Shadow Warrior - "New Episode"
#361 Posted 10 June 2017 - 09:16 PM
This post has been edited by icecoldduke: 10 June 2017 - 09:18 PM
#362 Posted 10 June 2017 - 09:22 PM
icecoldduke, on 10 June 2017 - 08:35 PM, said:
Alright, seems like a good idea!
#363 Posted 10 June 2017 - 09:25 PM
TerminX, on 10 June 2017 - 08:20 PM, said:
this^
maybe some of this stuff is connected and linked, but you're working on mod support and the game-port isn't even working right yet.
Figuring out why too many saves & loads causes the game to randomly crash, and random sprites to disappear, seems like it would have higher priority.
Also mouse / controller support, why some sprites -like the ash can & the old woman- have weird shadows. Why the ash can moves when struck with a sword, why enemies don't drop items when they die, and whatever else got reported.
Maybe you fixed most of that stuff and I missed the post, in which case I'm wrong, carry on. Otherwise, focus, Daniel-San.
#364 Posted 10 June 2017 - 09:25 PM
Forge, on 10 June 2017 - 09:25 PM, said:
I have fixed quite a few so please keep me up to date on the crashes you guys get. My soak tests(where I leave the game running for long periods of time), have been stable, so again please keep me posted on what you guys find.
This post has been edited by icecoldduke: 10 June 2017 - 09:32 PM
#365 Posted 10 June 2017 - 09:41 PM
That's not how it works.
We report stuff, you fix and tell us to verify your fix.
Then we verify your fix while also looking for more stuff to report.
If you don't specifically state that you have possibly fixed the save/load sprite disappearing/crash issue - I'm not going to bother testing it for anything else.
Having to use my keyboard for almost everything because I can't assign mouse-buttons plays hell on my tired old bones and arthritis. Coupling that with having the game crash randmly - which either makes me play huge chunks again, or even worse -corrupts my last save making me start the entire game over - really puts a damper on my enthusiasm.
The last several updates have been aimed at mapping - with a polymer issue or two tossed in. I seen nothing about fixing anything crash related.
This post has been edited by Forge: 10 June 2017 - 09:43 PM
#366 Posted 10 June 2017 - 09:45 PM
Forge, on 10 June 2017 - 09:41 PM, said:
That's not how it works.
We report stuff, you fix and tell us to verify your fix.
Then we verify your fix while also looking for more stuff to report.
If you don't specifically state that you have possibly fixed the save/load sprite disappearing/crash issue - I'm not going to bother testing it for anything else.
Having to use my keyboard for almost everything because I can't assign mouse-buttons plays hell on my tired old bones and arthritis. Coupling that with having the game crash randmly - which either makes me play huge chunks again, or even worse -corrupts my last save making me start the entire game over - really puts a damper on my enthusiasm.
I don't say things are fixed until I'm damn sure there fixed . I'm just stating I have addressed quite a few crashes, but because of the nature of how these crashes happened I'm not ready to pass them back to you guys for regression yet. For example a couple patches ago I fixed the Comm memory stomp bug, this bug was causing two random crashes in the audio system. I believe those are fixed but more testing on my end is needed.
This post has been edited by icecoldduke: 10 June 2017 - 09:48 PM
#367 Posted 10 June 2017 - 09:53 PM
icecoldduke, on 10 June 2017 - 09:25 PM, said:
icecoldduke, on 10 June 2017 - 09:45 PM, said:
So which is it?
You've made some progress and you'd like to have it tested, or you're not ready to pass them back to us yet?
This post has been edited by Forge: 10 June 2017 - 09:59 PM
#368 Posted 10 June 2017 - 09:59 PM
Forge, on 10 June 2017 - 09:53 PM, said:
Next weekend I'll just create a Jira for this project, which will make it easier to track bugs that are on my plate. I have bugs on my plate that I'm still testing on my end, but please continue to report all bugs you find. I also need you guys to help me flush out bugs with the modding tools(if any). It would be good if we can make small test maps that we can get to crash.
#369 Posted 10 June 2017 - 10:05 PM
Please report any sound issues you guys find, I moved the entire sound table out of the exe, so there is bound to be things I fucked up.
NEW PATCH HERE https://forums.duke4...post__p__279799
WHATS NEW:
- Lua scripting engine.
- All audio tables(digi and ambient) moved from the EXE into user.lua(swdata/scripts/user.lua). You should now be able to add more sfx to the game.
- All level tables are moved from the exe into user.lua.
- Removed support for swcustom.txt
- Episode name/subtitle/and start level are inside of user.lua.
- Initial level scripting support. Its very basic right now but please see swdata/scripts/map_scripttest.lua.
This post has been edited by icecoldduke: 11 June 2017 - 02:59 PM
#370 Posted 10 June 2017 - 10:07 PM
#371 Posted 10 June 2017 - 10:07 PM
icecoldduke, on 10 June 2017 - 09:59 PM, said:
Fine. But if I test it some more and get the exact same crashes as before - as if nothing has changed - I may call into question certain aspects of your being. Don't take it personal.
I'll probably run through Twin Dragons again - it seems the most unstable and crash-prone out all the episodes & addons.
I don't do mapping/modding for SW. I barely even mapped for Duke3d.
Which video renderer would you like me to use? polymer, polymost, or classic
Trooper Dan, on 10 June 2017 - 10:07 PM, said:
This post has been edited by Forge: 10 June 2017 - 10:13 PM
#372 Posted 10 June 2017 - 10:14 PM
Forge, on 10 June 2017 - 10:07 PM, said:
I'll probably run through Twin Dragons again - it seems the most unstable and crash-prone out all the episodes & addons.
Which video renderer would you like me to use? polymer, polymost, or classic
Use Polymost or Polymer. Please try and record demos using -ddr -map mapnamehere There might be problems with it so please be patient. If you do find crashes sending me dmo files will make it easier to flush out the remaining crashes.
This post has been edited by icecoldduke: 10 June 2017 - 10:14 PM
#373 Posted 10 June 2017 - 10:14 PM
Unlike Forge, my hands are quite healthy, but my temper is short, very short, without things working the way I'm used to, for all other games.
#374 Posted 10 June 2017 - 10:17 PM
Hank, on 10 June 2017 - 10:14 PM, said:
Unlike Forge, my hands are quite healthy, but my temper is short, very short, without things working the way I'm used to, for all other games.
I'll see if I can get the mouse button mappings fixed for the next patch.
#375 Posted 10 June 2017 - 10:34 PM
I dropped in the latest snapshot. Haven't really played it too deep - just loaded it to set the cfg to what makes me comfortable.
Loaded the twin dragons from the loader screen drop down menu - and I'm presented with the episode selection menu from the original game.
Choosing "Enter the Wang" launches Enter the Wang
Choosing "Code of Honor" launches Twin Dragons
also - the enemies still aren't dropping items when killed.
This post has been edited by Forge: 10 June 2017 - 10:35 PM
#376 Posted 10 June 2017 - 10:49 PM
-these are also the cans that move around when hit with a sword-
swcp0000.jpg (128.87K)
Number of downloads: 23
Still can't properly play in polymer - because the screen is black and can't see where the tractor with key is
swcp0001.jpg (103.16K)
Number of downloads: 19
#377 Posted 11 June 2017 - 04:05 AM
I'll always be available to test, so if it does become private, make sure to let me into it!
#378 Posted 11 June 2017 - 04:08 AM
Forge, on 10 June 2017 - 10:49 PM, said:
-these are also the cans that move around when hit with a sword-
swcp0000.jpg
Still can't properly play in polymer - because the screen is black and can't see where the tractor with key is
swcp0001.jpg
The RC screen was disabled because it was causing a performance drop when rendered.
The ash bins have always had weird shadows in al ports iirc, shadows are just the sprite being duplicated, shaded, and shortened.
#379 Posted 11 June 2017 - 04:31 AM
#380 Posted 11 June 2017 - 05:56 AM
Ninjakitty, on 11 June 2017 - 04:08 AM, said:
icecoldduke, on 11 June 2017 - 04:31 AM, said:
the correct perception is as follows:
Classic Dosbox:
SWCP.jpg (76.91K)
Number of downloads: 19
Classic with the ICD port:
swcp0001.jpg (146.43K)
Number of downloads: 18
Steam Redux:
20170611064048_1.jpg (219.58K)
Number of downloads: 18
Polymost ICD port:
swcp0000.jpg (157.58K)
Number of downloads: 16
i've already posted polymer using the icd port.
https://forums.duke4...post__p__279748
This post has been edited by Forge: 11 June 2017 - 05:56 AM
#381 Posted 11 June 2017 - 06:13 AM
Forge, on 11 June 2017 - 05:56 AM, said:
Classic Dosbox:
SWCP.jpg
Classic with the ICD port:
swcp0001.jpg
Steam Redux:
20170611064048_1.jpg
Polymost ICD port:
swcp0000.jpg
i've already posted polymer using the icd port.
https://forums.duke4...post__p__279748
Oh, NVM, I must have been thinking about SWP's shadows
Classic redux doesn't have shadows, BTW
#382 Posted 11 June 2017 - 06:16 AM
This post has been edited by Ninjakitty: 11 June 2017 - 06:16 AM
#383 Posted 11 June 2017 - 06:18 AM
Ninjakitty, on 11 June 2017 - 06:13 AM, said:
Classic redux doesn't have shadows, BTW
i don't have swp port
and i provided dosbox, redux, & icd-port classic as a baseline, and as a side-by-side comparison.
This post has been edited by Forge: 11 June 2017 - 08:45 AM
#384 Posted 11 June 2017 - 06:27 AM
Forge, on 11 June 2017 - 06:18 AM, said:
i don't have swp port
and i provided dosbox & icd-port classic as a baseline, and also as a side-by-side comparison.
I've gotten used to seeing the shadow glitch because I play on SWP so often.
I'm pretty sure that the glitch is caused by the game not knowing which sprite should be on top: The object, or the shadow
And since they are in the exact same position, the game just chooses completely randomly, allowing for the shadow to be on top or partially mixed with the prop.
This post has been edited by Ninjakitty: 11 June 2017 - 06:28 AM
#385 Posted 11 June 2017 - 08:35 AM
Ninjakitty, on 11 June 2017 - 06:27 AM, said:
I'm pretty sure that the glitch is caused by the game not knowing which sprite should be on top: The object, or the shadow
And since they are in the exact same position, the game just chooses completely randomly, allowing for the shadow to be on top or partially mixed with the prop.
it's a 32 bit polymost & polymer issue.
the 8-bit shadow doesn't do it.
This post has been edited by Forge: 11 June 2017 - 08:43 AM
#386 Posted 11 June 2017 - 09:07 AM
Forge, on 11 June 2017 - 08:35 AM, said:
the 8-bit shadow doesn't do it.
Oh, weird...
#387 Posted 11 June 2017 - 09:20 AM
playing twin dragon.
saved and exited the game so I could change the 'open' key assignment.
started the game & loaded the save - the in game location pops up and then pretty much insta-crash.
(playing in polymost)
game0.zip (161.71K)
Number of downloads: 1
This post has been edited by Forge: 11 June 2017 - 09:21 AM
#388 Posted 11 June 2017 - 09:34 AM
there's supposed to be a woman in this shower - but it isn't there.
swcp0004.jpg (140.09K)
Number of downloads: 13
I don't know if it's caused by a conflict for having to have both the td.grp AND the sw.grp in the base directory in order to get twin dragons to launch.
This post has been edited by Forge: 11 June 2017 - 09:37 AM
#389 Posted 11 June 2017 - 09:42 AM
Forge, on 11 June 2017 - 09:20 AM, said:
playing twin dragon.
saved and exited the game so I could change the 'open' key assignment.
started the game & loaded the save - the in game location pops up and then pretty much insta-crash.
(playing in polymost)
aaaaaannnnnnddddd....
all I did was quit the game so I could post a screen-shot
started the game, loaded my brand new twin dragons save - and crash.
I'll try another clean install later.
#390 Posted 11 June 2017 - 12:01 PM
It will load a save successfully while in-game, but you can't save, quit, & come back later to pick up where you left off..