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Old 12-07-2005, 02:08 PM   #1
ProAsm

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Swp 2.4
Swp has been updated as follows:

Auto Weapon Switching
There is now an option in the Controls section of the Sw.cfg file under:
[Controls]
NoWeaponSwitch = 0
Setting this to 1 will disable all auto weapon switching.
There is also an option in the Menu in the game to set this.

http://www.proasm.com/files/Swp24.zip

Btw.. Duke3dw has also been updated with the same option.

http://www.proasm.com/files/Duke3dw.zip
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Old 12-07-2005, 02:12 PM   #2
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Re: Swp 2.4
Yeeees !!!
And a big thanks
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Old 12-11-2005, 01:28 PM   #3
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Re: Swp 2.4
Swp v2.5

A new update as there was a small code misunderstanding between JF and myself and that has now been corrected.
A small bug relating to a Voxel setting has also been fixed.
New is the obvious appearance of "cleaner" menus by removal of all Statusbars during settings.
Map name/title, as well as game Time has been added to the Save/Load menus.
A new Compass has also been added for the Hud which if accepted could become a permanent fixure in the Hrp.
Also if the Swp.grp file is now deleted or removed, the Hud will revert back to normal operations.

http://www.proasm.com/files/Swp25.zip
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Old 02-01-2007, 09:28 AM   #4
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Re: Swp 2.4
Hey Pro!
Tried to download SWP v3.2, but the links don't seem to work. Could you fix them? THX!
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Old 02-01-2007, 01:43 PM   #5
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Re: Swp 2.4
oops sorry about that - fixed
http://www.proasm.com/files/sw/Swp32.zip
It has a few bug fixes and uses the very latest code from JF that I received about a month ago.
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Old 02-01-2007, 02:02 PM   #6
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Re: Swp 2.4
Good to see that someone isn't ignoring SW-fans such as myself. I still can't get bored with Wanton Destruction (which runs perfectly fine with your port).

Quote:
Originally Posted by ProAsm View Post
Map name/title, as well as game Time has been added to the Save/Load menus.
Latest version does not seem to have this feature unless I'm missing something.
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Old 02-01-2007, 02:09 PM   #7
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Re: Swp 2.4
Yeah I seem to remember this caused some other problem.
I'll have another look as its so long since I worked on this code that you kinda forget
** Edit **
Ok I found the problem and will get a new version out soon.
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Last edited by ProAsm; 02-01-2007 at 04:01 PM.
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Old 02-01-2007, 05:32 PM   #8
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Re: Swp 2.4
hurrah... and you got new code from jonof ?? so he IS still at it !!
I hope this means we may still see a new version some time in the near future grrrrrrrrreat.
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Old 02-02-2007, 03:40 PM   #9
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Re: Swp 2.4
Ok all bugs fixed (hopefully)
http://www.proasm.com/files/sw/Swp33.zip
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Old 02-02-2007, 04:09 PM   #10
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Re: Swp 2.4
Quote:
Originally Posted by hitman71 View Post
hurrah... and you got new code from jonof ?? so he IS still at it !!
I hope this means we may still see a new version some time in the near future grrrrrrrrreat.
JonoF hasn't changed any of the JFSW code since 8/26/2006.
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Old 02-03-2007, 09:18 AM   #11
Psykomanius

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Re: Swp 2.4
Quote:
Originally Posted by TerminX View Post
JonoF hasn't changed any of the JFSW code since 8/26/2006.
And looks like he newer is comming back
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Old 02-03-2007, 09:55 AM   #12
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Re: Swp 2.4
Fixed another bug where if using the wheelmouse for inventory, weapons sometimes fired also.
http://www.proasm.com/files/sw/Swp34.zip

I have also had several requests for a .GRP file extract app for GRP files that were made with SwGroup way back then.
http://www.proasm.com/files/sw/SwGrpExt.zip
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Old 02-03-2007, 10:15 PM   #13
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Re: Swp 2.4
Quote:
Originally Posted by Psykomanius View Post
And looks like he newer is comming back
Nobody said anything of the sort. He has some kind of a real job these days, so he doesn't get any time to work on the ports. Either way, his work lives on through the efforts of those such as ProAsm and myself.
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Old 02-04-2007, 08:55 AM   #14
ProAsm

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Re: Swp 2.4
As TerminX says and I'm sure if the guys wanted a straight Duke3d.exe (not EDuke32) TerminX would compile one illustrating JF's latest code although no doubt its already in the latest EDuke32.
What would be nice though is if some people could start making some maps, mainly single player because if anything is going to kill the games, its the lack of mods and maps which makes and keeps the games alive.
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Old 02-04-2007, 09:36 AM   #15
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Re: Swp 2.4
The last time I launched jfBuild for SW it wasn't even possible of changing the shade of a wall/sector because it would alter the shade of the entire map. I don't see the use of using tools that still need a ton of work in order to function properly.

Once there's a Mapster32 version for SW I'll start mapping for Shadow Warrior but for now I'll wait. But you can rest asure that I'll be abusing the R.O.R. trick a lot.
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Old 02-04-2007, 01:35 PM   #16
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Re: Swp 2.4
I'm fairly certain that mapster32 is SW-compatible. Tx added access to all of the build tags a long time ago.
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Old 02-04-2007, 01:43 PM   #17
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Re: Swp 2.4
It's kind of compatible with SW, but a lot of stuff doesn't work. It won't display SW's alternate palettes (since they were hard-coded instead of built into an external file like lookup.dat), it won't draw SW's SOS, et cetera.
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Old 02-07-2007, 04:05 PM   #18
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Re: Swp 2.4
Quote:
Originally Posted by TerminX View Post
It's kind of compatible with SW, but a lot of stuff doesn't work. It won't display SW's alternate palettes (since they were hard-coded instead of built into an external file like lookup.dat), it won't draw SW's SOS, et cetera.
Are there plans or at least hopes of/for implementation of shadow warrior compatibility into mapster?

Greetings
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Old 05-10-2007, 10:07 PM   #19
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Re: Swp 2.4
Quote:
Originally Posted by TerminX View Post
JonoF hasn't changed any of the JFSW code since 8/26/2006.
Wait, the latest release is from 2005 though. I would know, I just downloaded looking to the ports for SW since I just got home and I stuck the SW CD in and feel like giving it a go.

I have noticed that the SW source code projects haven't been nearly as active as the Duke3D ones. So, what are the recommendations?
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Old 12-13-2007, 01:35 PM   #20
Deterox
Re: Swp 2.4
Hi. I tried downloading the additional user.def for Swp from ProAsm's site but the link seems to be dead and I can't run Twin Dragon because it apparently needs the file to run :|

So, anyone got it uploaded somewhere else?
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Old 12-13-2007, 07:34 PM   #21
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Re: Swp 2.4
Quote:
Originally Posted by Deterox View Post
Hi. I tried downloading the additional user.def for Swp from ProAsm's site but the link seems to be dead and I can't run Twin Dragon because it apparently needs the file to run :|

So, anyone got it uploaded somewhere else?
I got the same problem.
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Old 12-14-2007, 02:47 PM   #22
ProAsm

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Re: Swp 2.4
Link restored.
Cannot see why the file is required for TwinDragon though.
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Old 12-14-2007, 03:49 PM   #23
Deterox
Re: Swp 2.4
Thank you!

Didn't fix the problem, though =(
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Old 12-15-2007, 02:04 AM   #24
ProAsm

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Re: Swp 2.4
What exactly is the problem ?
I just tried playing TD here and it works fine and I've just reformated my drive so all installations are like new.
I am launching it from Playwang though, maybe thats the diffs.
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Old 12-15-2007, 07:22 AM   #25
Deterox
Re: Swp 2.4
Well, I downloaded Twin Dragon off your site, extracted the files and added "include User.def" in the end of sw.def but the bat still takes me to the regular Shadow Warrior menu.
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Old 12-15-2007, 08:09 AM   #26
Iggy

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Re: Swp 2.4
Quote:
Originally Posted by ProAsm View Post
Link restored.
Cannot see why the file is required for TwinDragon though.
I can play regular Shadow Warrior, Wanton Destruction and Twin Dragon without a problem (one installation dir) and I do not have an user.def.

Quote:
Originally Posted by Deterox View Post
Well, I downloaded Twin Dragon off your site, extracted the files and added "include User.def" in the end of sw.def but the bat still takes me to the regular Shadow Warrior menu.
I don't know why you think you need user.def but the menu for episode selection can be changed by "swcustom.txt". Both Wanton Destruction and Twin Dragon have their own swcustom.txt file, depending on what add-on you want to play determines what custom txt-file you need to use for the right level names.
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Last edited by Iggy; 12-15-2007 at 08:12 AM.
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Old 12-15-2007, 10:56 AM   #27
Deterox
Re: Swp 2.4
Quote:
I don't know why you think you need user.def
Said so in the TwinDragon readme.
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Old 12-16-2007, 02:31 PM   #28
ProAsm

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Re: Swp 2.4
Quote:
Said so in the TwinDragon readme.
mmm I see that, not sure why its needed though.
I'll look into that.

Ok I found your problem and its a small typo in the TwinDrag.bat file.
There is a '-' missing in front of the g - just add it.

Code:
@echo off
if exist Swp.exe goto swp
sw.exe -gTwinDrag.grp
goto end
:swp
Swp.exe -gTwinDrag.grp -hTwinDrag.def
:end    ^
        |
---------
Thats why mine worked, I launch it from Playwang

** Edit **
Ok fixed the batch file and text file and re-uploaded.
Thanks for the headsup on this
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Last edited by ProAsm; 12-16-2007 at 02:38 PM.
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Old 12-16-2007, 03:41 PM   #29
Deterox
Re: Swp 2.4
Haha, now it works perfectly. Silly typos

Thanks!
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Old 12-18-2007, 04:09 PM   #30
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Re: Swp 2.4
Quote:
Originally Posted by TerminX View Post
Nobody said anything of the sort. He has some kind of a real job these days, so he doesn't get any time to work on the ports. Either way, his work lives on through the efforts of those such as ProAsm and myself.
Jonof posted in his forums in August of this year that he was working on the Mac version of SW. Not sure how close he was to a release or if he had made any updates to the core code that could be rolled into a future JFSW PC release.

Is there any chance that EDuke32 could be made to run the SW code? That is probably a "No", but just asking.
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Old 12-19-2007, 03:11 PM   #31
ProAsm

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Re: Swp 2.4
Swp uses JF's very latest code and there is a sh*t load of Mac stuff in it.
Currently the only difference in Swp and a JFSW if he was to release one tomorrow is the extra stuff I have in Swp and on his side, the startup sequence which is almost identical to EDuke's.
Exactly how the sound and Mac stuff will intergrate I'm not sure as I have not been very interested in that side.
Also except for the Build code, the Duke and SW code is vastly different.
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