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ProAsm
06-18-2005, 05:43 PM
Swp.exe is an updated and added addition to JF's Sw.exe.
It is 100% compatible with all JF's Sw.exe except it has some extra's.
1. Game configs
This is similar to JF's SwCustom.txt and is called SwCustom.cfg for the want of a better name.
SwCustom.cfg is basically an extension of SwCustom.txt in that it offers the following:
a) Changing the Skill names
b) Changing the names of all Weapons and Inventory.
c) Changing the Ammo amounts, Weapon strengths and medical amounts etc.
2. Hud Options
When pressing the + or - keys, 2 additional Status bars are available.
Other small things like pressing Enter instead of just [Y] for some items etc.
Swp.exe grows daily http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

http://www.unreal.co.za/files/temp/Swp.zip
Swp.exe and Swp.grp need to be in the Sw folder.

Here is a test copy of Taiwang to demonstrate mainly the Skill options and some changes in the weapon names/strengths/quantity etc.

http://www.unreal.co.za/files/temp/Taiwang.zip

The Swcustom.cfg file can be extracted out the Taiwang.grp file if needed.

NB. PlayWang users need to change an option in the PlayWang.ini file to get Swp.exe working:
SwFilename=Swp.exe

NB2: These files will be removed within 24 hours of this post.

TerminX
06-18-2005, 06:23 PM
I think I saw you post this on JonoF's forums.. either way, neat shit dude. Glad to see someone putting in some effort!

GodBlitZor
06-18-2005, 06:25 PM
Yup. Keep up the good work. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

djimd
06-18-2005, 06:29 PM
Nice exta ProAsm
If possible an option to play a cutsom midi for a custom map would be good.

Just checking the utility out :
I notice in the swcustom.cfg it says:
" All items must be listed whether used or not."
However if you are not changing any items do you have to re-define them? For example with TNE where only the skill names need to be changed is this sufficient for swcustom.cfg ? :

skills 1
{
name "***** Galore"
name "Thunderballs"
name "Wang Lo Wang"
name "License To Kill"
}


lol - looks like 3dr edited my p*ssy again

ProAsm
06-19-2005, 03:11 AM
" All items must be listed whether used or not."

Currently there is no error checking so if you delete something, leave it out or what ever, it will be loaded like that.
For instance if you remove the information for the Missile Launcher, this info will then be given to the Grenade Launcher.

However if you are not changing any items do you have to re-define them

No, you dont have to redefine them but the original must remain intact.
Your skills 1 is fine for TNE http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

djimd
06-19-2005, 04:51 AM
Thanks for reply - just to clarify - You say the original must remain intact. Do you mean your original swcustom.cfg or just the original sw.grp?

ProAsm
06-19-2005, 05:05 AM
Basically, if you use the SwCustom.cfg option for a map/game/TC or whatever, then you must use the file as is and only change what you want to change and leave the rest as is.

ProAsm
06-19-2005, 09:37 AM
Attached is the SwCustom.cfg for Rampage Warrior.
Add it to the Rampage.grp then play the TC with Swp.exe and watch everything spring to life.
This puts the RW TC to where it was back in 1999 http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Geoffrey
06-21-2005, 04:04 AM
Just tested swp and it works like a charm http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif Very well done - dude -, I love the new hud with the black background http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif It's perfect!

One thing ( god I hate it when people request stuff but this is minor ), when you save the game it seems you can't press enter when it asks you to overwrite a game yes/no - can anything be done about that? The dukenukem quicksave ( F6 ENTER! ENTER! ) is just lightning fast http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Blade Nightflame
06-21-2005, 06:11 AM
>_>

<_<.. Since SWP is some sort of an enhancement thing for SW, you, uh, don't mind if there's an unlimited ammo option or command? (Something similar to ZDoom, you could activate it in a console or type it out, sv_infiniteammo 1 or something..)

ProAsm
06-21-2005, 05:19 PM
Geoffrey, yes I do intend doing all the [Y] [N] etc as pressing Y is a real pain.

Blade, if you want all ammo you may as well have all weapons also... Press T then type swgimme or swgreed http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Blade Nightflame
06-22-2005, 05:58 AM
ProAsm said:
Geoffrey, yes I do intend doing all the [Y] [N] etc as pressing Y is a real pain.

Blade, if you want all ammo you may as well have all weapons also... Press T then type swgimme or swgreed http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif



Unlimited Ammo, not all ammo.. Unlimited as in, y'know, limitless, doesn't decrease ammo. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

ProAsm
06-22-2005, 06:52 AM
Why would you want that ? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
The best way is to use the standard Swcustom.cfg and set all the weapons Maxammo you want to 999 then just put the file in your sw main folder http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Blade Nightflame
06-22-2005, 08:21 AM
ProAsm said:
Why would you want that ? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
The best way is to use the standard Swcustom.cfg and set all the weapons Maxammo you want to 999 then just put the file in your sw main folder http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif



Darn, that file rocks. XD

@"Why would you want that ? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif"

... Maybe because I love shredding enemies endlessly with the Guardian Head's 3rd mode of attack?


I think this explains one of the reasons.. More or less. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

http://img258.echo.cx/img258/631/supreme3mu.th.png (http://img258.echo.cx/my.php?image=supreme3mu.png)

GodBlitZor
06-22-2005, 12:58 PM
Yeah...have fun crashing teh game! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Blade Nightflame
06-22-2005, 04:30 PM
No crashes, don't worry, that was a simple Rapid Fire magma burst. As I'd call it.

ProAsm
06-24-2005, 02:21 PM
Swp.exe updated.

Added rejectmodel (see other post)
Added 'Enter' and 'Space' with Y in Y/N queries.
Added 'Escape' with N in Y/N queries.
Fixed where MD3's were not loading (punchstick)
Added SWP Version near top of sw.log

http://www.unreal.co.za/files/temp/Swp.zip

ProAsm
06-25-2005, 06:21 PM
Updated again.
The Enter / Enter action does not work with saving and only with loading.
It tends to wipe out the overwrite option.
I'll have a look sometime why this is as I had to change it back.
Internal looking for .rej file also now in.

TerminX
06-27-2005, 04:53 PM
And where's the source code you're legally required to provide? I noticed your modified version of Duke3D also lacked the required modified source.

ProAsm
06-27-2005, 05:22 PM
If anyone wants it they welcome to it, its just that I'm constantly changing it and once all is done to how I want it I'll stick it on my site together with the final release of Swp.
To date I have not made any official release of Swp, its just here where we developing.
Duke3dw's source I lost when my drive crashed and nothing has been done there since.
In fact I emailed the source to a couple of people that requested it but I've lost that info as well.

Parkar
06-27-2005, 05:29 PM
From what I can gather Terminx way with the undefine commands seems like the obvious solution.

In your user.def just use the undefine command to force the tiles to not use models.

The reject system means you need to know the file name of the model so every time a new version of HRP is released you will need to update the mod. With the undefine command you can even prevent yet modelled sprites from turning into models in later HRP versions since all you need to know is wich tiles the mod replaces.

ProAsm
06-29-2005, 03:15 PM
Update:

http://proasm.totalconversions.com/other/Swp.zip

Taken from the Readme:

Swp.exe
By ProAsm - 2005

Swp.exe is totally compatible with the standard Sw.exe Shadow Warrior port by Jonathan Fowler.
Swp.exe has some fixes and several new features not yet found in JFSW

Huds
When pressing the '-' and '+' keys 2 additional Statusbars will be noticed which run with the enlarged screen giving the player an extra advantage.
These 2 statusbars are identical except that one is completely transparent.

Key Strokes
Several of the menu items have had the Enter and/or Spacebar added to the entry.
Saving
When saving a game via the normal means then you still need to press (Y) to the overwrite query.
However when pressing the Quicksave - F6 key, then a double Enter will accept the input.
Loading
Like with saving, this applies to the normal Load and Quickload - F9 entries as well.
Game Exit
Again when confronted with the (Y/N) just pressing Enter will also be accepted.

Highres Option
An option to switch the game in/out of the 32 bit High Resolution Polymost mode has been added to the Screen Menu

Keys
During the normal game when picking up a key, whether it is a key card or a skeleton key, the Player retains the key even after using it.
This tends to obscure the Players vision of the keys when picking up another key of the same color.
Swp will remove the key from the Players posession once the key has been used.

Modders
Some extra items have been added for Modders/mappers etc who need to change the way the standard game functions.

Model removal
When modders add additional characters or weapons to their conversions it has been found that although a new MD2/3 model will replace a current one, should the new character be in a Sprite form like the original Shadow Warrior then this is not possible as its currently not possible to overwrite a Model with a Sprite.
undefmodel tilenumber
This will undefine a single model using a single texture allowing the modders new sprite to take effect.
undefmodelrange tilenumber1 tilenumber2
In the case of Monsters where several tiles are used, this will undefine the complete range where tilenumber1 is the 1st tile and tilenumber2 is the last tile in the range.
undeftexture tilenumber
In the case of a HighTile this option will undefine the tile allowing a new one to replace it.
The undef options are courtesy TerminX.

Weapon configurations
As with the Swcustom.txt added by JonoF for user mapss, episodes etc an additional Swcustom.cfg has been added for changing several more items like Skillnames, Weapon names, ammo, amounts, pickups etc.
There are also several inventory items that can be altered.
NB. Any section can be left out but if included then the whole section must exist even if the configurations are standard default.
Sample in Readme

Complete source code for SWP.

http://proasm.totalconversions.com/other/Swp_src.zip

Please note:
Classes dated May 31st are from JF's May release.
Classes dated June 05th are a patch released from JF for Watcom v1.2 compatibility.
Classes dated June 29th are those for Swp.exe

The following files were for Watcom compatibility and not Swp.
keyboard.c
jnstub.c

TerminX
06-29-2005, 03:30 PM
ProAsm said:
tilenumber2 is the last tile + 1


Eh? I gave a fix for this (I had a < instead of a <=), so this is what I ended up going with:

case T_UNDEFMODELRANGE:
{
int tilenume1, tilenume2, i;

if (scriptfile_getnumber(script,&tilenume1)) break;
if (scriptfile_getnumber(script,&tilenume2)) break;
if (tilenume2 < tilenume1)
{
initprintf("Warning: backwards tile range on line %s:%d\n", script->filename,
scriptfile_getlinum(script,cmdtokptr));
i = tilenume2;
tilenume2 = tilenume1;
tilenume1 = i;
}

if ((tilenume1 >= 0 && tilenume1 < MAXTILES) && (tilenume2 >= 0 && tilenume2 < MAXTILES))
{
for (i=tilenume1;i<=tilenume2;i++)
tile2model[i].modelid = -1;
}
}
break;

ProAsm
06-29-2005, 04:21 PM
ahhh yes, I remember you mentioning that - sorry forgot.
I like the Warning, good idea and will implement this next time around as I need to improve on the SwCustom.cfg by adding error checking etc.

*** Edit ***

Ok I see I did implement that in the actual code, its just the readme thats wrong.
So I have corrected it and also the one on the Swp.zip and re-uploaded.
Thanks for pointing that out.

TerminX
06-29-2005, 06:21 PM
ProAsm said:
ahhh yes, I remember you mentioning that - sorry forgot.
I like the Warning, good idea and will implement this next time around as I need to improve on the SwCustom.cfg by adding error checking etc.


Yeah, the warning was a good idea -- thank JonoF for that, as it's used elsewhere in defs.c. It could perhaps be rewritten to be formatted different, though.. something about the formatting as it is now bugs me.


*** Edit ***

Ok I see I did implement that in the actual code, its just the readme thats wrong.
So I have corrected it and also the one on the Swp.zip and re-uploaded.
Thanks for pointing that out.


Yep.

ProAsm
07-07-2005, 03:19 PM
Swp Update.

http://www.unreal.co.za/files/temp/Swp.zip

Fixed statusbar distorting when switching to 8 bit classic mode.
Added several warning notifications.
Fixed when starting a New Game from a usermap.
Removed debugging information when compiling.
Game saving additions and modifications.
Saving and Loading
Here there are some significant changes and the saved filename has also changed to swgame0-9.sav
This was necessary as the sequence of events needed changing from that of JFs as the Mapname had to be brought forward.
Now when loading a saved game, it gives you the correct information including the mapname that was saved.

If anyone wants the changed source just ask.

hitman71
07-07-2005, 05:40 PM
ProAsm said:
Fixed when starting a New Game from a usermap


Is this a JonoF port bug too ? A couple of my TC's which auto start a map fail in JonoF's port with your launcher. I'm hoping that your new exe will now work if i use the launcher as well...

gonna test http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

ProAsm
07-08-2005, 12:42 PM
Name one please so I can check it out and fix it.
Also this is what the Swcustom.txt file is for.
Remember the original TC which if made from SwGroup had its map names renamed to $Bullet etc once the game started and this was done by the exe that SwGroup created.

hitman71
07-09-2005, 05:17 AM
Its just a small TC i made from a map that had a little bit of custom art with it. When used in the vanilla JonoF port i had a batchfile that called the map. When i slapped it into the launcher (no batch file) it failed to work. I simply forgot...

I checked the cfg file for the TC's and saw a mapname line, added it, and it now loads fine.

Anyway, i've re-upped a couple of the TC's that seem to have magically disappeared (damn isp), and also bunged up the one i had trouble with. Wangtrek.

link to em all...
http://homepage.ntlworld.com/hitt.man/SW/

direct to wangtrek...
http://homepage.ntlworld.com/hitt.man/SW/ShadowWarrior-JonoF-Wangtrek.zip

This is now All TC's minus Rampage Warrior and Last Warrior. Both are over 10mb each.

ProAsm
07-09-2005, 05:56 AM
Just a tip for TC's with only one map.
Extract the map from the ZIP/GRP and put them both in the Maps folder.
The launcher will pickup and show the map and as long as the GRP/ZIP is the same name as the map it will use that as well as follows:
Swp.exe -map whatever.map -gwhatever.zip

Every usermap that is played, the launcher first looks for a corresponding ZIP or GRP and if one is found uses it else it just launches the map.

Great on the links http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

ProAsm
07-09-2005, 07:08 AM
Small Update on Swp.exe
A minor but necessary update in that when completing a Usermap it will now exit to the main menu instead of restarting the map again.

http://proasm.totalconversions.com/other/Swp.zip

Sourcecode for those interested:
http://proasm.totalconversions.com/other/Swp_src.zip

hitman71
07-09-2005, 07:56 AM
ProAsm said:
Just a tip for TC's with only one map.
Extract the map from the ZIP/GRP and put them both in the Maps folder.
The launcher will pickup and show the map and as long as the GRP/ZIP is the same name as the map it will use that as well as follows:
Swp.exe -map whatever.map -gwhatever.zip

Every usermap that is played, the launcher first looks for a corresponding ZIP or GRP and if one is found uses it else it just launches the map.

Great on the links http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif



I suppose instructions to this effect could be distributed with the TC (if you can call it that). For distribution purposes, and the fact that most probably don't use your launcher (lack of knowledge mostly), its simpler to keep the files together in a grp. Also, taking a map out of the grp and moving it to the maps folder would then require the grp alongside it in the same folder i assume? The way i've got it now is that nothing but single file maps are in "maps" and all TC's are in "games" as a single grp file. Also, a single map gets lost when in a list of 500+ maps.

But a useful tip for personal use, thanks.

The one request i'd love to see added to the launcher is a seperate folder for WangBang with a toggle switch at the top of the launcher to switch between single player and wangbang map lists.

I think that would make this "da business" http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hmmm, or maybe mix the maps in one list (so toggle not required) but auto colour them to show which are single player and which are wangbang.

hitman71
07-09-2005, 07:57 AM
ProAsm said:
Small Update on Swp.exe
A minor but necessary update in that when completing a Usermap it will now exit to the main menu instead of restarting the map again.

http://proasm.totalconversions.com/other/Swp.zip

Sourcecode for those interested:
http://proasm.totalconversions.com/other/Swp_src.zip


quoted to bring it back onto topic http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif grabbing SWP now

ProAsm
07-09-2005, 10:08 AM
You can set maps to wangbang by setting the color to Teal, 3rd from the bottom "Multiplayer Only".
To do it manually and in bulk form move the maps to another folder and set all their timestamps to 06:00
The wangbang section has never been tested yet and once working ok I will have make a seperate map folder etc.

SamSwashbuckler
07-12-2005, 02:26 PM
What are you going to do when JonoF releases a new JFSW? Make all these modifications again?

ProAsm
07-12-2005, 02:35 PM
Hopefully he adds them to his release and those that he leaves out, yes I will possibly make another as I like the fullscreen with my smallish statusbar, you loose so much with the original.

TerminX
07-12-2005, 04:41 PM
SamSwashbuckler said:
What are you going to do when JonoF releases a new JFSW? Make all these modifications again?


All he has to do is diff the source from the old release and the source from the new release and apply the patch to his modified SW. Even if the patch doesn't apply entirely cleanly, it's still only a few minutes work.

ProAsm
07-13-2005, 04:26 PM
All he has to do is diff the source from the old release and the source from the new release and apply the patch to his modified SW.

If this was a project at work, you dont tell your boss that though, you let him think you slogging it out from scratch again http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

hitman71
07-26-2005, 01:52 PM
http://homepage.ntlworld.com/hitt.man/swpfail.jpg

i simply grabbed your new swp version, slapped the exe into my sw folder (previously working) and got this error when trying to play a TC. Is it me, or is it a faulty compile ?

ProAsm
07-26-2005, 04:29 PM
mmm, ok I'll check this out tomorrow and get back to you.
Which TC did you try ?

hitman71
07-26-2005, 05:29 PM
crash happens with any TC. Adding the dll's from the other thread worked fine. Is the Xp-win98 change due to the compiler change ?

ProAsm
07-27-2005, 12:47 PM
Yes, but I'll probably go back to the original.
What I'll do is do one from each compiler and you can test for me.

hitman71
07-27-2005, 01:38 PM
sure thing...

ProAsm
07-27-2005, 02:42 PM
ok, here they are.
Remember to remove all those extra files before testing.
Theoretically Swp which is for Xp should not need any additional files, wheras Swm which is for Win98 will need those files but exactly what files it needs for which OS I'm not sure.

http://proasm.servegame.com/files/test/swp.zip
http://proasm.servegame.com/files/test/swm.zip

Thanks.

hitman71
07-27-2005, 08:00 PM
OK, i removed the 4 extra files, slung in swp and it ran fine. Deleted that one and slung in swm (renamed it to swp) and it shouted for dll's. However it only seemed to actually require the 2 dll's and NOT the 2 .sym files.

Hope that helps out.

ProAsm
07-28-2005, 12:51 PM
Yes, thanks, thats basically what I wanted to know.
The .sym files I just included incase as they had the same names as the dll's http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Phayzon
07-29-2005, 09:05 AM
*wow, my first post in months..*
I have a bit of a problem with key useage...
In the first level *maybe other levels, but this is all ive played so far*, after I get the silver key, and use it on one door, i cant use it on any other door because its gone from my invetory, why?

Blade Nightflame
07-29-2005, 09:17 AM
Phayzon said:
*wow, my first post in months..*
I have a bit of a problem with key useage...
In the first level *maybe other levels, but this is all ive played so far*, after I get the silver key, and use it on one door, i cant use it on any other door because its gone from my invetory, why?



Doesn't every door automatically "unlock" after you use the key on any random door?

ProAsm
07-29-2005, 02:27 PM
This is a first I see this, as I purposely removed a key after you use it simply because in SW there are 8 keys in total and if you have a Red Skeleton key for instance you cannot see the Red keycard when you pick it up so you dont know that you have it.

I have played that first level many times over and have never had the need to use the silver key more than once.
In fact I've now played the whole game, 90% of the Total Conversions and about 20 user maps and not once have I needed the same key more than once.

hitman71
07-29-2005, 03:55 PM
You don't need a key more than once due to the way keys and doors have been designed in the levels. All have been included as a 1 time key to complete a level.

However, i have also noticed this problem. There are 2 doors that require the silver key in level 1 and you can only unlock 1 of them. This doesn't stop you from completing the level, but it was possible to open both in the original game.

1 workaround for this. If a silver key is used, then all silver locks get opened and then remove the key from the inventory.

What happens if you find 5 keys before using any of them ??

David_OSU
07-29-2005, 04:32 PM
hitman71 said:
There are 2 doors that require the silver key in level 1 and you can only unlock 1 of them. This doesn't stop you from completing the level, but it was possible to open both in the original game.



With SW.exe (not swp.exe), once I find the silver key, I can unlock both of these doors.

ProAsm
07-29-2005, 05:46 PM
Once you start on TC's and usermaps where there are all types of keys and you dont know what key you have you gonna have even bigger problems.

There is no sure fire way of doing this, and if anyone has any good ideas they would be welcome.


What happens if you find 5 keys before using any of them ??

Well this is where the big problem comes in and you are snookered as only 4 keys show and the skeleton keys have priority over the card keys.

The same or worse goes for Sw.exe where you pickup a Red skeleton key and it stays displayed until the end of the game, while in the meantime you pickup a Red card key and it now does not display so you dont even know that you picked it up, hence the reason I killed the key once used, its the better of the 2 evils.

Little Conqueror
07-30-2005, 02:01 AM
Perhaps you could include an additional .ART file that has an icon for both the skeleton key and the keycard, similar to what some source ports do in Doom?

Then, whenever the user has both the red skeleton key and the red keycard, instead of the usual icon being displayed, it could display the new icon.

Or perhaps you could just have the icon change to whichever key was picked up more recently. I think the user would be able to tell what keys they had already picked up.

Personally, I'd rather not know I had the red keycard than lose a key that might be needed to unlock two doors. I don't want to change the original gameplay mechanics more than needs be, but I suppose it's a matter of personal preference.

hitman71
07-30-2005, 06:43 AM
call me insane, but why not change the key gfx altogether and make the hud allow up to 8 keys shown ?

ProAsm
07-30-2005, 07:46 AM
Yes both ideas are good and I'll look into it and see what can be done.
The seperate icon showing both keys might be the better bet.

What I originally tried to do was show the cardkey then overlay on top of that the skeleton key.
I'll give this last way another go as I understand the code a hell of a lot better now than when I first tried this stuff.

Only problem is I have now played several maps where you pickup the silver key several times... I wonder how that worked in the original.

The other thing also its only that one first level that this crops up, but one can never be sure I suppose.

ProAsm
07-30-2005, 08:40 AM
Well I have just played that first level again and when I open the Silver door ALL the silver doors open.
The one by the racecars, the one leading to the outside passage where you first started and the one center door leading you to the switch to open the outer door to the station.
Please guide me to this mystery door as I cannot fine it http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

I checked the code and if you have the Silver Skeleton key, then ALL doors that need a Silver Skeleton key will open.


if (pp->HasKey[key_num - 1])
{
int i;
for(i=0; i<numsectors; i++)
{
if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
SectUser[i]->number = 0; // unlock all doors of this type
}
UnlockKeyLock(key_num);
pp->HasKey[key_num - 1] = FALSE; // <-- thats what I added to kill the key
}

hitman71
07-30-2005, 03:11 PM
this must be an upgrade i think, as in the original i definately remember being able to put the silver key in the lock 3 times to open all those doors. And i'm pretty sure they were locked till the key was used. I cannot test as i cannot run sw on xp. Maybe JonoF also realised the key prob and fixed it this way...

ProAsm
07-30-2005, 04:12 PM
Even if the door is already unlocked you can still put the key into the door.
Like you can unlock a door, open it and stick the key in the other side as well.
Maybe you guys did not try the door and just assumed it needed a key http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
I have 98 on my 2nd hard drive, will boot that in the morning and see how the original handled all this.

** Edit **

Btw, there is an Swp update on my new site.
I toned down the Red and the White screen flashes in 32 Bit mode so its more like that of the 8 Bit mode.
Before you were totally blinded for quite a long time, especially the Red flash.

http://www.proasm.com