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Shadow Warrior - "New Episode"
#151 Posted 29 May 2017 - 09:05 PM
#152 Posted 30 May 2017 - 07:11 AM
#153 Posted 30 May 2017 - 07:29 AM
!!PLEASE DELETE ALL YOUR SAVED GAME DATA BEFORE PLAYING THIS PATCH!!!
PLEASE SEE UPDATED BINARIES: https://forums.duke4...post__p__278559
WHATS FIXED:
- Fixed a random crash that was caused by the SW sound system freeing memory that was actively in use by the SDL mixer.
This post has been edited by icecoldduke: 31 May 2017 - 08:34 PM
#154 Posted 30 May 2017 - 08:48 AM
#155 Posted 30 May 2017 - 09:16 AM
#157 Posted 30 May 2017 - 12:07 PM
TDRR, on 30 May 2017 - 11:47 AM, said:
I look forward to seeing what kind of mods you make!
#158 Posted 30 May 2017 - 02:33 PM
#159 Posted 30 May 2017 - 02:49 PM
Forge, on 30 May 2017 - 02:33 PM, said:
So to confirm you aren't getting crashes during normal play through, the only crashes you are getting is when you spam the load/save system?
#160 Posted 30 May 2017 - 02:57 PM
icecoldduke, on 30 May 2017 - 02:49 PM, said:
correct.
I played all the way through episode 1 without a random crash.
I've currently played to the fifth or sixth level of episode two without a random crash.
My normal habit is to save at the beginning of a map, play it through, then save at the beginning of the next map. Most of the time I quit at that point and take a break. Come back and load that save and play the map to the end & save at the beginning of the next level. Repeat.
I died once in the harbor map due to being trapped under water. I loaded the save from the beginning of that level and played the entire level just fine. No crash.
I made a new game. Saved, loaded, died, loaded, saved, loaded, died, loaded, died re-started, loaded, loaded, loaded & then it finally crashed. I did this fairly rapidly and in e2l1 - the map that was giving me so many crashes earlier.
This post has been edited by Forge: 30 May 2017 - 03:38 PM
#161 Posted 30 May 2017 - 04:41 PM
the save is at the start of the map
I've played it a couple times and it crashes in the same spot every time - opening the red-key locked door
![Attached File](https://forums.duke4.net/public/style_extra/mime_types/zip.gif)
Number of downloads: 1
This post has been edited by Forge: 30 May 2017 - 04:49 PM
#162 Posted 30 May 2017 - 05:03 PM
if I make the character look at the floor and nothing else - the game won't crash, and I can bolt through that section - the trick is to survive getting though those spinning blade barriers without being able to look at them.
If I try it enough times, eventually I'll get past them.
This post has been edited by Forge: 30 May 2017 - 05:46 PM
#163 Posted 30 May 2017 - 05:37 PM
getting past that section by going through blind allows for continued play without crashes.
there's something about that section with the spinning blade spindles that causes the game to crash.
this map is pretty buggy.
the ladders under the palace aren't very friendly.
using the one to go down will drop the player into space - it's best just to fall down the middle of the hole and take fall damage when hitting the platform
the ladder going up is squish happy - pushing forward and any point kills the player. when the player gets to the top they have to keep pushing up bouncing in no-man's space until the room finally appears - then they have to strafe-jump off the ladder - pushing forward will still squish
the raising & lowering platforms in the lava lake damage the player - i believe from a combination of still taking lava damage & being bounced.
also the end cut scene after the sumo wrestler fight is of pretty low quality - again as if it's only 8 colors and very low resolution.
This post has been edited by Forge: 30 May 2017 - 05:39 PM
#164 Posted 30 May 2017 - 05:49 PM
#165 Posted 30 May 2017 - 11:45 PM
This post has been edited by NightFright: 30 May 2017 - 11:47 PM
#166 Posted 31 May 2017 - 04:48 AM
Does anyone have a guide on how to setup a door? I know I have to use the ST1 TAG1 SECT_VATOR but I'm not sure how to set it up.
This post has been edited by icecoldduke: 31 May 2017 - 04:49 AM
#167 Posted 31 May 2017 - 09:25 AM
icecoldduke, on 31 May 2017 - 04:48 AM, said:
Does anyone have a guide on how to setup a door? I know I have to use the ST1 TAG1 SECT_VATOR but I'm not sure how to set it up.
Here is the old FAQ from Jonah Bishop http://www.r-t-c-m.c...ld/mpfqsw15.zip
Doors are included and many other basic principles, with maps and so on.
This post has been edited by Hank: 31 May 2017 - 09:27 AM
#168 Posted 31 May 2017 - 11:30 AM
Seems like a few ladders in the game make the player get stuck in some kind of void at the top of the ladder - just have to keep pressing jump and eventually it lets the player reach the top sector.
#169 Posted 31 May 2017 - 12:34 PM
I did save during the level though after each mini-boss fight & prior to getting to the last boss - so maybe the extra saves made it a bit more unstable.
And of course the final cut scene looked really poor.
Finished both episodes (in polymost). What else do you want looked at?
This post has been edited by Forge: 31 May 2017 - 12:34 PM
#170 Posted 31 May 2017 - 12:42 PM
Forge, on 31 May 2017 - 12:34 PM, said:
I did save during the level though after each mini-boss fight & prior to getting to the last boss - so maybe the extra saves made it a bit more unstable.
And of course the final cut scene looked really poor.
Finished both episodes (in polymost). What else do you want looked at?
Wow thanks for the feedback on the bugs, really detailed and awesome. Can you play both expansion packs if you have time?
EDIT:
If you can also can you make a couple videos detailing for me how to repo the crashes?
This post has been edited by icecoldduke: 31 May 2017 - 12:45 PM
#171 Posted 31 May 2017 - 02:36 PM
icecoldduke, on 31 May 2017 - 12:42 PM, said:
EDIT:
If you can also can you make a couple videos detailing for me how to repo the crashes?
i have the two main expansions.
the crashes are completely random - My last save is basically right before the player walks into the room for the final boss fight, so I've already passed the point that was causing the most crashes. As for playing it further - Sometimes it crashes immediately after firing a rocket, sometimes it crashes a little later into the fight, sometimes it doesn't crash at all.
I really couldn't point at one specific action, event, sound, or graphic that would be causing it.
Here's the save. Maybe you can dissect it.
![Attached File](https://forums.duke4.net/public/style_extra/mime_types/zip.gif)
Number of downloads: 2
This post has been edited by Forge: 31 May 2017 - 02:40 PM
#172 Posted 31 May 2017 - 02:59 PM
entering the sewer some sound got stuck in a loop and the game was making a sort of ticking noise.
the ladder coming up out of the sewer is acting weird. it threw the player up on this roof and jacked up how the dual uzis are displayed
btw, tga screenshots should be allowed as attachments, but apparently not.
![Attached File](https://forums.duke4.net/public/style_extra/mime_types/gif.gif)
Number of downloads: 19
#173 Posted 31 May 2017 - 03:43 PM
am i supposed to remove the sw.grp file from the base directory?
#174 Posted 31 May 2017 - 03:55 PM
Forge, on 31 May 2017 - 03:43 PM, said:
am i supposed to remove the sw.grp file from the base directory?
the short answer is yes.
if the original sw.grp is left in the base directory along with the wt.grp - then the game will load the wrong enemies, sounds, art, levels, etc.
#175 Posted 31 May 2017 - 05:05 PM
vid of e1l1 of WD
note the odd behavior at the top of the ladder (this happens on several ladders in the original episode as well)
also how the screen kinda 'glitches' when the wall blows up on the upper story of the building after getting the red card. This is seen in-game as well, and the earthquake effect in the original episodes can cause this too.
#177 Posted 31 May 2017 - 07:41 PM
Drek, on 31 May 2017 - 06:39 PM, said:
What kind of issues are you having? I just committed some fixes and additions to SW Mapster, can you try again and see what happens?
![Posted Image](http://i.imgur.com/hLFBmUZ.jpg)
Disregard I figured it out. I had a lotag on the door sector, which was causing the game not to set the sector lotag to TAG_VATOR which the door code uses to figure out if the player is close to a door.
So with the SW Mapster in my branch I was able to make a door from scratch
![:P](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
This post has been edited by icecoldduke: 31 May 2017 - 08:11 PM
#178 Posted 31 May 2017 - 08:33 PM
New patch
https://forums.duke4...post__p__278907
WHATS NEWS:
- MAPSTER: You can now use swmapster to build maps. Tag editing works properly in 2dview, there are bugs in 3dview so please only edit tags in 2dview.
- MAPSTER: All tag information is displayed in 3d mode when hovering over a sprite(not yet implemented for sectors or walls).
- MAPSTER: Fixed a bug were garbage values were getting put into new sprites and creating garbage tags.
To launch swmapster run "RunSWEditor.bat", remember Mapster is built into the exe.
This post has been edited by icecoldduke: 04 June 2017 - 08:23 PM
#179 Posted 01 June 2017 - 06:37 AM
I'm not talking about tech(like latency for example), but did it work at all in the original source code release?
This post has been edited by icecoldduke: 01 June 2017 - 06:37 AM