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#41 |
Re: Swp.exe
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 ?
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hitm4n |
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#42 |
Re: Swp.exe
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.
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#43 |
Re: Swp.exe
sure thing...
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hitm4n |
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#44 |
Re: Swp.exe
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.
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#45 |
Re: Swp.exe
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.
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hitm4n |
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#46 |
Re: Swp.exe
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
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#47 |
Re: Swp.exe
*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?
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#48 | |
Re: Swp.exe
Quote:
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#49 |
Re: Swp.exe
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.
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#50 |
Re: Swp.exe
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 ??
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hitm4n |
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#51 | |
Re: Swp.exe
Quote:
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#52 | |
Re: Swp.exe
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. Quote:
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.
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#53 |
Re: Swp.exe
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.
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#54 |
Re: Swp.exe
call me insane, but why not change the key gfx altogether and make the hud allow up to 8 keys shown ?
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hitm4n |
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#55 |
Re: Swp.exe
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.
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#56 |
Re: Swp.exe
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 I checked the code and if you have the Silver Skeleton key, then ALL doors that need a Silver Skeleton key will open. Code:
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 }
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#57 |
Re: Swp.exe
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...
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hitm4n |
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#58 |
Re: Swp.exe
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 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
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