![]() |
#1 |
Swp.exe
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://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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#2 |
Re: Swp.exe
I think I saw you post this on JonoF's forums.. either way, neat shit dude. Glad to see someone putting in some effort!
|
|
![]() |
![]() |
#3 |
|
Re: Swp.exe
Yup. Keep up the good work.
|
![]() |
![]() |
#4 |
Re: Swp.exe
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 |
|
![]() |
![]() |
#5 | ||
Re: Swp.exe
Quote:
For instance if you remove the information for the Missile Launcher, this info will then be given to the Grenade Launcher. Quote:
Your skills 1 is fine for TNE
__________________
http://www.proasm.com |
|||
![]() |
![]() |
#6 |
Re: Swp.exe
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?
|
|
![]() |
![]() |
#7 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#8 |
Re: Swp.exe
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://www.proasm.com |
|
![]() |
![]() |
#9 |
Re: Swp.exe
Just tested swp and it works like a charm
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
__________________
"if we fill survival with particles then we can compete with modern games" - James |
|
![]() |
![]() |
#10 |
Re: Swp.exe
>_>
<_<.. 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..) |
|
![]() |
![]() |
#11 |
Re: Swp.exe
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://www.proasm.com |
|
![]() |
![]() |
#12 | |
Re: Swp.exe
Quote:
|
||
![]() |
![]() |
#13 |
Re: Swp.exe
Why would you want that ?
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://www.proasm.com |
|
![]() |
![]() |
#14 | |
Re: Swp.exe
Quote:
@"Why would you want that ? ... 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. ![]() |
||
![]() |
![]() |
#15 |
|
Re: Swp.exe
Yeah...have fun crashing teh game!
|
![]() |
![]() |
#16 |
Re: Swp.exe
No crashes, don't worry, that was a simple Rapid Fire magma burst. As I'd call it.
|
|
![]() |
![]() |
#17 |
Re: Swp.exe
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
__________________
http://www.proasm.com |
|
![]() |
![]() |
#18 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#19 |
Re: Swp.exe
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.
|
|
![]() |
![]() |
#20 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#21 |
Re: Swp.exe
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. |
|
![]() |
![]() |
#22 |
Re: Swp.exe
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
__________________
http://www.proasm.com |
|
![]() |
![]() |
#23 | |
Re: Swp.exe
Quote:
Code:
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; |
||
![]() |
![]() |
#24 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#25 | ||
Re: Swp.exe
Quote:
Quote:
|
|||
![]() |
![]() |
#26 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#27 | |
Re: Swp.exe
Quote:
gonna test
__________________
hitm4n |
||
![]() |
![]() |
#28 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#29 |
Re: Swp.exe
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.ma...F-Wangtrek.zip This is now All TC's minus Rampage Warrior and Last Warrior. Both are over 10mb each.
__________________
hitm4n |
|
![]() |
![]() |
#30 |
Re: Swp.exe
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://www.proasm.com |
|
![]() |
![]() |
#31 |
Re: Swp.exe
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
__________________
http://www.proasm.com |
|
![]() |
![]() |
#32 | |
Re: Swp.exe
Quote:
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" 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.
__________________
hitm4n |
||
![]() |
![]() |
#33 | |
Re: Swp.exe
Quote:
__________________
hitm4n |
||
![]() |
![]() |
#34 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#35 |
Re: Swp.exe
What are you going to do when JonoF releases a new JFSW? Make all these modifications again?
|
|
![]() |
![]() |
#36 |
Re: Swp.exe
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.
__________________
http://www.proasm.com |
|
![]() |
![]() |
#37 | |
Re: Swp.exe
Quote:
|
||
![]() |
![]() |
#38 | |
Re: Swp.exe
Quote:
__________________
http://www.proasm.com |
||
![]() |
![]() |
#39 |
Re: Swp.exe
![]() 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 ?
__________________
hitm4n |
|
![]() |
![]() |
#40 |
Re: Swp.exe
mmm, ok I'll check this out tomorrow and get back to you.
Which TC did you try ?
__________________
http://www.proasm.com |
|
![]() |
Bookmarks |
|
|