May 2017 - 11:08 PM
I agree that the release of the betas and the 20th anniversary is a great reason for DK to get some more attention.
Let's move discussion on Deadly Kiss back to the Shadow Warrior corner.
This post has been edited by Hendricks266: 23 May 2017 - 02:27 PM
#182 Posted 23 May 2017 - 01:59 AM
#183 Posted 23 May 2017 - 03:23 AM
PikaCommando, on 23 May 2017 - 01:59 AM, said:
Have you checked TCRF?
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#184 Posted 23 May 2017 - 06:02 AM
The spell-casting system looks cool, but the guns feel kinda out of place here in the 1994 build since everything else is so medieval. The way the enemy sprites are drawn reminds me of a certain SNES game. Coolies that don't suicide bomb feels weird.
#185 Posted 23 May 2017 - 10:19 AM
PikaCommando, on 23 May 2017 - 06:02 AM, said:
The spell-casting system looks cool, but the guns feel kinda out of place here in the 1994 build since everything else is so medieval. The way the enemy sprites are drawn reminds me of a certain SNES game. Coolies that don't suicide bomb feels weird.
At one point they wanted to remove all the guns and replace them purely with medieval stuff. I'm glad they didn't do that--the older builds of SW are "interesting" in that they're full of scrapped ideas and cut content, but extrapolating their content into a finished product leaves the final version as the more interesting result.
#186 Posted 23 May 2017 - 01:00 PM
![Posted Image](https://tcrf.net/images/f/fa/Sw94p_0094.png)
Meanwhile the January '95 build exploring Joe-4.map with its SPOOK.mid playing is absolutely horrifying.
![Posted Image](http://i.imgur.com/LFleO9t.jpg)
#187 Posted 23 May 2017 - 01:12 PM
Lunick, on 23 May 2017 - 03:23 AM, said:
![:(](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Just to note, it is MYHOUSE.MAP that is creating the articles. I don't want to take rep for pointing out someone else's work
#188 Posted 23 May 2017 - 01:12 PM
TerminX, on 23 May 2017 - 10:19 AM, said:
It usually ends up being that way. I released in the recent years many weapons/pawns originally from unreal beta/alpha versions but in a form fitting with the final game and I'm using those within the Unreal PSX rework project, as that had plans for custom pawns etc which either weren't made or were unfinished or the original models got lost anyway. The Implant "dart" Gun is in fully finished now instead of using the placeholder look and it's quite a game changing gun in a way like Portal gun.
Basically you take control of enemies for a limited amount of time to solve puzzles or get to places you normally can't. It worked and expanded upon the original idea of Unreal that used to have "stations" in which you could use to posses other enemies and play as them. Most of that functionality was scrapped later on but with some "hacking" it was possible to still take control of actual pawns even though in the final game it was unsupported. For the PSX port they were even modifying the engine to make it more possible again, but it turned out we can do it in a better and more compatible way.
Is there a plan btw to make some mega mod for SW using all the cool stuff in the betas? I'm still going through the 1996 build, tried all the maps, it seems floating fortress was yamato and subbase at once plus some other map as early version. Thou8gh im not sure yamato didnt have more in it as teleporters dont seem to work and neither does noclipping. I haven't run the editor to check the maps.
#189 Posted 23 May 2017 - 02:56 PM
#190 Posted 23 May 2017 - 03:28 PM
LeoTCK, on 23 May 2017 - 02:56 PM, said:
The ladders are not climbable in the early versions (although the enemy ninja AI is designed to climb them interestingly enough), there are only single frames for the sumo and dragon.
#191 Posted 23 May 2017 - 03:57 PM
As for the 94 version, what could be done to place other enemies into maps? It seems the map format is rather obfuscated to me. Hope a showcase map with more can be shown.
This post has been edited by LeoTCK: 23 May 2017 - 03:59 PM
#193 Posted 23 May 2017 - 08:17 PM
LeoTCK, on 23 May 2017 - 03:57 PM, said:
As for the 94 version, what could be done to place other enemies into maps? It seems the map format is rather obfuscated to me. Hope a showcase map with more can be shown.
Alt + G = God mode
Alt + I = All items
Alt + W = All weapons
#194 Posted 23 May 2017 - 08:49 PM
1. I have the original file modification timestamps for all eight of the betas. I could always `ls -R` them, but I would like to post this information in a way which can easily be reapplied to the files. I also need to do research into how time zones and DST affect the time values. I welcome any advice anyone has with this.
2. The September 1995 build is protected by the AEGIS parallel port dongle. The February one was as well, but it fell to a trivial trick that I tried on a whim and was floored to see work. No such luck on the other.
Breaking the protection on this is going to be a long and difficult process.
If one of Apogee's dongles could be recovered, I would be able to decrypt this exe (and others) using the device's encryption software, which was recovered. Unfortunately, Joe Siegler said he witnessed what he thought to be all of them getting thrown out.
3. Document what you find on TCRF! Props to MYHOUSE.MAP for getting things started, and I know he has more on the way.
#196 Posted 23 May 2017 - 09:38 PM
#197 Posted 24 May 2017 - 12:44 AM
Hendricks266, on 23 May 2017 - 08:49 PM, said:
1. I have the original file modification timestamps for all eight of the betas. I could always `ls -R` them, but I would like to post this information in a way which can easily be reapplied to the files. I also need to do research into how time zones and DST affect the time values. I welcome any advice anyone has with this.
2. The September 1995 build is protected by the AEGIS parallel port dongle. The February one was as well, but it fell to a trivial trick that I tried on a whim and was floored to see work. No such luck on the other.
Breaking the protection on this is going to be a long and difficult process.
If one of Apogee's dongles could be recovered, I would be able to decrypt this exe (and others) using the device's encryption software, which was recovered. Unfortunately, Joe Siegler said he witnessed what he thought to be all of them getting thrown out.
3. Document what you find on TCRF! Props to MYHOUSE.MAP for getting things started, and I know he has more on the way.
Alright, well for a start you could post the results of ls -R. I assume you do that through linux or some other unix derivative.
Btw so is there more material beyong this? Is the alpha with the released screenshots out there somewhere? The dragon/sumo levels and all.
#198 Posted 24 May 2017 - 12:45 AM
#199 Posted 24 May 2017 - 01:01 AM
Hendricks266, on 24 May 2017 - 12:45 AM, said:
Not the 1994 alpha. Too much is missing. Look at the tcrf article, with the early screenshot comparison. Also how do you run this 94 alpha without your bat in case a level modification is supplied etc? What are the arguments.
#200 Posted 24 May 2017 - 01:02 AM
#201 Posted 24 May 2017 - 01:16 AM
Hendricks266, on 24 May 2017 - 01:02 AM, said:
Ah well, that's straightforward! thx. Though I do wonder if any modification of the maps is actually possible, since this beta doesnt appear to have own editor..
#202 Posted 24 May 2017 - 01:17 AM
#203 Posted 24 May 2017 - 02:23 AM
Either way the early 1996 beta is the best version so far imo. The crossbow is packed into one of the riotgun fire modes though. The sep 95 beta probably has the true crossbow we all wait to play with.
#204 Posted 24 May 2017 - 02:27 AM
However you can use convmap and backmap to change the version after saving.
This post has been edited by MetHy: 24 May 2017 - 02:27 AM
#205 Posted 24 May 2017 - 03:30 AM
LeoTCK, on 24 May 2017 - 02:23 AM, said:
If you ever played Lot7P, that's what '94 Build engine would looks like, so primeval.
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
Maybe Witchaven 1&2 and Tekwar would looks like similar too.
The HUD in '94 build has a mugshot looks like a dead man or something(most-left side), I wander what/who is that?
This post has been edited by Player Lin: 24 May 2017 - 03:33 AM
#206 Posted 24 May 2017 - 04:37 AM
Is it me, or does the music sound somewhat similar to the song from Ken Silverman's Build engine demo?
Also loving the sky background, awesome art!
#207 Posted 24 May 2017 - 06:00 AM
I'm quite surprised at the massive tone change here. Did they reboot development or something? Feels very different compared to both the 1994 and final build. Could the Coolies have been simple wandering NPCs at this point?
Also, looks like the developers had a lot of fun making the weapon sprites.
![Posted Image](https://tcrf.net/images/e/e5/Swjan95_2012.png)
Are there any design documents or plot notes for these old builds? Looks like the 1994 build might have a different story compared to the 1995 one that was covered on the old website discussed pages ago since only the Ninja Grunts and Coolies are carried over.
#208 Posted 24 May 2017 - 06:43 AM
LeoTCK, on 23 May 2017 - 02:56 PM, said:
That's probably all the content they had done at the time.
It amazes me how games shipped back in the 90's. It seems like Shadow Warrior rebooted itself to a smaller scoped project half way through development(which is good because I like the final iteration best, even if the levels in prior builds had a smoother gameplay flow).
#209 Posted 24 May 2017 - 07:14 AM
PikaCommando, on 24 May 2017 - 06:00 AM, said:
![Posted Image](https://tcrf.net/images/e/e5/Swjan95_2012.png)
There are several sprites of hands showing different mudras (or at least mudra-like gestures as I cannot be certain these are authentic) in this build, which I presume were intended for the magic spells similar to those in the 1994 build.
On a different note, I think it would be interesting if someone made a mod/TC using only the assets from the 1994 build. I think that pro mappers can create some pretty diverse and intricate levels even with these rather limited resources. The art style is very nice, even if low-res.
This post has been edited by MrFlibble: 24 May 2017 - 07:15 AM
#210 Posted 24 May 2017 - 07:21 AM
MrFlibble, on 24 May 2017 - 07:14 AM, said:
I plan on using some of the monster assets for my mod. I'm not sure if weapon assets would personally fit in my mod. If anyone else is looking to make mods, my github as the eduke32 shadow warrior integration effort in there. There are bugs with it still, but people can start prototyping out there C++ code changes right now if they want.