04-02-2005, 07:11 AM | #41 |
Re: JFShadowWarrior is available
It doesn't actually connect to the net, rather it loads the Windows networking DLL on startup which I guess is enough for Windows' firewall to think it's trying to connect to the network. It's only when you play a netgame that anything actually happens with the network.
Jonathon |
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04-02-2005, 07:20 AM | #42 |
Re: JFShadowWarrior is available
great!
I also found tekwar on the website, I was thinking of that game just yesterday but couldnt remember the name. Same for power-slave (exhumed) that I played on my sega saturn.
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04-02-2005, 07:43 AM | #43 |
Re: JFShadowWarrior is available
Creepy. JFSW crashed when i squeezed the heart on E2L2 (near where i got it). But it works still great just the annoying mouse bug, but you can disable aiming and use auto-aim instead.
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04-02-2005, 08:12 AM | #44 |
Re: JFShadowWarrior is available
Only problem I've had is that the camera view that you use to get the key in the first level of the Shareware episode is a HOM, making the level unwinnable by legit means.
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04-02-2005, 09:14 AM | #45 |
Re: JFShadowWarrior is available
Wow! Gonna try it out right away.
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04-02-2005, 09:17 AM | #46 |
Re: JFShadowWarrior is available
Very awesome JonoF. I applause you, as mentioned. I got a crash when using the Ripper Heart weapon in Shadow Warrior, otherwise. This thing runs silky smooth! The mouse may go a bit fast, but I still like the port anyway. ^_^
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04-02-2005, 09:19 AM | #47 |
Re: JFShadowWarrior is available
I was trying to compile the current jfshadow warrior
sources, but in 'control.c' lines 303-308 the compiler stops with the error: 'joyhat undefined', I've looked through loads of header files, various sdks', numerous google searches and can't find a usable joyhat definition, does anyone here know the appropriate #define for joyhat? Thanks! |
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04-02-2005, 09:59 AM | #48 | |
Re: JFShadowWarrior is available
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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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04-02-2005, 10:16 AM | #49 |
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Re: JFShadowWarrior is available
I Jonof
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04-02-2005, 10:54 AM | #50 |
Re: JFShadowWarrior is available
Just played it again after 6 years. Thank you JonoF
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04-02-2005, 11:01 AM | #51 | |
Re: JFShadowWarrior is available
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(Yes, I know that would require either seperating it from the Unreal engine or 'convincing' Epic et al to GPL that version of Unreal, and Havok, and etc... Let me dream!) |
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04-02-2005, 11:39 AM | #52 |
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Re: JFShadowWarrior is available
Well, just confirming the flat voxel problem and the screen jerkiness with vsync enabled. As extras, I got a black screen which lasted for about 3 secs, then I sarted noticing intermittent "flashes" during the game (guess it's caused by having vsync off)
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04-02-2005, 12:20 PM | #53 |
Re: JFShadowWarrior is available
Damn, to bad I don't own a copy of SW....
I wonder if the demo works?
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04-02-2005, 12:38 PM | #54 |
Re: JFShadowWarrior is available
How long do you think it will be before a version with fixed saving and loading is out?
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04-02-2005, 12:41 PM | #55 |
Re: JFShadowWarrior is available
I would guess next version. For now just use SWTrek## to go to the last level you were at...you don't get your items, but who needs 'em?! :P
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04-02-2005, 12:45 PM | #56 | |
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Re: JFShadowWarrior is available
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04-02-2005, 01:01 PM | #57 | |
Re: JFShadowWarrior is available
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04-02-2005, 01:35 PM | #58 |
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Re: JFShadowWarrior is available
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04-02-2005, 01:39 PM | #59 |
Re: JFShadowWarrior is available
Im personally waiting for the 'load user map' in game.
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Signature? No not now. |
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04-02-2005, 02:03 PM | #60 |
Re: JFShadowWarrior is available
Found a another bugger !
I dont know that whats the reason for this. it works fine on other places, but when i got the nuke ammo and turned back i saw it . Im not 100% sure if its a map desing issue or neither source issue, but its still annoying (same as the monitor in E1L1) i hope that the SAVE & LOAD will be coded soon. . . |
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04-02-2005, 02:06 PM | #61 |
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Re: JFShadowWarrior is available
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04-02-2005, 02:10 PM | #62 |
Re: JFShadowWarrior is available
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04-02-2005, 02:11 PM | #63 |
Re: JFShadowWarrior is available
That's a known issue. Someone said the level couldn't be finished legitimately because of that. It can be done, it just takes either luck, skill, or a lot of running back and forth to see the progress your RC is making.
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04-02-2005, 02:13 PM | #64 |
Re: JFShadowWarrior is available
Heh. Stereo sound does the trick
but hey, good practice ! |
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04-02-2005, 02:13 PM | #65 |
Re: JFShadowWarrior is available
I'll mention a couple of things:
On the first level, in the room you enter with the gold key, there's a metal garbage can you can shoot to move towards a hidden panel up on the wall. That garbage can looks glitchy around the bottom of the image. When I destroy the machine gun emplacement near the subway, the barrel is shown incorrectly. I believe this--and maybe the previous glitch-- may relate to the lack of voxels. |
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04-02-2005, 02:22 PM | #66 |
Re: JFShadowWarrior is available
SW can still be played without voxels. in the original DOS version you can set it in the menu. and remember, there is still the same bug as seen in JFDUKE when you look extremely down the screen starts to glitch.
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04-02-2005, 03:14 PM | #67 |
Re: JFShadowWarrior is available
i hate that look glitch :P...
__________________
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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04-02-2005, 04:11 PM | #68 |
Re: JFShadowWarrior is available
Oh, yeah. I knew they could be turned off, but I didn't put two and two together and realize the glitches would go away with them checked off.
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04-02-2005, 04:29 PM | #69 |
Re: JFShadowWarrior is available
I love you .....in a non-homosexual way
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04-02-2005, 06:29 PM | #70 |
Re: JFShadowWarrior is available
Update your copy of the engine source. For now I'd suggest keeping it separate from the version Duke is using because I haven't released an updated Duke code package just yet that accounts for the updates in the engine.
Jonathon |
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04-02-2005, 07:21 PM | #71 |
Re: JFShadowWarrior is available
Ok, I thought I downloaded all of the latest code already, I'll
wait until another release of the sources is made available. Thanks! |
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04-02-2005, 08:08 PM | #72 |
Guest
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Re: JFShadowWarrior is available
When I go to insert a sprite in SW's Build Editor, in a new board, the editor exits if it is, or as soon as I go into, 3D mode. However, in a loaded map with some sprites already inserted it's fine. I believe the error lies with the first default sprite that gets inserted in a new map, which I haven't seen but has this on it's label in 2D mode: '5:2,'. And that's a weird label from my knowledge! I checked it's low and high tags and they are set to 0. Weird, huh?
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04-02-2005, 09:08 PM | #73 |
Re: JFShadowWarrior is available
Im getting this now DI_POLLEDDEVICE error. wuts that all about....launches game and cant use keyboard....
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04-02-2005, 09:22 PM | #74 |
Re: JFShadowWarrior is available
Until JonoF fixes it, go to your Gamecontroller Panel under System Management and make sure everything there (all controllers other than keyboard and mouse) are set to off. Then, it will work. As it is now, it doesn`t get along with any sort of joy-stick-pad-etc. Hopefuly, this will get fixed in the future.
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04-02-2005, 09:40 PM | #75 | |
Re: JFShadowWarrior is available
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Jonathon |
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04-02-2005, 09:56 PM | #76 |
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Re: JFShadowWarrior is available
I wonder if you could make fire translucent as in the 3dfx patch, just a thought.
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04-02-2005, 11:15 PM | #77 | ||
Re: JFShadowWarrior is available
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04-03-2005, 12:12 AM | #78 |
Re: JFShadowWarrior is available
yes joypads work - but tend to wander - with jfduke the ingame options give greater flexibilty to customize the way the joypad works - i'm sure this will be coming to sw tho.
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04-03-2005, 01:03 AM | #79 | |
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04-03-2005, 04:19 AM | #80 | |
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