Shadow Warrior betas released!
#391 Posted 25 July 2017 - 06:54 AM
#392 Posted 25 July 2017 - 07:11 AM
Kawa, on 25 July 2017 - 06:54 AM, said:
That's kinda cool that we know they used Doom art as temp assets.
#393 Posted 25 July 2017 - 07:33 AM
Similarly,
Quote
#394 Posted 25 July 2017 - 04:29 PM
#395 Posted 25 July 2017 - 06:41 PM
This post has been edited by leilei: 25 July 2017 - 06:43 PM
#396 Posted 25 July 2017 - 10:55 PM
#397 Posted 25 July 2017 - 11:44 PM
This post has been edited by neznam: 25 July 2017 - 11:46 PM
#398 Posted 26 July 2017 - 01:40 AM
#399 Posted 26 July 2017 - 01:43 AM
neznam, on 25 July 2017 - 11:44 PM, said:
It appears that there's a '95 ninja there though.
Anyway, just checked out the new stuff.
'93's build starts out with a funny cutscene
but it's a pretty barebones demo with no weapons or functional enemies (outside of some walking ninjas). The HUD reminds me of Ultima (is this really built on the ROTT engine?).
The late '95 build is pretty fucking awesome, even though it's obviously more unfinished than the first '96 build. Sound effects are almost non-existent and weapon sprites aren't displaying correctly (there's no uzi viewmodel sprite, but the reload animation appears; could be a result of the .exe hack). I've only tested E1L1 so far. Unlike the other builds where you start on a boat (mid '95) or already inside the compound ('96 builds), this one starts at the side of a temple with the sea behind you.
The first enemies you encounter are fully functional Coolies that are now hostile to you.
But the coolest thing by far is that magic spells are still in the game this late (though snuffed out between now and the first '96 build, sadly).
(no fancy hand movements though)
The vomiting head thing started here, and enemies actively try to kick your head around (did Blood come up with this first or SW?)
As usual, thanks to Hendricks for working on their release, but I hope there's documents explaining the shifts in the directions and the plans for the game at the time of compilations so we can better understand the context behind each build.
This post has been edited by PikaCommando: 26 July 2017 - 01:46 AM
#400 Posted 26 July 2017 - 07:02 AM
Press Ctrl+F5 to DOSBox to drop a PNG in the capture folder.
PikaCommando, on 26 July 2017 - 01:43 AM, said:
Has someone been making things up and sharing them as fact again?
See KareBear's post.
#401 Posted 26 July 2017 - 07:17 AM
#402 Posted 26 July 2017 - 08:41 AM
#403 Posted 26 July 2017 - 08:48 AM
Hendricks266, on 26 July 2017 - 08:41 AM, said:
How much stuff is actually in there?
#404 Posted 26 July 2017 - 09:12 AM
Also, I'm suprised nobody has commented on the wonderful text files left in the folders by the developers, detailing map changes and so forth. Check the sw950210 folder.
Is the October 31 build something that will be released in the future?
This post has been edited by Svanis: 26 July 2017 - 10:12 AM
#405 Posted 26 July 2017 - 09:33 AM
#406 Posted 26 July 2017 - 10:06 AM
#407 Posted 26 July 2017 - 10:16 AM
CryptKiller, on 26 July 2017 - 10:06 AM, said:
I second this, also it's made even better when you die and see your decapitated head puke enemies to death that come near it, which is even animated on the minimap (TAB).
It seems to use the menu music unless you type SWWARP 11 or restart the episode, which will start the level with the correct music.
This post has been edited by Svanis: 26 July 2017 - 10:19 AM
#408 Posted 26 July 2017 - 12:55 PM
Also did anyone notice the 9-95 beta has the earliest Mark Build sound/screen setup program? It has a few differences (old Build videomode list rather than VGA + VESA1/2 modes, norton-ish light blue window background for submenus, no RTS support and no names). Duke3D keynames are still left over so don't make bullshit rumors about lo wang having a holoduke in a hidden still not yet unearthed beta. Doom already had that kind of shit when 0.99 shareware had a contribution from Cygnus for their Raptor setup program
This post has been edited by leilei: 26 July 2017 - 01:11 PM
#409 Posted 26 July 2017 - 04:58 PM
Hendricks266, on 26 July 2017 - 08:41 AM, said:
Half the puzzle is solved: the NC1.FLI file is a FLIC animation of the same format you can find in Duke Nukem II, and is viewable using K1n9_Duk3's Enormous Tool.
A direct conversion to gif, using the tool:
#410 Posted 26 July 2017 - 05:27 PM
This lends support to KareBear's recollection that the engine used in this beta was written by Gerald Lindsly, as he wrote the F.A.S.T. engine used in Monster Bash and ScubaVenture.
One of the things it can extract successfully is "Palette1", a standard VGA palette, 6-bit per component.
#411 Posted 26 July 2017 - 05:52 PM
This post has been edited by icecoldduke: 26 July 2017 - 05:53 PM
#413 Posted 26 July 2017 - 06:10 PM
#414 Posted 27 July 2017 - 11:56 AM
Hendricks266, on 26 July 2017 - 05:27 PM, said:
The beta of Realms of Chaos also uses this file format.
#415 Posted 28 July 2017 - 03:49 AM
#416 Posted 28 July 2017 - 04:13 AM
#417 Posted 28 July 2017 - 02:31 PM
I really like the art style of this version.
#418 Posted 28 July 2017 - 02:33 PM
#419 Posted 28 July 2017 - 02:47 PM
#420 Posted 29 July 2017 - 02:19 PM
Hendricks266, on 28 July 2017 - 03:49 AM, said:
Those images are in NINJA.DAT?
They don't show up in the game.
I've disassembled NINJA.EXE to see which keys you can press on your keyboard and I couldn't find a fire-key.
It does set a bit from 0 to 1 when you press Enter one time and it stays 1, but I don't know what this bit does.
BTW Hendricks266 do you have Cybertank and does it use the same file formats as Monster Bash, Scubaventure, Realms of Chaos beta and this Shadow Warrior prototype?