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Old 11-26-2008, 08:41 AM   #321
hightreason

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Re: Swp updated.
yeah, i dont have that issue, but it'd be good if i could get hold of the source for SWP, i'd be able to poke it about and see if i could somehow find why it crashes on your machine. it'd be nice to see .ogg support in the future too.
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Old 11-26-2008, 12:10 PM   #322
Hendricks266
Re: Swp updated.
ProASM and TerminX both let the release of source code lag behind the snapshots. However, by requesting it, they must release it under the GPL.

At least the part covered by the GPL, anyway. The BUILDLIC part can be held hostage for all it says.
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Old 11-26-2008, 01:14 PM   #323
filipetolhuizen
Re: Swp updated.
I don't know why I always had this issue with 3 different machines I ran it.
Pentium IV 1.5, Geforce 3, 256MB RAM, Win98
Pentium IV 3.4 HT, Geforce 6800, 1GB RAM, WinXP SP2
Core2Quad 2.4, Geforce 8800GTX, 2GB RAM, WinXP SP3

In all of them I had exactly the same issue.
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Old 11-26-2008, 01:20 PM   #324
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Re: Swp updated.
This particular section is in the build engine (polymost.c) and one needs to be carefull in screwing with this code as it effects Duke3dw as well.

*edit*
filipetolhuizen, did you ever try disabling the hardware acceleration for your sound card.
90% of build engine crashes are caused by sound card incompatibilities.
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Old 11-26-2008, 01:55 PM   #325
filipetolhuizen
Re: Swp updated.
Yes I did, even lowering sound quality to the lowest possible, but that didn't help either. But as I told you, that's another kind of crash, that one due to overheating I fixed by adding extra fans to my case and cleaning the dust in my card's vent. This one makes the game to stop responding and crash back to the desktop, but it's fixed if the usegoodalpha is set to 0.
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Old 11-26-2008, 03:37 PM   #326
Hendricks266
Re: Swp updated.
Perhaps the updated alpha blending from EDuke32 should be ported over to SWP.

filiptolhuizen, do you get the same crashes in Duke3DW and EDuke32?
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Old 11-26-2008, 05:34 PM   #327
filipetolhuizen
Re: Swp updated.
Hendricks, these crashes don't happen in Duke3DW or EDuke32 at all.
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Old 11-27-2008, 03:12 PM   #328
ProAsm

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Re: Swp updated.
Quote:
Originally Posted by Hendricks266 View Post
Perhaps the updated alpha blending from EDuke32 should be ported over to SWP.
Not possible at this stage, anyways it not needed.
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Old 11-27-2008, 06:22 PM   #329
filipetolhuizen
Re: Swp updated.
Anyway, it's not that serious, if I can run the game without noticeable sacrifice in quality.
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Old 12-17-2008, 03:04 PM   #330
ProAsm

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Re: Swp updated.
SWP updated to 4.1.0

Fixed verticle dots in crosshair when in 8 bit mode.
Added Crosshair options.
Added Texture compression options.
Fixed Anisotropy not clearing.
Fixed mapname.mid sometimes not loading.

http://www.proasm.com/files/sw/swp410.zip

Also many changes to SWPStartup 2.2.
http://www.proasm.com/files/sw/SwpStartup22.zip
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Old 12-18-2008, 07:00 AM   #331
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Re: Swp updated.
Nice, i definitely like the new SWPStartup
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Old 12-27-2008, 06:49 AM   #332
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Re: Swp updated.
Great work with the port. I am glad there's still progress here. Right now, SWP for SW is what EDuke32 is for Duke3D. ProAsm's commitment to keeping this up-to-date is remarkable and praiseworthy.
Last edited by NightFright; 12-27-2008 at 06:54 AM.
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Old 01-01-2009, 08:44 PM   #333
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Re: Swp updated.
ok, I got a strange problem w/ swpbuild. The program wont let me save my map. i tweak something here or there, change the starting postition and it wont save. what the heck is going on?
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Old 01-01-2009, 10:00 PM   #334
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Re: Swp updated.
Quote:
Originally Posted by abnormal View Post
ok, I got a strange problem w/ swpbuild. The program wont let me save my map. i tweak something here or there, change the starting postition and it wont save. what the heck is going on?
Have you tried "Save As" and using the same name, this is the only way i got it to save, but i never mentioned it because i put it down to my computer being so crap.
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Old 01-02-2009, 10:44 AM   #335
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Re: Swp updated.
yeah, the save as werks, but still thats highly irritating.
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Old 01-02-2009, 03:03 PM   #336
ProAsm

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Re: Swp updated.
Quote:
Originally Posted by abnormal View Post
ok, I got a strange problem w/ swpbuild. The program wont let me save my map. i tweak something here or there, change the starting postition and it wont save. what the heck is going on?
Yes, I know about this and will fix it when I get time.
The map gets backed up to mapname.bak which you can rename and use.
Best is for now just use the Save As.
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Old 01-05-2009, 12:12 PM   #337
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Re: Swp updated.
Ive never really tried uploading my own sounds in shadow warrior. I know how to make lo wang walk in a area and say somethin that already came with the game. But I wanna upload my own audio clips. for 1 play or continous background noise. how do I attepmt such a feat?
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Old 01-05-2009, 03:06 PM   #338
Hendricks266
Re: Swp updated.
You have to replace existing sounds in order to get new sounds to work. Unless, of course, ProAsm works some SW ninja-magic.

ProAsm, here are some MIDIs from the other Asian BUILD game, Legend of the Seven Paladins. They might work for some of the CD music that does not have corresponding MIDIs.
Attached Files
File Type: zip lo7p_midi.zip (57.2 KB, 10 views)
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Old 01-05-2009, 05:21 PM   #339
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Re: Swp updated.
Are those midis from the demo version or from the mysterious full version that's floating around?
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Old 01-07-2009, 04:51 PM   #340
abnormal

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Re: Swp updated.
ok, i wanna enter a negative value in this sector im working on in build (like -1) how come it wont let me put in the minus? ive tried to hold down a few buttons and pressing minus and it aint werking. whats up?
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Old 01-08-2009, 05:04 PM   #341
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Re: Swp updated.
What are you trying to minus? a tag or something.

Try typing 65535 in and pressing enter. You will then see it turn into -1. It continues like this so far e.g. 65534 is -2 and 65533 is -3 and so on.
Occasionally, if this doesnt work, try using 255 and seeing if thaty works.
But yes, most of the time, use 65535 for -1
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Old 01-08-2009, 06:31 PM   #342
abnormal

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Re: Swp updated.
Quote:
Originally Posted by hightreason View Post
What are you trying to minus? a tag or something.

Try typing 65535 in and pressing enter. You will then see it turn into -1. It continues like this so far e.g. 65534 is -2 and 65533 is -3 and so on.
Occasionally, if this doesnt work, try using 255 and seeing if thaty works.
But yes, most of the time, use 65535 for -1
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Old 01-08-2009, 06:34 PM   #343
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Re: Swp updated.
You have to type in the number as a positive value, and then hit - to negate it. It's a bit counter-intuitive, but you get used to it.
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Old 01-09-2009, 04:04 PM   #344
abnormal

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Re: Swp updated.
OK, lets say i make a plane with a few sectors. i wanna make this plane travel some distance by flicking a switch. Im not sure how all the track stuff werks. any faqs out there that im not aware of that can fill me in here?

-Nevermind.
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Last edited by abnormal; 01-09-2009 at 06:38 PM.
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Old 01-15-2009, 05:44 PM   #345
Martin Howe

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Re: Swp updated.
Been too busy to play many games in the last year or so so nice to see SWP continues and improves. OK, here's the "but"

SWP doesn't seem to "like" opening maps located in zip files mounted with Psimo Technic's file system driver for zip files. Pity Ontrack didn't maintain Mijenix ZipMagic - then again, perhaps SWP is doing something odd?

Command line:
Quote:
D:\Documents\My FPS Games\Games\SW\FV12>swp /j"D:\Documents\My FPS Archives\localhost\swarrior\bensmit\mappacks\Sw-Maps-SP-220.zip\Maps" -map alienbas.map
Log file:
Quote:
Initialising Windows DirectX/GDI system interface
OS: Windows Vista (Version 6.0.6001)
- Service Pack 1
Loading OPENGL32.DLL
Initialising DirectDraw...
- Loading DDRAW.DLL
- Enumerating display devices
* Primary Display Driver
- Creating DirectDraw object
- Checking capabilities
SHADOW WARRIOR(tm) Version 1.2
Copyright (c) 1997 3D Realms Entertainment

SWP - Version 4.1.0 - Revision 331.128

Detected registered Grp
Adding Grp file: sw.grp
Added search path: D:/Documents/My FPS Archives/localhost/swarrior/bensmit/mappacks/Sw-Maps-SP-220.zip/Maps/
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitialising DirectDraw...
- Releasing DirectDraw object
- Unloading DDRAW.DLL
Anything I can do to help track it down? Eg., extra debugging options I can try using on the command line?
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Old 01-16-2009, 04:46 AM   #346
ProAsm

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Re: Swp updated.
If you want to use a map inside a zip file then the zip file must be regarded as a group file:
Code:
/jD:\Documents\My FPS Archives\localhost\swarrior\bensmit\mappacks -gSw-Maps-SP-220.zip -map alienbas.map
Also loose the " quotes after the /j
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Old 01-16-2009, 12:32 PM   #347
Martin Howe

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Re: Swp updated.
Sure, but what about the Maps subdirectory inside the zip file?

In any case, surely grp/zip is a red herring in this case? After all, this isn't the half-a$$ed Microsoft shell level zipfolders inplementation. It is an NTFS filesystem-level device driver that makes the zipfile transparently appear as an ordinary directory when mounted - even to command-line programs.

SWP shouldn't even be able to tell that the archive is "really" a file and not a directory

Unless, of course, it doesn't check for directories that have extensions in the name, tut tut
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Old 02-14-2009, 09:27 AM   #348
ProAsm

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Re: Swp updated.
SWP updated to 4.1.1

Fixed menu problems when using shareware grp file.

http://www.proasm.com/files/sw/swp411.zip
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Old 03-01-2009, 02:58 AM   #349
ProAsm

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Re: Swp updated.
SWP/Build Source Code Update

For those interested parties I have updated the released sourcecode to 4.1.0
It now also includes the SWP changes to the Build source code.
Changed SWP files now have different date/time stamp.
All initial comments have now also been left in.

http://www.proasm.com/files/sw/SwpSrc41.zip
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Old 03-01-2009, 03:50 AM   #350
TerminX

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Re: Swp updated.
Why would you release source older than your current build?
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Old 03-01-2009, 11:21 AM   #351
Hendricks266
Re: Swp updated.
Quote:
Originally Posted by Martin Howe View Post
Sure, but what about the Maps subdirectory inside the zip file?
Code:
swp /jD:\Documents\My FPS Archives\localhost\swarrior\bensmit\mappacks -gSw-Maps-SP-220.zip -map Maps\alienbas.map
Quote:
Originally Posted by Martin Howe View Post
In any case, surely grp/zip is a red herring in this case? After all, this isn't the half-a$$ed Microsoft shell level zipfolders inplementation. It is an NTFS filesystem-level device driver that makes the zipfile transparently appear as an ordinary directory when mounted - even to command-line programs.

SWP shouldn't even be able to tell that the archive is "really" a file and not a directory

Unless, of course, it doesn't check for directories that have extensions in the name, tut tut
That feature isn't really "seamless". You really can't do much except copy files out of the .zip. Even that is relatively slow. You are better off extracting them with 7-Zip or using the proper method of map loading.
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Old 03-01-2009, 03:35 PM   #352
ProAsm

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Re: Swp updated.
Quote:
Originally Posted by TerminX View Post
Why would you release source older than your current build?
The current build (4.1.1) is more a beta than anything else and the change is so small and only effects the shareware game.
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Old 03-01-2009, 06:58 PM   #353
Hendricks266
Re: Swp updated.
Ah. In that case, why not alter your version system?

I suggest that you release the source every time "b" changes in this formula: a.b.c

However c can go from 9 to 10, like 4.0.10. a is for major revisions, b is for milestones, and c is for new releases.
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Old 03-02-2009, 03:11 AM   #354
ProAsm

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Re: Swp updated.
Thats how it is atm.
Basically a.b.0 is the final and anything from a.b.1 to a.b.9 is a beta
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Old 03-23-2009, 03:59 PM   #355
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Re: Swp updated.
Here's an odd thing - SWP 4.11 detecting shareware SW as full. The log below is from a fresh copy of SW shareware 1.2 and swp 4.11.

Edit: (The regular sw.exe -- run in DosBox -- identifies it correctly as shareware.)

Spoiler:
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Old 03-24-2009, 10:27 AM   #356
ProAsm

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Re: Swp updated.
Ouch.. and that on the forum.
411 removed.
This is a code bug and always wondered why the routine was bypassed.
Anyway have re-written the whole function in 412.
Thanks for the headsup.
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Old 04-01-2009, 02:32 PM   #357
ProAsm

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Re: Swp updated.
Update SWP to 4.1.2

Lotsa new stuff

1. Fixed shareware detection bug.
2. Added commandline -music filename from Music folder.

Example: Swp.exe -music Whatever.mid -map Mymap.map
Should an Mp3, Ogg or some other type of music be selected this will open in Winplayer or whatever media you have chosen to play your music.
Using SwpStartup v2.4 will work nicely with this option.

3. Added an Autosave option. (Off, Auto, Manual)
In Auto mode the game will be saved to gamex.asv everytime you pick up health or Armour.
This can be loaded via F9 or any of the loadgame options.
Pressing F5 will do a 'manual' Autosave and is all that is available in the Manual option.

4. Fixed several game prompts.
5. Replaced F4 Sound with Options Menu.
6. Added Saved Game Map info option.

Basically with any new saved games, the map played for that game will now be displayed.
Older saved games will still be compatible but mapnames will be displayed as N/A.

http://www.proasm.com/files/sw/Swp412.zip

Updated SwpSetup.exe and SwpStartup.exe with all new stuff and many extras.
Sorted many bugs out also.

http://www.proasm.com/files/sw/SwpStartup24.zip

Also updated Playwang with new -music selection option.
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Old 04-01-2009, 04:54 PM   #358
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Re: Swp updated.
Thank you for keeping the great job ProAsm!
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Old 04-01-2009, 05:01 PM   #359
hightreason

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Re: Swp updated.
yes, thank you ProASM.
I'll check the new version out soon.
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Old 04-02-2009, 03:27 AM   #360
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Re: Swp updated.
Likewise

Hey, don't feel too bad about the shareware thing - there was a problem discovered a while back in a Doom source port that manifested itself occasionally -- it turned out to be something from the original source that id Software "forgot"
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