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Old 08-19-2005, 12:25 PM   #1
ProAsm

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Swp v2.0
Swp.exe version 2.0

http://www.proasm.com/files/Swp20.zip
Source code is available on the site.

This is a whole new update and utilizes the latest files from JonoF not yet released to the public.
In this release JonoF tackles various outstanding problems and it must be noted that most of it is still very much in a Beta phase.
A lot of emphasis has been put on the Polymost section which improves several bugs including the problem of some of the desktop crashes experienced.
Several sections of the Menu has also been addressed like Screen modes, Keyboard Input etc.
Mouse and Joystick options are still work in progress.
The /hWhatever.def custom def file option has also been added in the commandline.
The /h switch specifies an alternative DEF file be loaded instead of the default SW.DEF file.

The Swcustom.txt options has also been greatly adhanced by JonoF and now incorporates all of the stuff that Swp Swcustom.cfg has plus more.
JonoF has also incorporated things like cookie sayings, key sayings etc.

Swp Info
Although most of the extras that Swp uses has been retained, there are some options that have now been removed due to additions by JonoF in the new code.
The special Swgame0.sav options have now been returned to standard although the name swgame0.sav has been retained.
All options relating to the Swcustom.cfg have been dumped in favour of the new Swcustom.txt options now added by JonoF, although the Swcustom.cfg option has been temporary retained in this version of Swp.

Taiwang, Lonukem and Rampage Warrior have all been updated to the new Swcustom.txt option as well as the /h option.
In all 3 cases, they are still 100% compatible with the current User.def option.

Example of Swcustom.txt (see Swcustom.txt.sample included)
All or only part may be filled in.

level 1
{
title "Seppuku Station"
filename "$bullet.map"
song "e1l01.mid"
cdatrack 4
besttime 60
partime 300
}
episode 1
{
title "Enter the Wang"
subtitle "Four levels (Shareware Version)"
}
skill 2
{
name "I Have No Fear"
}
skill 3
{
name "Who Wants Wang"
}
inventory 3
{
name "MedKit +20"
amount 20
}
inventory 6
{
name "Gas Bomb"
amount 1
}
weapon 2
{
name "Sword"
mindamage 50
maxdamage 80
}
weapon 3
{
name "Shurikens"
ammoname ""
maxammo 99
mindamage 5
maxdamage 10
pickup 9
weaponpickup 0
}
weapon 5
{
name "UZI Submachine Gun"
ammoname "UZI Clip"
maxammo 200
mindamage 5
maxdamage 7
pickup 50
weaponpickup 50
}
weapon 9
{
name "Rail Gun"
ammoname "Rail Gun Rods"
maxammo 20
mindamage 40
maxdamage 60
pickup 10
weaponpickup 10
}
fortune
{
"You never going to score."
"26-31-43-82-16-29"
"Sorry, you no win this time, try again."
}
gotkey
{
"Got the RED key!"
"Got the BLUE key!"
"Got the GREEN key!"
}
needkey
{
"You need a RED key for this door."
"You need a BLUE key for this door."
"You need a GREEN key for this door."
}
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Old 08-20-2005, 03:37 AM   #2
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Re: Swp v2.0
I must point out that the OpenGL voxels and OpenGL textured map are all Ken's fine work again.

Jonathon
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Old 08-20-2005, 05:44 AM   #3
hitman71

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Re: Swp v2.0
1 small error noticed. Set gamescreen size to maximum.
Start a game, press escape, go to options, then screen settings. Now reduce the screen size while watching the hud at bottom. The 2 sizes below maximum show a hud box in the wrong position.

Other than that, the big fixes i notice are much less crashing and much shorter red flashes. Nice...

1 question about the cookie and key texts. Do you have a text file that includes ALL the default sayings ? Can you add as many as you like to the cookies list and it'll randomly choose one ?

Finally, about the slowdowns i'm suffering. I think it might be the new skyboxes ?? I'm running 1024 res at 32bit. What resolutions and bitrates are other people using ?
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Old 08-20-2005, 06:47 AM   #4
ProAsm

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Re: Swp v2.0
Quote:
1 small error noticed. Set gamescreen size to maximum.
Start a game, press escape, go to options, then screen settings. Now reduce the screen size while watching the hud at bottom. The 2 sizes below maximum show a hud box in the wrong position.
Yeah, thats been like that since the beginning I think.
I have never worried too much about it as the only time it happens is during Menu setup.
All the Fortunes and stuff is in the Swcustom.txt.sample file included.
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Old 08-20-2005, 08:56 AM   #5
JonoF

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Re: Swp v2.0
Quote:
hitman71 said:
...much shorter red flashes.
The palette flashes are still not quite faithful to the 8-bit mode. I have more tweaking to do.

Quote:
1 question about the cookie and key texts. Do you have a text file that includes ALL the default sayings ? Can you add as many as you like to the cookies list and it'll randomly choose one ?
You can only have as many cookie sayings as there are already. Any extras are ignored by the script reader.

Jonathon
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Old 08-20-2005, 09:45 AM   #6
dukay
Re: Swp v2.0
Quote:
ProAsm said:
Example of Swcustom.txt (see Swcustom.txt.sample included)

level 1
{
song "e1l01.mid"
}
So does this mean custom midi files are supported?
If so then i must use this now!
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Old 08-20-2005, 12:00 PM   #7
dukay
Re: Swp v2.0
Well i tried adding custom midis and it does not work yet, is this due to the new sound code not being added yet or is there some special way to do it?

Then was that swcustom.txt song file option just there for future reference or what?
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Old 08-21-2005, 01:48 AM   #8
JonoF

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Re: Swp v2.0
Here is how music works in Shadow Warrior:

* If you're playing the registered GRP, you get CD audio
* If you're playing the shareware GRP, you get MIDI

Here is how I will make it work once my audio code is ready:

* First, the game will try to play CD audio
* If there's no audio CD, it will fall back to the MIDI/Ogg.

Jonathon
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Old 08-21-2005, 10:05 AM   #9
ProAsm

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Re: Swp v2.0
Quote:
* If you're playing the shareware GRP, you get MIDI
WOW, I didn't know that... mmm time to change that.
Look forward to your new audio code
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Old 08-29-2005, 12:16 PM   #10
step2ice

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Re: Swp v2.0
Any plans on adding the unofficial Twin Dragon Add On into the PlayWang.exe?

Twin Dragon can still be found here.

http://rtcm.thecomitatus.com/knowled...arrior-addons/
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Old 08-29-2005, 12:17 PM   #11
Phayzon

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Re: Swp v2.0
Twin Dragon can be found on the same site you found playwang/swp and is fully compatible with playwang/swp
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Old 08-29-2005, 12:28 PM   #12
step2ice

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Re: Swp v2.0
Quote:
Phayzon said:
Twin Dragon can be found on the same site you found playwang/swp and is fully compatible with playwang/swp
Hmm... I installed it in the Playwang directory and of course the launcher didn't picked it up.
When I use the tdragon.exe the game crashes after I select the Playwang.exe to load.

But if you know how to get it to work with PlayWang could you please show me how?
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Old 08-29-2005, 12:41 PM   #13
hitman71

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Re: Swp v2.0
instructions for installing TC's with Playwang are in the readme that comes with it. They go in a games folder, and you just need the grp file.

Playwang is simply a frontend to launch maps and tc's. jono's sw.exe and proasms swp.exe are the actual game exes. Playwang can be set up to use either of the game exes and instructions on doing this are also in the readme.
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Old 08-29-2005, 01:14 PM   #14
step2ice

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Re: Swp v2.0
Thanks for the kind explanation.
But with adding Twin Dragon as TC there are some problems.

The readme says that zip files can also be placed into the games folder. Since the TC hasn't a GRP file (everything is unpacked / vocs, maps etc.) I just left it in zip format and added this lines in the launcher

TC_04_GameNAME=Twin Dragon
TC_04_Game_GRP=tragon.zip
TC_04_Game_DEF=
TC_04_Game_MAP=

But when I execute the "Launch TC" button it only loads the normal SW.

So I guess the problem lies within the none existing or already unpacked GRP. But I really don't know how to create a GRP and what from the files I should add there.

If you have a GRP file for Twin Dragon please give me a link.
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Old 08-29-2005, 02:31 PM   #15
ProAsm

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Re: Swp v2.0
Most TC will launch what looks like the normal SW but once you click on New Game, one of the Episodes will be the TC.

Btw adding the information to the: TC_04_GameNAME=Twin Dragon is only optional as the readme says and is only necessary if you set UseCfgFile=True in the PlayWang.ini file and it is defaulted to UseCfgFile=False so PlayWang will always detect any new TC's you added and automatically update the information.
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Old 08-29-2005, 06:41 PM   #16
step2ice

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Re: Swp v2.0
Quote:
ProAsm said:
Most TC will launch what looks like the normal SW but once you click on New Game, one of the Episodes will be the TC.
Yeah but it's only Enter the Wang and Code of Honour so no Twin Dragon episode is ready.

Quote:

Btw adding the information to the: TC_04_GameNAME=Twin Dragon is only optional as the readme says and is only necessary if you set UseCfgFile=True in the PlayWang.ini file and it is defaulted to UseCfgFile=False so PlayWang will always detect any new TC's you added and automatically update the information.
Tried both, true and false but with no effect.

Here's a shot about whats in the zip file of Twin Dragon.
Maybe I have a wrong version or something?

http://www.step2ice.com/pics/td.jpg
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Old 08-30-2005, 05:06 AM   #17
hitman71

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Re: Swp v2.0
you need the rebuilt TC's and Mini TC's from Proasms page. The Twin Dragon TC DOES have a GRP file and works perfectly with the launcher and game.

And when it says place it in the games folder, it literally means a folder called "games" within your shadow warrior folder.

Place ALL grp files here and the launcher will do the rest. i.e. list them and allow you to play them.
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Old 08-30-2005, 08:12 AM   #18
step2ice

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Re: Swp v2.0
Quote:
hitman71 said:
you need the rebuilt TC's and Mini TC's from Proasms page.
I looked under the navigation shadow warrior on the proasm site and could only find the three TCs that already came with PlayWang.
But I found the Twin Dragon TC under downloads.
Sorry for the confusion.


Ok, all problems solved.
Thanks for the help again.


[EDIT]

@PROASM

Are you working on a similar project for Duke Nukem 3D.
PlayDuke?

I mainly ask because I'm looking forward to play the Starship Troopers TC on winXP again.
Just want to know if there is hope.

For all who don't know this excelent TC... go here

http://www.bur.st/~duke3d/sst.htm
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Old 08-31-2005, 03:05 PM   #19
ProAsm

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Re: Swp v2.0
Thats also on my site.
Click om SW icon, then go down the list till you find downloads - everything is there.
The stuff you have is not for the new JFSW port.
Here is also another direct link.
http://www.proasm.com/sw/
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Old 08-31-2005, 04:58 PM   #20
djimd
Re: Swp v2.0
This is really a sw thread but as you posted here - this is how to get starship troopers working with jonof port in full polymost glory:
1. Rename SST_FULL.dat to SST_FULL.exe and extract - winrar or self-extract
2. If you have atomic duke version - rename SST_ATOM.dat to SST_ATOM.exe and extract - winrar or self-extract to same directory overwriting con files and tilesart09.
3.Build all these files into a grp file - using group file studio or similar app. Call this starship.grp.
4. Create a sub directory \CustomMaps\Starship in your jfduke directory and place starship.grp and the strarship game.con (created with the extraction ) in this directory.
5. Make a shortcut to duke3d.exe and add this to the target commandline of the shortcut after duke3d.exe (space):
/gCustomMaps\starship\starship.grp /xCustomMaps\starship\GAME.CON

Just make sure that you are not running the hires pack by default or the game will not run as it was supposed to.
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Old 09-01-2005, 01:12 PM   #21
ProAsm

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Re: Swp v2.0
SST needs some other stuff also.

Here is a list of TC's that are now JFDuke ready.
I have not uploaded the Zips yet as I need to check on a few things first.
Also JF has given me permissions to include the new /h command in Duke3dw which I will also release soon, as this /h is needed to run several of these TC's.
The other requirement is the Atomic addition of the Duke3d.grp file.

TerminX, could you just check out the necessary please

http://www.proasm.com/duke/dntcs.html
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Old 09-01-2005, 02:28 PM   #22
TerminX

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Re: Swp v2.0
That looks good. You're missing "classics" like Duke in Black, though.
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Old 09-01-2005, 02:30 PM   #23
Phayzon

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Re: Swp v2.0
Yeah, and the wolf2duke i have is 4eps long, not 1 level.
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Old 09-01-2005, 03:06 PM   #24
djimd
Re: Swp v2.0
Nice List Proasm
Did you manage to get duke vs doom working? It always crashes when you shoot - I remember Jonof saying that there was a problem running this mod with the port.
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Old 09-01-2005, 08:06 PM   #25
JonoF

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Re: Swp v2.0
Doom vs Duke still does something esoteric that crashes in the CON interpreter. I haven't worked out what yet, but it's the only mod I'm aware of that's affected.

Jonathon
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Old 09-01-2005, 08:35 PM   #26
TerminX

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Re: Swp v2.0
Quote:
JonoF said:
Doom vs Duke still does something esoteric that crashes in the CON interpreter. I haven't worked out what yet, but it's the only mod I'm aware of that's affected.

Jonathon
I'm going to take a look at this tonight. As I've found when Plagman helped me with a blindingly obvious issue I was having, a fresh view more often than not helps.

Edit: found the problem.

(19:53:14) TX: the CONs are coded wrong
(19:53:19) TX: no idea why it didn't crash normal 1.5
(19:53:34) TX: in their SMALLSMOKE actor, they have "move SMALLSMOKE geth getv randomangle"
(19:53:37) TX: SMALLSMOKE isn't a defined move
(19:53:40) TX: it's a f*cking actor label.
(19:53:45) TX: that's why it crashes.
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Old 09-01-2005, 11:57 PM   #27
djimd
Re: Swp v2.0
Quote:
TerminX said:
Quote:
JonoF said:
Doom vs Duke still does something esoteric that crashes in the CON interpreter. I haven't worked out what yet, but it's the only mod I'm aware of that's affected.

Jonathon
I'm going to take a look at this tonight. As I've found when Plagman helped me with a blindingly obvious issue I was having, a fresh view more often than not helps.

Edit: found the problem.


(19:53:14) TX: the CONs are coded wrong
(19:53:19) TX: no idea why it didn't crash normal 1.5
(19:53:34) TX: in their SMALLSMOKE actor, they have "move SMALLSMOKE geth getv randomangle"
(19:53:37) TX: SMALLSMOKE isn't a defined move
(19:53:40) TX: it's a f*cking actor label.
(19:53:45) TX: that's why it crashes.
Thx for working on this Terminx.
For us mere mortals - could you explain in English
How to fix the problem
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Old 09-02-2005, 12:16 AM   #28
TerminX

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Re: Swp v2.0
Quote:
djimd said:
Quote:
TerminX said:
Quote:
JonoF said:
Doom vs Duke still does something esoteric that crashes in the CON interpreter. I haven't worked out what yet, but it's the only mod I'm aware of that's affected.

Jonathon
I'm going to take a look at this tonight. As I've found when Plagman helped me with a blindingly obvious issue I was having, a fresh view more often than not helps.

Edit: found the problem.


(19:53:14) TX: the CONs are coded wrong
(19:53:19) TX: no idea why it didn't crash normal 1.5
(19:53:34) TX: in their SMALLSMOKE actor, they have "move SMALLSMOKE geth getv randomangle"
(19:53:37) TX: SMALLSMOKE isn't a defined move
(19:53:40) TX: it's a f*cking actor label.
(19:53:45) TX: that's why it crashes.
Thx for working on this Terminx.
For us mere mortals - could you explain in English
How to fix the problem

Open up the main CON file for that TC and do a find/replace, replacing any instance of "move SMALLSMOKE" with "move 0".
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Old 09-02-2005, 02:50 AM   #29
djimd
Re: Swp v2.0
Yep - nice fix - works a treat.
Now to replace some of the textures with those from the doom retexturing project.
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Old 09-02-2005, 10:19 AM   #30
step2ice

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Re: Swp v2.0
Quote:
djimd said:
This is really a sw thread but as you posted here - this is how to get starship troopers working with jonof port in full polymost glory:
1. Rename SST_FULL.dat to SST_FULL.exe and extract - winrar or self-extract
2. If you have atomic duke version - rename SST_ATOM.dat to SST_ATOM.exe and extract - winrar or self-extract to same directory overwriting con files and tilesart09.
3.Build all these files into a grp file - using group file studio or similar app. Call this starship.grp.
4. Create a sub directory \CustomMaps\Starship in your jfduke directory and place starship.grp and the strarship game.con (created with the extraction ) in this directory.
5. Make a shortcut to duke3d.exe and add this to the target commandline of the shortcut after duke3d.exe (space):
/gCustomMaps\starship\starship.grp /xCustomMaps\starship\GAME.CON

Just make sure that you are not running the hires pack by default or the game will not run as it was supposed to.
Done. Works. Thanks.
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Old 09-02-2005, 02:36 PM   #31
ProAsm

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Re: Swp v2.0
Quote:
That looks good. You're missing "classics" like Duke in Black, though.
Where can I find it ?

If there is any TC anyone wants, whether for Duke or SW, just put the original url here or PM it to me and I'll add it to the list.
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Old 09-02-2005, 02:58 PM   #32
TerminX

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Re: Swp v2.0
Quote:
ProAsm said:
Quote:
That looks good. You're missing "classics" like Duke in Black, though.
Where can I find it ?

If there is any TC anyone wants, whether for Duke or SW, just put the original url here or PM it to me and I'll add it to the list.
I don't know where you can find it specifically -- I was just using it as an example of TCs that weren't the best thing ever, but any of us from the "old" days surely remember.
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Old 09-02-2005, 04:35 PM   #33
ProAsm

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Re: Swp v2.0
Was it ever actually released as I remember there was quite a hype about it at the time.
I left Duke the instant SW was released mainly because of the total mess up between the v1.3d and the Atomic Addition - hell it was chaos - pity as that problem still persists to this day
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Old 09-02-2005, 04:58 PM   #34
TerminX

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Re: Swp v2.0
Quote:
ProAsm said:
Was it ever actually released as I remember there was quite a hype about it at the time.
I left Duke the instant SW was released mainly because of the total mess up between the v1.3d and the Atomic Addition - hell it was chaos - pity as that problem still persists to this day
It was released. It wasn't very good, but it was released. And what total messup regarding the Atomic Edition are you talking about? I recall no such nonsense.
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Old 09-02-2005, 06:03 PM   #35
Funduke

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Re: Swp v2.0
Quote:
ProAsm said:
Quote:
That looks good. You're missing "classics" like Duke in Black, though.
Where can I find it ?

ftp://ftp.sunet.se/pub/pc/games/3drealms/duke3d/tc/dib/

Greetings
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Old 09-02-2005, 06:58 PM   #36
Usurper

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Re: Swp v2.0
Quote:
TerminX said:
Quote:
ProAsm said:
Was it ever actually released as I remember there was quite a hype about it at the time.
I left Duke the instant SW was released mainly because of the total mess up between the v1.3d and the Atomic Addition - hell it was chaos - pity as that problem still persists to this day
It was released. It wasn't very good, but it was released. And what total messup regarding the Atomic Edition are you talking about? I recall no such nonsense.
You might not think it was a big deal, but for some it was a nuissance. A lot of TCs ended up being coded solely for 1.3d or 1.5 because the author(s) had only one version or the other. I remember having to go tweak the Predator TC cons to make it work in 1.5 when I couldn't find my old 1.3d disc. I'm credited as "Mayor McCheese?" (my old hotmail "real name" fill-in) in the 1.5 patch.
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Old 09-02-2005, 07:13 PM   #37
Phayzon

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Re: Swp v2.0
Sure glad I have both.
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Old 09-03-2005, 12:20 AM   #38
ProAsm

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Re: Swp v2.0
Yes, if you have the Atomic addition you will never notice the problem.
V1.3d had a problems with .Grp files so TC's had all their files unziped into the main folder, and with most files the same name, you could only play one TC at a time.
The Game.con was different and 1.3 did not work with Atomic although the other way around was ok.
3dRealms should have made the Atomic addition a FREE update and Duke would have lived a lot longer.
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Old 09-03-2005, 12:46 AM   #39
SamSwashbuckler
Re: Swp v2.0
They knew they would need more funds to make DNF
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Old 09-03-2005, 03:53 AM   #40
Funduke

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Re: Swp v2.0
v. 2.0 doesn't work under win98se.
v. 1.7 worked, when i used it with the content of Swp98.zip in the directory.
but that doesn't help with 2.0.
Can you please make a win98 compatibility package for 2.0?

Greetings
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