Shadow Warrior - "New Episode"
#31 Posted 23 May 2017 - 02:20 PM
#32 Posted 23 May 2017 - 02:24 PM
#33 Posted 23 May 2017 - 02:26 PM
Lunick, on 23 May 2017 - 02:20 PM, said:
I have confirmed this bug, thanks for the feedback!
Mark., on 23 May 2017 - 02:24 PM, said:
Is the game playable for you now?
#34 Posted 23 May 2017 - 02:32 PM
EDIT:
Are the Redux music files something other than midi? If so, could I just convert my midis to ogg and place them in a music folder to play them or is it more than that?
This post has been edited by Mark.: 23 May 2017 - 02:42 PM
#35 Posted 23 May 2017 - 02:45 PM
Mark., on 23 May 2017 - 02:32 PM, said:
EDIT:
Are the Redux music files something other than midi? If so, could I just convert my midis to ogg and place them in a music folder to play them or is it more than that?
The music you can grab from the free steam version. You don't need to buy redux. That being said, if you make a music folder and convert your midi files to ogg in Track02.ogg->Track14.ogg that will also work. It would be easier(since its free!) to get it from the steam shadow warrior classic version.
#36 Posted 23 May 2017 - 02:48 PM
This post has been edited by Mark.: 23 May 2017 - 02:49 PM
#37 Posted 23 May 2017 - 02:59 PM
#38 Posted 23 May 2017 - 03:04 PM
This post has been edited by Mark.: 23 May 2017 - 03:06 PM
#39 Posted 23 May 2017 - 03:16 PM
Mark., on 23 May 2017 - 02:32 PM, said:
#41 Posted 23 May 2017 - 03:28 PM
trying to use the game menu to change settings locks up the game (sometimes it can be escaped out)
going into the secret underwater cave in the river causes the game to crash with error - "Did not find a sector at -40979, 773, 82432"
This post has been edited by Forge: 23 May 2017 - 03:28 PM
#42 Posted 23 May 2017 - 03:28 PM
#43 Posted 23 May 2017 - 03:32 PM
Mark., on 23 May 2017 - 03:28 PM, said:
But there are only 5 or 6 midi files compared to the 13 CD audio tracks.
#44 Posted 23 May 2017 - 03:36 PM
In $bullet.map a user reported the fan blades are attacking the player when the player is far below the fan blades. I think I have traced the bug back to sepldist and sepdist inside of build\include\common.h. Don't these functions just return the distance between two vectors, were the delta between each component is passed into this function? The math should just be sqrt(dx^2 + dy^2 + dz^2)? Are you guys trying to do a distance calculation without a sqrt? Modifying the below code fixed this bug and a couple other C- bugs I have on my plate. Am I missing something? Specifically sepldist is used inside of FindDistance2D and sepdist is used inside of FindDistance3D.
int32_t FindDistance2D(int32_t x, int32_t y) { // jmarshall // return sepldist(x, y); return sqrt((x * x) + (y * y)); // jmarshall end } int32_t FindDistance3D(int32_t x, int32_t y, int32_t z) { // jmarshall // return sepdist(x, y, z); return sqrt((x * x) + (y * y) + (z * z)); // jmarshall end }
This post has been edited by icecoldduke: 23 May 2017 - 03:51 PM
#45 Posted 23 May 2017 - 03:43 PM
Mark., on 23 May 2017 - 03:28 PM, said:
As has been said, the CD audio tracks are included in the free Steam version. No converting required.
Besides, I already converted them.
#46 Posted 23 May 2017 - 03:47 PM
MusicallyInspired, on 23 May 2017 - 03:43 PM, said:
Besides, I already converted them.
He doesn't want to download Steam though, I think the free version on GOG should also have the CD music in OGG or at least the disc file https://www.gog.com/...arrior_complete
#47 Posted 23 May 2017 - 03:50 PM
changed the mouse button assignment
the only assigned at default is the middle button and it's set to 'move forward'
the cfg file changes back to the default mouse buttons when the game is played
#48 Posted 23 May 2017 - 03:55 PM
the file doesn't change - the button assignment will stay written in the file - but, in game the middle button still only takes on the action of 'move forward' when pressed.
#49 Posted 23 May 2017 - 03:57 PM
#50 Posted 23 May 2017 - 04:08 PM
This post has been edited by Mark.: 23 May 2017 - 04:13 PM
#51 Posted 23 May 2017 - 04:15 PM
Mark., on 23 May 2017 - 04:08 PM, said:
The mouse doesn't work at all yet thats on my todo list. I'm tracing down a crash inside of FAFgetzrange were its bitching about "did not find a sector."
This post has been edited by icecoldduke: 23 May 2017 - 04:23 PM
#52 Posted 23 May 2017 - 04:17 PM
the water in the station e1l1 - looks really bad with hom effect
#53 Posted 23 May 2017 - 04:25 PM
save won't load - crashes the game.
the other save i have in e1l1 will load.
This post has been edited by Forge: 23 May 2017 - 04:26 PM
#54 Posted 23 May 2017 - 04:28 PM
Forge, on 23 May 2017 - 04:25 PM, said:
save won't load - crashes the game.
the other save i have in e1l1 will load.
Can you upload the .sav file?
#55 Posted 23 May 2017 - 04:39 PM
icecoldduke, on 23 May 2017 - 04:28 PM, said:
Don't ask me why, but I tried three or four times to get it to load - with nothing but crashes -
I give up and give it a rest for 10 minutes, and now it loads
-file removed-
This post has been edited by Forge: 24 May 2017 - 03:45 PM
#56 Posted 23 May 2017 - 04:58 PM
Forge, on 23 May 2017 - 04:39 PM, said:
I give up and give it a rest for 10 minutes, and now it loads
3/3 tries I am unable to crash. The shadow warrior save system is a memory management nightmare, so it doesn't surprise me that there are non repoable crashes with the save system.
#57 Posted 23 May 2017 - 05:35 PM
Assertion failed: spnum >= 0 game\src\rooms.cpp, line 68
Also seems the farther I get into the level, the more likely it is for the game crash, and loads are getting 'crashy' as well.
I need to give it a rest for a bit because it's getting annoying - lots of crashes and without any mouse function. It just makes getting around and pushing the play-testing that much more lumbering and slow.
I'd be more productive if I could produce a crash log for you.
This post has been edited by Forge: 23 May 2017 - 05:40 PM
#58 Posted 23 May 2017 - 05:39 PM
Forge, on 23 May 2017 - 05:35 PM, said:
Assertion failed: spnum >= 0 game\src\rooms.cpp, line 68
Also seems the farther I get into the level, the more likely it is for the game crash, and loads are getting 'crashy' as well.
I've been getting a lot of issues on the first level of the first episode. I was able to play through the first episode without issues. Can you verify if you have time? For some reason on that level the game is running out of sprites, which is what that assertion means.
This post has been edited by icecoldduke: 23 May 2017 - 05:40 PM
#59 Posted 23 May 2017 - 05:45 PM
I've had that crash twice now with that message.
The room right before the usable machine gun normally has some sprites - like a suit of armor, some bowls and things on the table (the one that that triggers the secret). Those are gone.
The underwater wall crack is gone - the throwing stars that are supposed to be under water are gone. I think one of the bees was gone. At least the sticky bombs were there and I knew where the crack was supposed to be so I didn't get stuck.
This post has been edited by Forge: 23 May 2017 - 05:48 PM
#60 Posted 23 May 2017 - 06:53 PM
This patch is out of date, please go to https://forums.duke4...post__p__278207
Bug Fixes:
- The fan will no longer hurt the player if the player is just standing underneath the fan.
- Fixed a bug were the player was not able to surface from underneath the water.
- Fixed a crash were lo_sectp was nullptr inside of DoPlayerBeginDiveNoWarp
New known issues:
- The game runs out of sprites and asserts with Assertion failed: spnum >= 0 game\src\rooms.cpp, line 68
This post has been edited by icecoldduke: 27 May 2017 - 08:58 PM