11-26-2008, 08:41 AM | #321 |
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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11-26-2008, 12:10 PM | #322 |
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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11-26-2008, 01:14 PM | #323 |
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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11-26-2008, 01:20 PM | #324 |
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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Last edited by ProAsm; 11-26-2008 at 01:24 PM.
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11-26-2008, 01:55 PM | #325 |
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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11-26-2008, 03:37 PM | #326 |
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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11-26-2008, 05:34 PM | #327 |
Re: Swp updated.
Hendricks, these crashes don't happen in Duke3DW or EDuke32 at all.
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11-27-2008, 03:12 PM | #328 |
Re: Swp updated.
Not possible at this stage, anyways it not needed.
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11-27-2008, 06:22 PM | #329 |
Re: Swp updated.
Anyway, it's not that serious, if I can run the game without noticeable sacrifice in quality.
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12-17-2008, 03:04 PM | #330 |
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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12-18-2008, 07:00 AM | #331 |
Re: Swp updated.
Nice, i definitely like the new SWPStartup
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High Treason (My Website) (Second Site) (My YouTube) Punk's not dead - and nor is Duke! Ever get the feeling you are being ignored? |
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12-27-2008, 06:49 AM | #332 |
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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01-01-2009, 08:44 PM | #333 |
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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01-01-2009, 10:00 PM | #334 |
Re: Swp updated.
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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High Treason (My Website) (Second Site) (My YouTube) Punk's not dead - and nor is Duke! Ever get the feeling you are being ignored? |
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01-02-2009, 10:44 AM | #335 |
Re: Swp updated.
yeah, the save as werks, but still thats highly irritating.
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Rodney Dangerfield - A girl phoned me the other day and said "Come on over, there's nobody home." I went over. Nobody was home. |
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01-02-2009, 03:03 PM | #336 | |
Re: Swp updated.
Quote:
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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01-05-2009, 12:12 PM | #337 |
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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01-05-2009, 03:06 PM | #338 |
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. |
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01-05-2009, 05:21 PM | #339 |
Re: Swp updated.
Are those midis from the demo version or from the mysterious full version that's floating around?
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01-07-2009, 04:51 PM | #340 |
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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Rodney Dangerfield - A girl phoned me the other day and said "Come on over, there's nobody home." I went over. Nobody was home. |
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01-08-2009, 05:04 PM | #341 |
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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High Treason (My Website) (Second Site) (My YouTube) Punk's not dead - and nor is Duke! Ever get the feeling you are being ignored? |
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01-08-2009, 06:31 PM | #342 | |
Re: Swp updated.
Quote:
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Rodney Dangerfield - A girl phoned me the other day and said "Come on over, there's nobody home." I went over. Nobody was home. |
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01-08-2009, 06:34 PM | #343 |
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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01-09-2009, 04:04 PM | #344 |
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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01-15-2009, 05:44 PM | #345 | ||
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:
Quote:
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01-16-2009, 04:46 AM | #346 |
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
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01-16-2009, 12:32 PM | #347 |
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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02-14-2009, 09:27 AM | #348 |
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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03-01-2009, 02:58 AM | #349 |
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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03-01-2009, 03:50 AM | #350 |
Re: Swp updated.
Why would you release source older than your current build?
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03-01-2009, 11:21 AM | #351 | ||
Re: Swp updated.
Quote:
Code:
swp /jD:\Documents\My FPS Archives\localhost\swarrior\bensmit\mappacks -gSw-Maps-SP-220.zip -map Maps\alienbas.map Quote:
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03-01-2009, 03:35 PM | #352 |
Re: Swp updated.
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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03-01-2009, 06:58 PM | #353 |
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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03-02-2009, 03:11 AM | #354 |
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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03-23-2009, 03:59 PM | #355 |
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:
Last edited by Martin Howe; 03-23-2009 at 04:03 PM.
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03-24-2009, 10:27 AM | #356 |
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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04-01-2009, 02:32 PM | #357 |
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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04-01-2009, 05:01 PM | #359 |
Re: Swp updated.
yes, thank you ProASM.
I'll check the new version out soon.
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High Treason (My Website) (Second Site) (My YouTube) Punk's not dead - and nor is Duke! Ever get the feeling you are being ignored? |
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04-02-2009, 03:27 AM | #360 |
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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