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Old 04-11-2009, 07:47 PM   #361
supergoofy

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Re: Swp updated.
ProAsm's site is down at the moment, so here are download mirrors:

swp412.zip
http://www.mediafire.com/download.php?d2nzm2zzwoy

SwpStartup24.zip
http://www.mediafire.com/download.php?aouomnjmzui

PlayWang39.zip
http://www.mediafire.com/download.php?nhngmmnn2zf
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Old 04-11-2009, 08:29 PM   #362
Hendricks266

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Re: Swp updated.
ProAsm, I have two questions/suggestions.

1. Could you incorporate the tilefromtexture DEF command from EDuke32? I know that you have a couple of new HUDs that only work in Polymost, of which I would gladly make 8-bit versions.

2. Is there a way I can have SWP play some OGGs of the CD tracks so I don't have to bother with the CD selection stuff any more? I'm still very happy that my MIDI ideas were added, so maybe you could do something like this:

Code:
level 1
{
    title    "Seppuku Station"
    filename "$bullet.map"
    song     "e1l01.mid"
    newsong "track04.ogg"
    cdatrack 4
    besttime 60
    partime  300
}
level 2
{
    title    "Zilla Construction"
    filename "$dozer.map"
    song     "e1l03.mid"
    newsong "track09.ogg"
    cdatrack 9
    besttime 300
    partime  480
}
level 3
{
    title    "Master Leep's Temple"
    filename "$shrine.map"
    song     "e1l02.mid"
    newsong "track12.ogg"
    cdatrack 12
    besttime 196
    partime  600
}
level 4
{
    title    "Dark Woods of the Serpent"
    filename "$woods.map"
    song     "e1l04.mid"
    newsong "track10.ogg"
    cdatrack 10
    besttime 428
    partime  960
}
theme 1  // game startup menu
{
    song "theme.mid"
    newsong "track02.ogg"
    cdatrack 2
}
theme 2  // bonus screen
{
    song "endlev3.voc"
    newsong "track03.ogg"
    cdatrack 3
}
In the Sound/Music Options, you could replace the CD Music on/off with a slider, with "Original Songs", "Replacement Songs", and "CD Music", or something to that effect.
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Old 04-11-2009, 08:43 PM   #363
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Re: Swp updated.
Quote:
Originally Posted by supergoofy View Post
ProAsm's site is down at the moment, so here are download mirrors:

swp412.zip
http://www.mediafire.com/download.php?d2nzm2zzwoy

SwpStartup24.zip
http://www.mediafire.com/download.php?aouomnjmzui

PlayWang39.zip
http://www.mediafire.com/download.php?nhngmmnn2zf
It's not down, only works without the "www" at the moment.
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Old 04-12-2009, 12:43 AM   #364
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Re: Swp updated.
Ok site back up.
Hendricks266, currently if you select a ogg or mp3 file as your music (via SWPStartup) it will be played via whatever media you have setup for that music.
To incorporate ogg music ingame is a friggin nightmare and reguires a hell of a lot of work and extra classes just for a small item.
Regarding the "tilefromtexture DEF command" what does that do exactly ?
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Old 04-12-2009, 12:05 PM   #365
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Re: Swp updated.
Just wnated to ask, is anybody else having the issue where it detects full .grp as shareware, or is it my computer (my computer acts very strange these days, so it might not be SWP) because this happens on my PC sometimes, also it doesnt seem to read the SWCUSTOM.TXT file for some reason.
Also, if .ogg is difficult to add to the game, how hard would it be to add .wav for music instead (as i think the engine already supports using .wav instead of .voc for sounds)
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Old 04-12-2009, 12:53 PM   #366
ProAsm

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Re: Swp updated.
SWP 411 had a bug where it mistook some parts of the shareware as retail but that was fixed in 412.
Where is your SWCustom.txt file ?
Try a -cSWCustom.txt in the commandline.
I'll look into the .wav
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Old 04-12-2009, 05:12 PM   #367
ProAsm

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Re: Swp updated.
Swp updated to 4.1.3

Added maps path only if -map detected in commandline.
Added previous game autosave to loads on F3 menu only.
Fixed missing fonts in Shareware.

http://www.proasm.com/files/sw/Swp413.zip
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Old 04-13-2009, 07:48 AM   #368
hightreason

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Re: Swp updated.
The swcustom.txt is in my swp folder.
the -cSWCustom.txt option seems to work though, that also seems to stop it thinking i have the shareware, it's weird. I managed to test it on another machine, and didnt have the shareware issue, but it still doesnt always find the .txt file without the command line, but when i tried SWP 411 (which used to always find the file) it still wouldnt always find it without the command line parameter, leaving me to beleive it is probably an issue on my computers.
Still, the command line works, so i'll just use a .bat file to start SWP until i get round to fixing my computer properly.
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Old 04-13-2009, 02:50 PM   #369
ProAsm

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Re: Swp updated.
So what you saying is you have a custom SWCustom.txt sitting in the root Swp folder and without a commandline parameter it does not load.
I just looked at the code and using the -c command you can have any name you like eg: MyCustomfile.cfg or better the mods name .cfg for instance.
If this custom file is not found or does not exist it will look for the SWCustom.txt file in either the Root, Games or Maps folder.
In 4.1.3 this has changed a bit and the Games and or Maps paths are only added if a -map and or a -g is found in the command line.
Anyways if it is something to do with the Shareware, then enable your CDPlay command and play a CD while playing because the CDPlay and the SWCustom are both in the same section.
Thus if they both dont work at the same time then the problem is my end.
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Old 04-13-2009, 07:11 PM   #370
supergoofy

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Re: Swp updated.
With SwpStartup I setup the midi music playback to Yamaha SoftSynthesizer S-YXG50 and the result was great.
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Old 04-15-2009, 08:43 AM   #371
ProAsm

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Re: Swp updated.
Quote:
Originally Posted by hightreason View Post
Also, if .ogg is difficult to add to the game, how hard would it be to add .wav for music instead (as i think the engine already supports using .wav instead of .voc for sounds)
I had a look at this and it is possible to play .wav music but then the FX Sound will be occupied so you won't have any voc/wav game sounds at all, no gun shots etc... nothing, just music, unless of course you are prepared to convert all the current .voc sounds to midi so you can use the FX channel for your music and the midi music channel for your sounds
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Old 04-20-2009, 03:19 PM   #372
ProAsm

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Re: Swp updated.
Swp updated to 4.1.4

Will now search for Sw_Lrp.zip if Hrp not found.
This has been especially implimented for laptop users who do not have an up to standard graphic cards but want the better graphics.

http://www.proasm.com/files/sw/Swp414.zip

The LRP is available here.
http://www.proasm.com/files/sw/Sw_Lrp.zip (15 megs)
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Old 04-20-2009, 04:05 PM   #373
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Re: Swp updated.
@ProAsm, have you updated the sw_hrp.zip with the fixes? Because it contains 2 or 3 bugs that need to be fixed. I think you an others already mentioned them somewhere in the forum.

I have sent you a p.m.

one of the errors was the wrong name of punchstick.png , it should be 5062_punchstick.png


[edit]
there are 3 files missing in sw_lrp.zip
lowres/sprites/props/
2531.png
2532.png
2533.png
I used the ones included in sw_hrp.zip


Obviously the -noautoload option would be useful, as you cannot use LRP unless you remove or rename HRP.


[edit 2]

SW HRP fix:
sw_hrp_fix.zip
http://www.mediafire.com/download.php?mmm3tyyimxm


For SW HRP just run:
swp -gsw_hrp_fix.zip
Last edited by supergoofy; 04-21-2009 at 02:26 AM.
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Old 04-21-2009, 01:14 AM   #374
ProAsm

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Re: Swp updated.
There are currently no changes in the HRP.

There are no fixes required in the LRP.

Quote:
one of the errors was the wrong name of punchstick.png , it should be 5062_punchstick.png
In the LRP the punchstick is renamed to 5062_punchstick.png as well as several others.
Quote:
there are 3 files missing in sw_lrp.zip
lowres/sprites/props/
2531.png
2532.png
2533.png
I used the ones included in sw_hrp.zip
These have been removed and replaced with:
2530_coin.md3
2530_coin.png

As it says in the HRP_Changes.txt
Quote:
::Changes since 07-03-07:

New:

#2930_14 to #3023_14 memu_small
#2399 - hud
#3030 - pickup
#1813 - pickup
#2530_coin.md3
#5060_axes.md3
#3380
#4970 to 4973

Revised:

#2324 - menu
#2396 - hud
#1893 - pickups
#5115 - menu
#5117 - menu
#4096_evilninja2.md3
#1802_medkit1.md3
#5062_punchstick.md3
#0551_lightswitch.md3
Quote:
Obviously the -noautoload option would be useful, as you cannot use LRP unless you remove or rename HRP.
There would be no sense in wanting to use the LRP if you are capable of using the HRP

[edit]
SWP does not have an autoload folder and does not autoload so there is no need for the -noautoload command.
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Last edited by ProAsm; 04-21-2009 at 01:37 AM.
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Old 04-21-2009, 02:21 AM   #375
supergoofy

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Re: Swp updated.
Ok thanks. Then the LRP is ok.

I know that SWP don't use autoload folder. HRP zip loader option is set to 1 permanently and searches for sw_hrp.zip and sw_lrp.zip in root folder (where swp.exe is).

An -noautoload option will prevent swp to load the HRP or LRP automatically, and the I will tell it what to load. But you have a point about if I can run HRP, why should I bother with LRP? I have my reasons. Maybe I also got an old PC or laptop and I want to create a convenient pack for all my PCs ?

Either way I can put the HRP and LRP in different folders and load them manually.
Last edited by supergoofy; 04-21-2009 at 03:36 AM.
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Old 04-21-2009, 04:19 AM   #376
ProAsm

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Re: Swp updated.
The HRP zip loader option was dumped in 3.9.6 and it now auto searches for the Hrp then Lrp.

Maybe at some stage I'll add a -hrp command
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Last edited by ProAsm; 04-21-2009 at 04:24 AM.
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Old 04-21-2009, 04:22 AM   #377
supergoofy

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Re: Swp updated.
thanks, I did that and it works ok.

swp is an awesome port.
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Old 04-21-2009, 11:01 AM   #378
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Re: Swp updated.
Quote:
Originally Posted by supergoofy View Post
swp is an awesome port.
Absolutely agree with that.
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Old 04-23-2009, 02:43 PM   #379
ProAsm

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Re: Swp updated.
Cancelled
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Last edited by ProAsm; 04-23-2009 at 03:04 PM.
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Old 04-23-2009, 08:43 PM   #380
Hendricks266

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Re: Swp updated.
I don't know if you saw before, but I found 2 more MIDIs in the SW beta.

E1L01(a).MID - Taiko Recall
E1L05.MID - Pyroclastic Flow

I attached them for you.
Attached Files
File Type: zip swbetamidis.zip (12.7 KB, 9 views)
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Old 04-26-2009, 03:12 PM   #381
ProAsm

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Re: Swp updated.
Thanks Hendricks, I'll add them on the next release

I have updated the HRP with the latest changes as found in the LRP:

http://www.proasm.com/files/sw/Sw_Hrp_0409.zip
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Old 04-26-2009, 04:56 PM   #382
Hendricks266

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Re: Swp updated.
Did you know that there is art for bloody HUD darts, but it isn't used with your darts?

I can't seem to find a LOOKUP.DAT for SW anywhere. Is it embedded within the .exe or given another filename?
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Old 04-26-2009, 07:11 PM   #383
TerminX

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Re: Swp updated.
SW is different, it generates alternate palettes at startup from tables in the executable.
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Old 04-27-2009, 03:18 AM   #384
ProAsm

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Re: Swp updated.
Quote:
Originally Posted by Hendricks266 View Post
Did you know that there is art for bloody HUD darts, but it isn't used with your darts?
Nope did not know that, where do I find them.
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Old 04-27-2009, 04:23 PM   #385
Arch-Valentine
Re: Swp updated.
Hey I've been trying out SWP with Shadow Warrior and I was curious to know why I can't pick my own difficulty setting with the level select option. It's all greyed out. I would like to play SW on No Pain No Gain with just the sword/shurikens at the start of each level rather than play each level in continuation. I've tried the PlayWang frontend that works with SWP as well, but it seems to always default to Who Wants Some Wang difficulty no matter what difficulty I select. Any help would be appreciated.
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Old 04-27-2009, 04:52 PM   #386
ProAsm

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Re: Swp updated.
mmm I see with levels and user maps it does seem to lock at skill 3.
mmm I'll look into that.
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Old 04-27-2009, 04:55 PM   #387
Arch-Valentine
Re: Swp updated.
Hey thanks for that. I really want to play SW, but I've gotten really good at FPS games since I last played SW. Which was in 2004 I think. Playing each level from a sword start is challenging and fun. Plus, like the Doom levels they designed the levels around this.
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Old 04-27-2009, 05:15 PM   #388
ProAsm

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Re: Swp updated.
Strange but I just tried it now and it seems to work fine.
Playing a level:
Swp.exe -Level1 -s4

Playing a map:
Swp.exe -map whatever.map -s4

I even tried cheating and it said 'You are too skillfull to cheat' and would not allow it.
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Old 04-27-2009, 05:40 PM   #389
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Re: Swp updated.
Where do you put that?
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Old 04-27-2009, 06:34 PM   #390
Hendricks266

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Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
Nope did not know that, where do I find them.
There's one frame, tile #2518. It doesn't have any other frames, but they are just the same tile moved down and left on the screen. For the second frame, you can just use the normal shuriken bloody art, because it's the same, just as long as the darts are not in hand.
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Old 04-28-2009, 12:21 AM   #391
ProAsm

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Re: Swp updated.
Quote:
Originally Posted by Arch-Valentine View Post
Where do you put that?
For user maps download SwpStartup and use that, but for seperate levels you will need to create a batch file as I see Playwang does not add the skill. (will change that)
Open Notepad and write:

echo off
Swp.exe -level# -s4

The # after level is from 1 to 28 for the different levels.
Save it as $test.bat (puts it at the start of your folder thus easy to find)
Now just double click it and away you go.
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Old 04-28-2009, 12:58 AM   #392
Arch-Valentine
Re: Swp updated.
Thank you sir, the batch file worked perfectly. Now since you said to play user maps, use SWPstartup, I assume you mean like TC's and such. But the difficulty selector doesn't work. I hope you can find time to fix this, as it would be really nice to play TC's and SW using the frontend (PlayWang or SWPStartup) to select difficulties on individual levels.

Both frontends are so perfect, its a shame the difficulties don't work properly right now.
Last edited by Arch-Valentine; 04-28-2009 at 01:05 AM.
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Old 04-28-2009, 02:04 AM   #393
ProAsm

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Re: Swp updated.
Ok I have updated SwpStartup:

http://www.proasm.com/files/sw/SwpStartup28.zip

Playwang I'll do later as its a lot more complicated
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Old 04-28-2009, 11:37 AM   #394
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Re: Swp updated.
Well I tried it, I see you just added the difficulty in the cfg file, is there any chance you're gonna make the skill area in the gui of SWPstartup functional? It's still greyed out for me.

~edit: well if you start a level in SWPStartup it still goes to the default skill level 3, and you can change the difficulty to 4 in the cfg file...but how do you play it after you change the difficulty in the cfg file? Cuz if you go back in SWPstartup it defaults it back to 3.
Last edited by Arch-Valentine; 04-28-2009 at 11:51 AM.
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Old 04-28-2009, 12:59 PM   #395
ProAsm

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Re: Swp updated.
Wierd it works 100% for me.
I select a Game Level, say $Whirl - I select Skill 4 and hit Play Swp
This is in my commandline in the SwpStartup.cfg
CommandLine=Swp.exe -level5 /s4
Once in the game and I try a T-SWGOD it says 'You're too skillfull to cheat' which proves its in skill 4.

Your Skills are greyed out because you dont have any user maps in your maps folder.
Skills are directed at the maps as levels normally lock on skill 3 by default.
So put at least 1 map in your Maps folder to get the program to function correctly, and while you at it put at least 1 .grp file in your Addons folder.

In the meantime I'll set SwpStartup to use skills with no maps.

Ok try this:
http://www.proasm.com/files/sw/SwpStartup29.zip
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Last edited by ProAsm; 04-28-2009 at 02:02 PM.
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Old 04-28-2009, 03:03 PM   #396
Arch-Valentine
Re: Swp updated.
yay, it works perfectly I can now select difficulty settings for any level I want in SW. Time to play!

I hope you can figure out Playwang, cuz that one is easier to run TC's I think.
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Old 04-28-2009, 04:04 PM   #397
ProAsm

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Re: Swp updated.
Yeah Playwang I will do its just that since SwpStartup I dont work much on it but will get it going and you can test it
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Old 05-01-2009, 02:10 PM   #398
ProAsm

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Re: Swp updated.
Update SWP to 4.1.5

I've been working on this section for quite some time now and finally got it going but needs testing as there is bound to be a bug or 2.

1. User Maps section in the Episodes.
All .map files that are present in the Maps directory will be displayed for use in this section.
If the map has its own mapname.mid file, mapname.grp file, mapname_hrp.zip file then these will get loaded as well together with a mapname.def and a mapname.cfg - previous SwCustom.exe, I say previous because I am dumping the name SwCustom.txt in preference to the mapname.cfg or modname.cfg etc.
Should a map have any of these files to load, SWP will create a startup commandline and restart SWP as currently there is no way to remove old Hrp's or restart new ones 'on the fly'.
Skill level requirement is also activated under this section.

2 Addons section in the Episodes.
All .grp and .zip files found in the Games directory will be listed here.
In this case SWP will be restart with a complete comandline utilizing whatever is necessary.
For instance with any Addon, like Rampage.grp, the command will be:
Swp.exe -jGames -gRampage.grp -hRampage.def -cRampage.cfg
On startup of an addon it will also look for and load (in this case) Rampage_Hrp.zip if it existed.

http://www.proasm.com/files/sw/Swp415.zip
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Old 05-01-2009, 05:54 PM   #399
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Re: Swp updated.
AWESOME!!! I will be sure to test this thoroughly.
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Old 05-01-2009, 07:41 PM   #400
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Re: Swp updated.
Sounds awesome, makes things so much simpler and really removes most of the need for PlayWang.
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