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Old 10-08-2008, 01:12 PM   #281
ProAsm

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Re: Swp updated.
Yeah I got all that in the code, I just bypass it all as I dont see a use for it.
I have no intention of copying JFSW startup or anything else, this is SWP
I'd rather expand on SWPStartup as that can be programmed to do 100 times more than the code here which is my intention anyways.
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Old 10-08-2008, 05:02 PM   #282
Hendricks266
Re: Swp updated.
What about the fix for the Seppuku Station viewscreen from JonoF's post?
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Old 10-08-2008, 09:18 PM   #283
Skulldog

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Re: Swp updated.
Playwang works ok with the playername very well with JFport. It seems
something got lost in the SWP code. Batch file with -name does not do anything. Maybe there is a way to use the old net code from original
version with the commit.exe. That should still work somehow with all
the new ports.
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Old 10-09-2008, 01:25 AM   #284
Deuxsonic

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Re: Swp updated.
Quote:
Originally Posted by Hendricks266 View Post
What about the fix for the Seppuku Station viewscreen from JonoF's post?
This would be nice. You either have to cheat or have the other player in multiplayer tell you where you're at without the screen.
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Old 10-09-2008, 11:51 AM   #285
ProAsm

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Re: Swp updated.
JonoF's fix was added way back in 3.9.1
Anyways its an 8bit fix and still very hard to see where you are steering.
I think my fix where the Red Controls drives the Yellow car with the silver key is still a better bet.
SWP always uses the very latest code from JonoF.

Skulldog, I found the problems with the name thingy etc and am fixing all that atm with a possible netplay setup screen built in so watch this space
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Old 10-09-2008, 03:00 PM   #286
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Re: Swp updated.
ProAsm you are the King! And I tried to complie your swpsrc40 code with Open Watcom 1.5 and got this.

ource\actor.c(27): Error! E1055: Unable to open 'build.h'
source\actor.c(28): Error! E1055: Unable to open 'compat.h'
source\game.h(33): Error! E1055: Unable to open 'baselayer.h'
source\game.h(34): Error! E1055: Unable to open 'mmulti.h'
source\game.h(35): Error! E1055: Unable to open 'compat.h'
source\jmact\keyboard.h(34): Error! E1055: Unable to open 'baselayer.h'
source\game.h(119): Error! E1055: Unable to open 'pragmas.h'
source\game.h(799): Error! E1022: Missing or misspelled data type near 'spritetype'
source\game.h(800): Error! E1022: Missing or misspelled data type near 'sectortype'
source\game.h(801): Error! E1022: Missing or misspelled data type near 'walltype'
source\game.h(1064): Error! E1022: Missing or misspelled data type near 'FILE'
source\game.h(1709): Error! E1011: Symbol 'MAXSPRITES' has not been declared
source\game.h(1709): Error! E1054: Expression must be constant
source\game.h(1820): Error! E1011: Symbol 'MAXSECTORS' has not been declared
source\game.h(1820): Error! E1054: Expression must be constant
source\game.h(2277): Error! E1011: Symbol 'MAXPLAYERS' has not been declared
source\game.h(2277): Error! E1054: Expression must be constant
source\game.h(2470): Warning! W132: No storage class or type specified
source\game.h(2470): Error! E1009: Expecting ';' but found 'int'
source\game.h(2470): Warning! W132: No storage class or type specified
source\game.h(2470): Error! E1009: Expecting ';' but found 'int'
source\actor.c(55): Error! E1011: Symbol 'sprite' has not been declared
source\actor.c(55): Error! E1147: Too many errors: compilation aborted

Maybe i need to use an older pc.
Last edited by Skulldog; 10-09-2008 at 03:04 PM.
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Old 10-10-2008, 04:34 PM   #287
Hendricks266
Re: Swp updated.
He's not the king, just the ninja master.
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Old 10-11-2008, 11:04 AM   #288
Skulldog

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Re: Swp updated.
That is true.
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Old 10-11-2008, 06:01 PM   #289
filipetolhuizen
Re: Swp updated.
Is there anyway that I can limit the fps in swp/jfsw? this fixed eDuke32 in OpenGL mode for me and it doesn't crash anymore. Only enabling VSync did not work.
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Old 10-11-2008, 09:56 PM   #290
Phayzon

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Re: Swp updated.
If you have an nVidia card you can set VSYNC to on for all 3D apps within the nvidia control panel if theres no other way. I'd imagine ATi has something similar.
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Old 10-12-2008, 12:19 AM   #291
filipetolhuizen
Re: Swp updated.
That's what I said... enabling V-Sync did not work. I actually need a parameter for limiting the framerate inside the game.
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Old 10-12-2008, 12:01 PM   #292
Phayzon

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Re: Swp updated.
Oh ok I thought you meant there was a Vsync option within SWP that didnt work
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Old 10-12-2008, 04:45 PM   #293
filipetolhuizen
Re: Swp updated.
The next version might have a fps limiter. So now I can finally play swp in opengl mode without freezing my entire system.
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Old 10-15-2008, 02:38 PM   #294
ProAsm

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Re: Swp updated.
SWP Update Version 4.0.6

1. Fixed Video Menu memory leak crash.
2. Fixed 8bit mini status bar.
3. Fixed Multiplay modes.
4. Added Menu text color adjustment in Video Options.
5. Adjusted new minibar armor box to fit in multiplay.
6. Adjusted several menus to accomodate multiplay.
7. Added new multiplay highres statusbar to Swp.grp

http://www.proasm.com/files/sw/swp406.zip

SWPStartup has also been updated to 2.1 with an additional tab added for Multiplay startup.

http://www.proasm.com/files/sw/SWPStartup21.zip

PS. The multiplay modes currently runs in peer2peer mode only and has only been tested with 2 players.
Multiplay needs to be started best with SWPStartup or Playwang or a batch file if you know the commands.
Currently there is a Multiplay option available in the Main Menu but is only for setup and to see what it looks like.

Just a note regarding Multiplay Mode.
The player that selects to be the Host player, must be the first player to start the game.
This player will know when the Join player is there when his Multiplay Menu appears.
Before that he will just see a message about "Waiting for other players.."
The Host player must now use the Multiplay Menu to setup all the game requirements while the Join player(s) just wait.
All players can however select a color or change their Nicks in the menu.
Once the Host player clicks on Start Game the other player(s) will join and all should be well.
Doing it any other way may result in a "Game out of Sync" error.
When the game is over, the Host player must leave last, else the other player(s) could crash to the desktop (current bug) while leaving.
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Old 10-15-2008, 06:02 PM   #295
Another Duke Fan

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Re: Swp updated.
Thank you Sir!
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Old 10-15-2008, 08:21 PM   #296
Skulldog

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Re: Swp updated.
ProAsm, Good job! Just tried it out. Found 1 small bug in the in game message. when you
kill someone, The name only has the last 4 letters of the playername in the message. It's
ok on one of the pc's. But on the other pc screen it cuts off letters of the name. Depending on who killed who. Hope this made since. Anyway you are on a roll with this
SWP Startup Menu.
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Old 10-16-2008, 02:42 AM   #297
ProAsm

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Re: Swp updated.
Yes it makes a lot of sense and I have no idea why it does this.
When I started it clipped off the first 2 letters like 'ProAsm: hi' would come out as 'oAsm: hi'
That I fixed (well I thought I did).
Ok, I'm making a beta for filipetolhuizen as he still experiences some crashes, so I'll make some adjustments here for you to try and pm you the url once done.
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Old 10-17-2008, 12:42 AM   #298
filipetolhuizen
Re: Swp updated.
The video menu crash seems to be finally gone.
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Old 10-17-2008, 04:50 AM   #299
ProAsm

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Re: Swp updated.
Ok great and Skulldog also confirms the messaging now works ok.
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Old 10-17-2008, 12:31 PM   #300
TerminX

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Re: Swp updated.
You might want to diff out the changes between JFBuild's mmulti.c and the one from EDuke32. At some point I remember fixing something that was preventing more than 2 players from playing in peer-to-peer. Might be kind of hard to find the specific bit I'm thinking of, but IIRC peer-to-peer with more than 2 is broken in JFDuke as well. It might be a matter of replacing this:

Code:
return (((!danetmode) && (numplayers >= 2)) || (numplayers == 2));
with this:

Code:
return (numplayers >= 2);
at the end of initmultiplayersparms().
Last edited by TerminX; 10-17-2008 at 12:37 PM.
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Old 10-17-2008, 03:31 PM   #301
ProAsm

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Re: Swp updated.
Thanks TerminX, I most certainly will look into that.
I am atm checking out all the goodies in eduke's mmulti as its at least 50% bigger than JF's.
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Old 10-17-2008, 05:19 PM   #302
Hendricks266
Re: Swp updated.
There's a lot of goodies in EDuke32's source. Some of the new DEF syntax is a great example.

I'm still enjoying SWP!
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Old 10-18-2008, 09:54 AM   #303
Hendricks266
Re: Swp updated.
Who made the highres SHADOW WARRIOR™ logo in the HRP?
Last edited by Hendricks266; 10-18-2008 at 11:26 AM.
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Old 10-20-2008, 04:29 PM   #304
ProAsm

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Re: Swp updated.
SWP Update 4.0.8

version 4.0.6 and 4.0.7 got messed up as far as the message Load Saved Game - Y/N was concerned and kept refering to the Press SPACE to restart.
This has now been fixed 4.0.8. (sorry about that)

Changes in 4.0.7 where:
Fixed Multiplay messages.
Fixed Video Options Menu crash

http://www.proasm.com/files/sw/swp408.zip
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Old 10-22-2008, 05:55 PM   #305
Hendricks266
Re: Swp updated.
I move for a sticky of this thread.
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Old 10-23-2008, 12:14 AM   #306
ProAsm

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Re: Swp updated.
Yeah that would be nice
Btw, I'll be out of action for a while as I need to visit the white house
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Old 10-23-2008, 03:27 AM   #307
Llama Gibbz

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Re: Swp updated.
Keep up the good work.
Id rather use SWP than dosbox to run shadow warrior on vista.
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Old 10-23-2008, 08:07 AM   #308
Mr.Fibbles

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Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
Btw, I'll be out of action for a while as I need to visit the white house
You going to offer SW as a training kit for the Army? I think the army needs some more ninja powers.
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Old 10-23-2008, 12:02 PM   #309
hitman71

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Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
Yeah that would be nice
Btw, I'll be out of action for a while as I need to visit the white house
Wow, thats gonna be one long poo....
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Old 10-23-2008, 04:05 PM   #310
Hendricks266
Re: Swp updated.
Why? How?

That's some accomplishment, my friend. Take pictures, will 'ya?
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Old 10-24-2008, 01:00 AM   #311
ProAsm

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Re: Swp updated.
LOL... this is the one with the red cross on it
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Old 10-26-2008, 04:38 PM   #312
Hendricks266
Re: Swp updated.
I'm having trouble getting CD music to work again. ProAsm, could you have SWP say what drive letter it is trying to access in the .log file, along with whatever else happens?
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Old 10-26-2008, 04:40 PM   #313
Mr.Fibbles

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Re: Swp updated.
When I try to load up SWPBuild I get:
Code:
ERROR: CACHE SPACE ALL LOCKED UP!
in the log file.
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Old 10-26-2008, 06:16 PM   #314
Phayzon

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Re: Swp updated.
Quote:
Originally Posted by Hendricks266 View Post
I'm having trouble getting CD music to work again. ProAsm, could you have SWP say what drive letter it is trying to access in the .log file, along with whatever else happens?
Or better yet, be able to pick which drive it is in
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Old 10-26-2008, 07:52 PM   #315
Hendricks266
Re: Swp updated.
Quote:
Originally Posted by Phayzon View Post
Or better yet, be able to pick which drive it is in
That's why you use SWPStartup.
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Old 10-26-2008, 08:08 PM   #316
Phayzon

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Re: Swp updated.
Last time I played was before SWPStartup even existed
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I made the first post on the VB!
"So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet
"We're part-time internet superheros." - Hudson
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Old 11-25-2008, 12:36 PM   #317
ProAsm

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Re: Swp updated.
SWP Updated to 4.0.9

Added the Usegoodalpha to the 'Video' menu in the form of Alpha Channel

http://www.proasm.com/files/sw/swp409.zip

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Old 11-25-2008, 05:06 PM   #318
Skulldog

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Re: Swp updated.
Hey, you must be feeling better! Good to see you on the forum again. So What does this
Alpha Channel do?
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Old 11-26-2008, 05:56 AM   #319
hightreason

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Re: Swp updated.
This alpha channel messes round with transparency (especially on the 8-Bit textures) and makes it look better, it can sometimes make other stuff not look too great, the best way to see is find transparent glass and go and poke the option about to see the difference.
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Old 11-26-2008, 07:55 AM   #320
filipetolhuizen
Re: Swp updated.
Now we just have to figure out why it makes the game crash.
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