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Shadow Warrior - "New Episode"
#1231 Posted 01 August 2017 - 09:48 AM
#1232 Posted 01 August 2017 - 10:28 AM
#1234 Posted 05 August 2017 - 04:14 PM
This post has been edited by Jamesfff: 05 August 2017 - 04:21 PM
#1235 Posted 05 August 2017 - 06:17 PM
Jamesfff, on 05 August 2017 - 04:14 PM, said:
It works correctly when I try it. Have you tried another browser?
#1236 Posted 06 August 2017 - 07:22 AM
#1237 Posted 06 August 2017 - 09:21 AM
![:thumbsup:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#1238 Posted 06 August 2017 - 09:26 AM
I'm 'watching' it on Github, which sends me updates when ever they are available. FMOD is gone in favour of OpenAl and am waiting what 3d model format will be implemented.
Bottom line, only icecoldduke knows where his project will go to.
![:thumbsup:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#1239 Posted 06 August 2017 - 10:50 AM
Master O, on 05 August 2017 - 06:17 PM, said:
Yes, and got the same results!
#1240 Posted 06 August 2017 - 11:12 AM
Hank, on 06 August 2017 - 09:26 AM, said:
I'm 'watching' it on Github, which sends me updates when ever they are available. FMOD is gone in favour of OpenAl and am waiting what 3d model format will be implemented.
Bottom line, only icecoldduke knows where his project will go to.
![:thumbsup:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Thanks. So I actually didn't miss anything.
![:P](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#1241 Posted 06 August 2017 - 01:44 PM
This post has been edited by Mark.: 06 August 2017 - 01:46 PM
#1242 Posted 06 August 2017 - 02:31 PM
- Room over room is broken in Classic and Polymost renderers.
- Shadows render in front of the enemy rather than behind. This happens more consistently in Polymost, while in Polymer the shadow seem to flicker between showing in front and behind the enemy.
- Mines aren't visible until they're triggered (this happens in Shadow Warrior Classic Redux too)
#1243 Posted 06 August 2017 - 02:40 PM
My hi-def skyboxes come out looking green. HRP or no HRP; without knowing which 3d model format will be used, the models are still in Blender. Polymer support, yes. Optimized? Have not seen a word at what stage this is.
While this port is exiting to follow, one does not have to read over a thousand post to conclude that one has not missed out.
![:thumbsup:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
This post has been edited by Hank: 06 August 2017 - 03:02 PM
#1244 Posted 07 August 2017 - 07:40 PM
Phredreeke, on 06 August 2017 - 02:31 PM, said:
- Room over room is broken in Classic and Polymost renderers.
- Shadows render in front of the enemy rather than behind. This happens more consistently in Polymost, while in Polymer the shadow seem to flicker between showing in front and behind the enemy.
- Mines aren't visible until they're triggered (this happens in Shadow Warrior Classic Redux too)
Can you give more info on sos, besides it's broken?
#1245 Posted 08 August 2017 - 02:19 AM
#1247 Posted 26 August 2017 - 03:36 PM
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
This post has been edited by Mark.: 26 August 2017 - 03:38 PM
#1249 Posted 26 August 2017 - 04:11 PM
Mark., on 26 August 2017 - 03:36 PM, said:
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
NOPE!!! I've been checking this thread every day. Just haven't had anything useful to say
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
#1250 Posted 26 August 2017 - 04:18 PM
maybe icecd is on vacation, maybe he flaked out, or maybe it's taking hella-long to write all that code to implement the sound system he wanted.
It's only been a bit over a month since the last update.
These things take time - especially when he's easily distracted
![Posted Image](https://media.tenor.com/images/a5c175030135ea24f8afdd3c5ef3d7c8/tenor.gif)
This post has been edited by Forge: 26 August 2017 - 04:21 PM
#1251 Posted 02 September 2017 - 08:03 AM
Should we be concerned at his silence?
![:)](https://forums.duke4.net/public/style_emoticons/default/huh.gif)
#1252 Posted 02 September 2017 - 08:29 AM
Master O, on 02 September 2017 - 08:03 AM, said:
Should we be concerned at his silence?
![:)](https://forums.duke4.net/public/style_emoticons/default/huh.gif)
I'm concerned...
LOL
I hope he doesn't just think he can silently step away from his project...
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
A friend on Discord has also gone silent... A shame... He was also working on a project, one that would correlate with this one.
This post has been edited by Ninjakitty: 02 September 2017 - 08:30 AM
#1254 Posted 02 September 2017 - 10:30 AM
This post has been edited by fgsfds: 02 September 2017 - 10:43 AM
#1255 Posted 03 September 2017 - 05:01 AM
Ninjakitty, on 02 September 2017 - 08:29 AM, said:
I hope he doesn't just think he can silently step away from his project...
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
*snip*
He has from the others.
#1256 Posted 03 September 2017 - 05:58 AM
This post has been edited by MusicallyInspired: 03 September 2017 - 05:59 AM
#1257 Posted 03 September 2017 - 08:55 PM
Tea Monster, on 03 September 2017 - 05:01 AM, said:
Yeah, I know. I've heard a LOT about him and abandoning projects. But I thought we made damn sure he wouldn't easily walk away from this one. If he has, he knows he won't get a very warm welcome back
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
Hank, you marked his words, right?
#1258 Posted 04 September 2017 - 03:39 AM
Attached File(s)
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Number of downloads: 7
#1259 Posted 04 September 2017 - 05:55 AM
![:)](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
Sigh, shit always happens...
#1260 Posted 04 September 2017 - 06:13 AM
Ninjakitty, on 03 September 2017 - 08:55 PM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
Hank, you marked his words, right?
Yep, marked and everything.
![:)](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
It's been only four weeks, and he works alone.
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
Should he come back, I will still give him a warm welcome. I'm also guilty of abandoning project, and the victim of abandoned projects. I say, there are more abandoned projects around than we really want to know.
Besides, to make stuff like OpenAL and this IQM (another Quake format thingy, to keep it polite) fully work in Build is easier said than done.