Original post:
Shadow Warrior - "New Episode"
#1 Posted 22 May 2017 - 07:48 AM
Original post:
This post has been edited by Hendricks266: 28 July 2017 - 03:11 PM
#2 Posted 22 May 2017 - 08:14 AM
I wonder if there are any sound clips of jung un you could use for the boss...
a sub boss would have to Dennis Rodman, as he is a "friend' on the Jungs.
#3 Posted 22 May 2017 - 08:36 AM
Btw. keep up the good work. SW badly needs more recognition.
#4 Posted 22 May 2017 - 08:43 AM
#8 Posted 22 May 2017 - 03:07 PM
Tea Monster, on 22 May 2017 - 08:43 AM, said:
Unfortunately one of the downsides to working in the game industry is non compete contracts. I understand and deserve a bunch of shit for past transgressions from you guys, but I got tired of walking down the fine line that I was doing. Fortunately I'm in a better position with this since I'm only doing game code and not graphics upgrades.
Lord_Kane, on 22 May 2017 - 08:14 AM, said:
Not that far off, I can actually get the remainder done in the next few days if I hack around some issues. I am instead trying to get a full grasp of the codebase by getting everything implemented properly.
Micky C, on 22 May 2017 - 02:45 PM, said:
There are no level designers on board yet. If your willing to join, I would love to have you on the team.
Quote
I can actually say this is my first game pitch of sorts. How bad did I do .
This post has been edited by icecoldduke: 22 May 2017 - 03:09 PM
#9 Posted 22 May 2017 - 04:00 PM
icecoldduke, on 22 May 2017 - 03:25 PM, said:
SW playable on an eduke32 port?
I'd have your baby.
#10 Posted 22 May 2017 - 04:12 PM
icecoldduke, on 22 May 2017 - 03:07 PM, said:
You tell us.
1. 'tis the season. Two offers, to join a brand new team, are seen at the CryEngine right now, and since I only can count to ten, +ten at Unity 3D .
2. I've read you plan to merge stuff with Eduke32. Will this then mean, one can actually make maps in Mapster32? If not, you need to make this (image below) to go away, to draw old or even new mappers.
BuildRaw01.jpg (46.72K)
Number of downloads: 50
3. Once a mapper knows what which actor does, when and where and why and how etc.; good maps will follow. Shadow Warrior is a great game, the best in my books, but it lacks tools, that work on current OSs.
All the best. If you build it they will come.
#11 Posted 22 May 2017 - 04:22 PM
icecoldduke, on 22 May 2017 - 07:48 AM, said:
As many of you know I'm back and hooking up the Shadow Warrior codebase to Eduke32. What I've also touched on is creating a new episode for Shadow Warrior. I want to focus on making gameplay, with the exception of redueing the panel(status bar) code. I want to make new weapons, and the code is not as malleable as I would like. Termit has graciously given me permission to include the HD status bar assets from Redux in the project. On my GitHub these assets will be located in swhd/redux/*.*. I have received permission for non commercial useage of these assets. If anyone else would like to use these assets, I would contact Termit directly. Thanks again Termit!!
What do you guys think?
What do I think? I think your priority should be getting SW working in eduke32. After that, add FLAC support, in addition to the .ogg and vorbis support that's there already.
As far as that new ep goes, don't call him Kim Jong Un, so that his country's cyberarmy doesn't target you. Spoof his name and appearance, though, but claim that it's not really him. You're dealing with a police state that has no problem with retaliating against its enemies.
This post has been edited by Master O: 22 May 2017 - 04:24 PM
#12 Posted 22 May 2017 - 04:25 PM
#13 Posted 22 May 2017 - 04:33 PM
icecoldduke, on 22 May 2017 - 03:07 PM, said:
What does a non-commercial Duke port have to do with non compete contracts? A lot of people were let down by PolymerNG being abandoned.
#14 Posted 22 May 2017 - 06:23 PM
Here is the Redux UI assets working in EDuke32 SW.
This post has been edited by icecoldduke: 22 May 2017 - 06:23 PM
#15 Posted 22 May 2017 - 07:06 PM
icecoldduke, on 22 May 2017 - 06:23 PM, said:
OK. You're so ugly that when you were born, the doctor slapped your mama.
#16 Posted 22 May 2017 - 09:48 PM
icecoldduke, on 22 May 2017 - 03:07 PM, said:
I don't have the time, let alone the SW mapping knowledge. Actually, there's a thought... mapster32 sort of has some support for SW maps since it uses the same format, but is incomplete. You might be able to widen your mapping net if mapster32 fully supported SW level design.
To my knowledge, the main limitations are:
-Size perspective. IIRC SW maps are 1.5 times larger than Duke maps in scale? Perhaps there can be a 'SW' mode where this is accounted for. I.e the grid size becomes 1.5 times larger. Also, the 'gravity' mode in 3D mode which moves the camera to the player height is correct.
-SW effects. I gather there are certain tags for the SW effects that aren't compatible/accounted for in mapster32.
icecoldduke, on 22 May 2017 - 06:23 PM, said:
You're ugly
#17 Posted 23 May 2017 - 02:39 AM
icecoldduke, on 22 May 2017 - 06:23 PM, said:
Here is the Redux UI assets working in EDuke32 SW.
What happened to PolymerNG?
#18 Posted 23 May 2017 - 08:45 AM
This post has been edited by icecoldduke: 23 May 2017 - 08:46 AM
#19 Posted 23 May 2017 - 09:31 AM
#20 Posted 23 May 2017 - 09:33 AM
Hendricks266, on 23 May 2017 - 09:31 AM, said:
Yeah I am, I'll take a look.
#21 Posted 23 May 2017 - 12:39 PM
#22 Posted 23 May 2017 - 01:38 PM
There is a new patch https://forums.duke4...post__p__277712
Video:
How to play:
- Make sure you have the Visual Studio 2017 x64 runtimes installed.
- Download Shadow Warrior Classic(1997) from steam. Its free!!
- Extract the raw file into its own directory.
- Copy SW.GRP and the MUSIC folder into the folder where you extracted the binary.
- Run! Only Polymost is supported right now.
New Features:
- N/A First release.
Please stress test these specific items:
- Save Game
- General Gameplay
Known Issues
- SOFTWARE RENDERER: Untested
- POLYMOST: Movies have garbage palette.
- POLYMER: Sprites sometimes disappear
- ALL: UI doesn't render correctly at 4k resolutions.
- POLYMER: Mirrors aren't rendering correctly.
- ALL: Voxels are not rendering properly(disabled by default).
- When the player goes into water, there are areas where he can not resurface. The first level in the second episode comes to mind. The middle part of the river, the player can not resurface for some reason. Go to the whirlpool area to resurface.
- Mouse movement is very wonky. Use keyboard.
- Keyboard bindings are not able to be changed through the mainmenu. Can be changed in sw.cfg.
This post has been edited by icecoldduke: 23 May 2017 - 06:58 PM
#23 Posted 23 May 2017 - 01:42 PM
Does your project require the Steam version or will the original 90's CD version work?
#24 Posted 23 May 2017 - 01:44 PM
Mark., on 23 May 2017 - 01:42 PM, said:
Does your project require the Steam version or will the original 90's CD version work?
The original sw.grp will work fine. If you want music you will need the music folder from the steam version.
#25 Posted 23 May 2017 - 01:44 PM
#26 Posted 23 May 2017 - 01:50 PM
Some problem with the original SW is that most levels feels maze like instead of unlinnear and have some unfair battles imo.
This post has been edited by Mike Norvak: 23 May 2017 - 01:54 PM
#27 Posted 23 May 2017 - 01:55 PM
Win7 64bit.
#28 Posted 23 May 2017 - 01:56 PM
Tea Monster, on 22 May 2017 - 08:43 AM, said:
Could we know more about it?
#30 Posted 23 May 2017 - 02:01 PM
Mark., on 23 May 2017 - 01:55 PM, said:
Win7 64bit.
Try disabling mouse input. I did not see that happen during my testing but that should prevent that from happening.
Edit sw.cfg and change UseMouse = 1 to UseMouse = 0
This post has been edited by icecoldduke: 23 May 2017 - 02:22 PM