Shadow Warrior - "New Episode"
#91 Posted 27 May 2017 - 07:52 PM
Question for you guys: Does this mean that the 2 Shadow Warrior add-on packs "Wanton Destruction" and "Twin Dragon" will be playable once the main game itself is? Or will they have their own programming challenges?
#92 Posted 27 May 2017 - 08:13 PM
Master O, on 27 May 2017 - 07:52 PM, said:
Question for you guys: Does this mean that the 2 Shadow Warrior add-on packs "Wanton Destruction" and "Twin Dragon" will be playable once the main game itself is? Or will they have their own programming challenges?
Next patch will have support for Wanton Destruction and Twin Dragon. Both expansions haven't been tested thoroughly yet though.
This post has been edited by icecoldduke: 27 May 2017 - 08:14 PM
#93 Posted 27 May 2017 - 08:55 PM
Please see new update https://forums.duke4...post__p__278240
WHATS FIXED:
- Fixed a audio issue where sound bank collision was causing the wrong audio voices to stop playing.
- Twin Dragon and Wanton Destruction support. Simply copy your TD.grp and WT.grp to your game directory and select the game mod from the startup screen.
- POLYMER: Sprites marked with CSTAT_SPRITE_BLOCK_MISSILE and CSTAT_SPRITE_BREAKABLE will now render(previously they were hidden due to a bug).
- POLYMER: Fixed a bug were the mirror was not rendering correctly.
WHATS NEW:
- POLYMER: ST1 597 Polymer Dynamic Light
KNOWN ISSUES:
- POLYMER: Transparent water does not render transparent and can even render the wrong texture for the FAF part of the sector.
- Mouse is still not working
- spnum assertion still happens.
- Game Expansion choice is not saved to sw.cfg.
This post has been edited by icecoldduke: 28 May 2017 - 06:17 AM
#94 Posted 27 May 2017 - 10:33 PM
Will your port eventually have the same settings as its eduke32 counterpart? Like maxfps, ... ?
Just one more suggestion: as I see it, this thread actually contains 2 of your projects: one being esw32 and one being a new episode. Why not make seperate threads?
Anyway, keep up the good work !
This post has been edited by axl: 28 May 2017 - 06:34 AM
#95 Posted 28 May 2017 - 03:35 AM
#96 Posted 28 May 2017 - 06:17 AM
SEE NEW PATCH:
https://forums.duke4...post__p__278328
BEFORE INSTALLING PLEASE DELETE YOUR SW.CFG FILE!! THERE WAS CRITICAL BUG IN THE CFG SYSTEM THAT IS FIXED IN THIS PATCH. PLEASE DELETE YOUR SW.CFG BEFORE PLAYING!!!
WHATS FIXED:
- Fixed a bug with the cfg system putting garbage data in the cfg.
- Mouse aiming support is now default and works properly.
- Fixed a crash in advanced mouse options.
- Remapped default keyboard controls to match standard FPS controls.
New Control Scheme:
Attack - Left Mouse Button
MoveForward - W
MoveBackward - S
Open - E
Jump - Space
Crouch - LCtrl
Strafe_Left = A
Strafe_Right = D
These controls can be changed in sw.cfg with the exception of the mouse controls, there still seems to be a bug there so the default attack button is the left mouse button.
This post has been edited by icecoldduke: 29 May 2017 - 09:13 AM
#97 Posted 28 May 2017 - 06:54 AM
#98 Posted 28 May 2017 - 07:44 AM
#99 Posted 28 May 2017 - 08:04 AM
#100 Posted 28 May 2017 - 08:56 AM
Lots of missing sprites, including but not limited to the Uzi at the back of the pickup truck in the E1L1, some health items, etc. etc.
#101 Posted 28 May 2017 - 09:00 AM
Mark., on 28 May 2017 - 06:54 AM, said:
You're the only one.
I use left - fire, right - jump, middle-open, wheel - scroll weapons.
But even the limited mouse support is a vast improvement for my uncoordinated hands.
This post has been edited by Forge: 28 May 2017 - 09:02 AM
#102 Posted 28 May 2017 - 09:23 AM
Romulus, on 28 May 2017 - 08:56 AM, said:
Lots of missing sprites, including but not limited to the Uzi at the back of the pickup truck in the E1L1, some health items, etc. etc.
You might be using the software renderer. Double check that your using Polymost. Only Polymost and Polymer are supported right now.
The software renderer can't be supported until we get these cstat eduke32 conflicts ironed out.
This post has been edited by icecoldduke: 28 May 2017 - 09:27 AM
#103 Posted 28 May 2017 - 09:46 AM
Voxels seem to work in Polymost just not Polymer. If your having sprite missing issues and your sure your using Polymost or Polymer, post what resolution your using. I constantly test on 1920x1200.
This post has been edited by icecoldduke: 28 May 2017 - 09:53 AM
#104 Posted 28 May 2017 - 10:47 AM
The resolutions I have tested are 640x480, 1080p, 1440p, all have missing sprites.
#105 Posted 28 May 2017 - 10:54 AM
Romulus, on 28 May 2017 - 10:47 AM, said:
The resolutions I have tested are 640x480, 1080p, 1440p, all have missing sprites.
Do you have voxels enabled? Are you using a resolution that has 32bpp at the end of the string?
Have you deleted your sw.cfg since the last patch? I am not able to repo on my end, see below picture running 640x480 32bpp Polymost(not polymer).
Also stupid question did you download the right patch?
This post has been edited by icecoldduke: 28 May 2017 - 11:03 AM
#106 Posted 28 May 2017 - 11:51 AM
I extracted this build in it's own folder and copied the SW.GRP over seeing how leftovers from earlier builds could cause issues.
I am running 32 Bpp and I did turn Voxels on. Could it be an issue?
Edit: Turned Voxels off, and it works!
This post has been edited by Romulus: 28 May 2017 - 11:54 AM
#107 Posted 28 May 2017 - 11:55 AM
Romulus, on 28 May 2017 - 11:51 AM, said:
I extracted this build in it's own folder and copied the SW.GRP over seeing how leftovers from earlier builds could cause issues.
I am running 32 Bpp and I did turn Voxels on. Could it be an issue?
I would turn voxels off and try it.
This post has been edited by icecoldduke: 28 May 2017 - 11:56 AM
#108 Posted 28 May 2017 - 12:02 PM
icecoldduke, on 28 May 2017 - 11:55 AM, said:
Yep, turned Voxels off and the issue is gone. However, I noticed that Lo Wang's One Liners are missing. Is that from a misconfiguration at my end?
This post has been edited by Romulus: 28 May 2017 - 12:02 PM
#109 Posted 28 May 2017 - 12:03 PM
Romulus, on 28 May 2017 - 12:02 PM, said:
I don't think so, I thought I fixed that paticular issue. There might be a similar issue after loading a save game(or even saving a save game), does that issue happen when you play from start to finish without saving or loading a game?
#110 Posted 28 May 2017 - 12:06 PM
icecoldduke, on 28 May 2017 - 12:03 PM, said:
This issue is persistent, every time I start a new game and chop the first enemy off in anticipation of hearing a one liner, Lo Wang disappoints me by staying quiet and this is the case with killing the other enemies as well. I haven't saved a single game with this yet.
This post has been edited by Romulus: 28 May 2017 - 12:06 PM
#111 Posted 28 May 2017 - 12:09 PM
Romulus, on 28 May 2017 - 12:06 PM, said:
I am not able to repo this issue, Lo Wangs audio plays fine for me. I'll check into it though.
#112 Posted 28 May 2017 - 12:22 PM
8-bit classic renderer: native support
polymost: 3d models are created from the voxels at startup and replace the voxels in game
polymer: voxels are unsupporterd
#113 Posted 28 May 2017 - 12:24 PM
- Start a new game with E1L1.
- Chop the first two enemies off that jumps in through the window.
- No "Sword, that's a personal weapon" or "Look, you're coming apart" or "You're half the man you used to be!" One liner from Wang.
Though the scripted speeches play fine.
This post has been edited by Romulus: 28 May 2017 - 12:25 PM
#114 Posted 28 May 2017 - 12:28 PM
Trooper Dan, on 28 May 2017 - 12:22 PM, said:
8-bit classic renderer: native support
polymost: 3d models are created from the voxels at startup and replace the voxels in game
polymer: voxels are unsupporterd
I wasn't aware, thanks man.
I have been out of the loop for years.
Any other renderers except Polymer breaks WideScreen support and stretches stuff. So I guess I'll have to live without the Voxels.
This post has been edited by Romulus: 28 May 2017 - 12:28 PM
#115 Posted 28 May 2017 - 07:38 PM
sorry about the size - i don't have a good video converter / editor - I got it down from 1 GB to 225 MB, but that's about the best I can do until I get proper software installed.
The thing I noticed though - the shaking from the quake looks way worse in game than it came out on the vid.
http://www.mediafire...z1dumre1/sw.mp4
#116 Posted 28 May 2017 - 07:48 PM
Forge, on 28 May 2017 - 07:38 PM, said:
sorry about the size - i don't have a good video converter / editor - I got it down from 1 GB to 225 MB, but that's about the best I can do until I get proper software installed.
The thing I noticed though - the shaking from the quake looks way worse in game than it came out on the vid.
http://www.mediafire...z1dumre1/sw.mp4
The reflective floor bug I know about and posted here https://forums.duke4...post__p__278163 can you guys give me some insight on the best course of action to fix this one?
This post has been edited by icecoldduke: 28 May 2017 - 07:48 PM
#117 Posted 28 May 2017 - 09:24 PM
// jmarshall int32_t MV_GetCallback(int32_t handle) { VoiceNode *voice = MV_GetVoice(handle); if (voice == NULL) return MV_Error; int32_t callbackval = voice->callbackval; return callbackval; } // jmarshall end
In sounds.cpp I replaced all calls to FX_SoundActive and FX_StopSound with the functions below:
// jmarshall void SW_StopSound(int handle, int snum) { if (FX_GetVoiceCallback(handle) == snum) { FX_StopSound(handle); } } bool SW_SoundIsActive(int handle, int snum) { return FX_SoundActive(handle) && FX_GetVoiceCallback(handle) == snum; } // jmarshall end
This post has been edited by icecoldduke: 28 May 2017 - 09:38 PM
#118 Posted 28 May 2017 - 09:43 PM
Mark., on 28 May 2017 - 08:04 AM, said:
Who puts forward movement on the mouse full stop? In games with alt fires I like to have that on the right mouse button, and weapon scroll on the wheel.
#119 Posted 29 May 2017 - 03:23 AM
#120 Posted 29 May 2017 - 04:44 AM
Also, if possible, set brightness level to 0 by default. The game looks quite washed out when launched for the first time.
This post has been edited by NightFright: 29 May 2017 - 05:57 AM