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Old 09-10-2007, 12:51 PM   #161
ProAsm

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Re: Swp updated.
I do not get any crashes at all after beating Zilla, both using Midi or CD.
Sorry cannot post further - forum will not allow it
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Old 09-10-2007, 05:52 PM   #162
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Re: Swp updated.
Well I must admit I didn't try more than once. Perhaps it's due to another bug I may have triggered:

I had defeated Zilla, but his last rocket killed me off. Although I had died, the game still showed the finale cinematic (Zilla was dead, too). Maybe this was what finally caused the crash, but I am not sure - should have happened earlier on, then.
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Old 09-17-2007, 04:38 PM   #163
Hendricks266
Re: Swp updated.
This HUD glitch has been in SWP for quite a few versions.

SWP_HUD_Glitch.PNG
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Old 09-18-2007, 09:11 AM   #164
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Re: Swp updated.
** Edit **
Ok I see you mean in 8 bit mode, ouch who uses that
Anyways fixed in next update.
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Old 09-19-2007, 01:24 PM   #165
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Re: Swp updated.
Swp Update 3.9.3

1. Fixed the 8 bit HUD glitch.
2. Removed longptr printouts.
3. Zilla End Sequence.
When playin with CD Music and you eventually kill Zilla ($Volcano), the game goes through several sequences, and after Lo Wang moaning a lot the credit screens appear.
At this point they often dont go away, pressing escape does not help and a Alt+Ctrl+Del is required to get out of this lot.
Well in this case the Credit screens have been disabled so that the game ends properly.

http://www.proasm.com/files/sw/Swp39_3.zip
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Old 09-20-2007, 07:21 AM   #166
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Re: Swp updated.
Call you Mista Fix-it!
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Old 09-30-2007, 07:15 PM   #167
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Re: Swp updated.
You claim to have fixed the HUD glitch, but I never had the glitch to begin with. Now with the new version, I DO have it. Also, the savegames are now badly broken. What's up?
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Old 10-01-2007, 12:43 PM   #168
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Re: Swp updated.
The HUD glitch is only noticable when using 8 bit BPP, everyone had it.
How are the savedgames now broken ?
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Old 10-01-2007, 02:23 PM   #169
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Re: Swp updated.
ScreenBPP = 32
GLTextureMode = 4
GLAnisotropy = 1
GLUseTextureCompr = 1
Using these settings, the bug appears for me.

I tried loading a savegame from a previous version and the game totally goes on the fritz. The sounds stop playing, the textures are all miscolored, the HUD weapon sprite is considerably further down on the screen, and the controls are funky.
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Old 10-02-2007, 09:33 AM   #170
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Re: Swp updated.
Can you show a pic of the bug you have as I cannot replicate it.
You not using a widescreen monitor by any chance are you ?
Normally one cannot load a game from a previous version as the code is all different
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Old 10-04-2007, 09:08 AM   #171
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Re: Swp updated.
Alright, here are 5 of 8 shots I took. The first shows the lingering HUD bug.
The rest are of Twin Dragon from a savegame because it's so trippy-looking.
Attached Images
File Type: jpg sw1.JPG (167.7 KB, 45 views)
File Type: jpg sw2.JPG (153.4 KB, 40 views)
File Type: jpg sw3.JPG (148.7 KB, 29 views)
File Type: jpg sw4.JPG (120.3 KB, 27 views)
File Type: jpg sw5.JPG (112.7 KB, 27 views)
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Old 10-05-2007, 11:50 AM   #172
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Re: Swp updated.
Well the savegame I cannot help as you cannot load a savegame from different code.
Looking at your HUD problem that looks like a Swp 3.9.2 problem as I get that in 3.9.2 but not in 3.9.3
But why are you using 8 bit BPP, dont you like the Hrp
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Old 10-05-2007, 01:03 PM   #173
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Re: Swp updated.
It's 32-bit with nearest-neighbor texture filtering.
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Old 10-05-2007, 07:42 PM   #174
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Re: Swp updated.
I don't understand your bias against 8-Bit Classic. Yes, the HRP(s) are awesome, but, the original graphics are so... perfect. If you don't mess with filtering and keep it nice and old-school. Nostalgia is awesome.
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Old 10-06-2007, 03:28 AM   #175
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Re: Swp updated.
Quote:
Originally Posted by Hendricks266 View Post
I don't understand your bias against 8-Bit Classic. Yes, the HRP(s) are awesome, but, the original graphics are so... perfect. If you don't mess with filtering and keep it nice and old-school. Nostalgia is awesome.
I concur. The port should work first and foremost the way the game was origianlly designed, and then build on top of that. I just use 32-bit color instead of 8-bit with nearest-neighbor instead.

Savegames breaking has never been an issue in the history of SW. Why are they suddenly broken now?
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Old 10-06-2007, 12:21 PM   #176
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Re: Swp updated.
Quote:
The port should work first and foremost the way the game was origianlly designed
Like EDuke32, Swp is far from the original port.
To use the original JFSW port:
http://www.jonof.id.au/index.php?p=downloads&cat=2
or the original Swp of the same time:
http://www.proasm.com/files/sw/Swp23.zip
Quote:
Savegames breaking has never been an issue in the history of SW. Why are they suddenly broken now?
If you are refering to Swp then since Swp3.9.1 the code changed drastically because of the midi and CD music that now gets added to the savegame code, something that it has never had before and this was by popular demand thus breaking all previous compatibilities.
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Old 04-15-2008, 10:04 AM   #177
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Re: Swp updated.
@ProAsm how are you? It's been a while. There is a minor bug with Swp 3.9.3. When I enable Weapon Switch it doesn't change to the new weapon I find each time. If I disable it then it changes to every new weapon I find. In other words the option works the opposite. I hope you fix this bug
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Old 04-16-2008, 12:19 PM   #178
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Re: Swp updated.
Hi supergoofy, things are still moving along here
I'll have a look at this asap.
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Old 04-24-2008, 07:46 AM   #179
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Re: Swp updated.
Swp Version 3.9.4

1. Fixed the Weapon Switch bug.
2. Added FOV adjustment.
3. Added a Widescreen option.

Please note the widescreen code is still in beta stage although it seems stable and thanks must go to Plagman for the additional Polymost code in making this possible.

http://www.proasm.com/files/sw/Swp39_4.zip

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Old 04-24-2008, 10:58 AM   #180
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Re: Swp updated.
Long time no see. . .
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Old 04-24-2008, 12:00 PM   #181
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Re: Swp updated.
many thanks
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Old 04-24-2008, 01:14 PM   #182
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Re: Swp updated.
Thank you ProAsm!
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Old 04-28-2008, 06:21 PM   #183
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Re: Swp updated.
Widescreen option !!!
Cool
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Old 05-24-2008, 02:57 PM   #184
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Re: Swp updated.
Can someone with the Windows Vista sound problem please test this for me.

http://www.proasm.com/files/beta/swp395b1.zip

Thanks
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Old 05-26-2008, 06:51 PM   #185
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Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
Can someone with the Windows Vista sound problem please test this for me.

http://www.proasm.com/files/beta/swp395b1.zip

Thanks
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Old 05-28-2008, 02:04 PM   #186
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Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
Can someone with the Windows Vista sound problem please test this for me.

http://www.proasm.com/files/beta/swp395b1.zip

Thanks
Yes !!!
It is working now.... no sound problems

The CodeGuru has done it again. hehe
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Old 05-29-2008, 04:07 PM   #187
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Re: Swp updated.
Cool, thanks guys, and thanks to Hunter_rus for the headsup on this.
I'll get a final together this weekend.
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Old 06-01-2008, 01:04 PM   #188
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Re: Swp updated.
Nice to see some action in this forum again. few new people wanting to relive SW i guess and finding this place.

Anyway, i'm about to download it, so haven't tested yet, but i wanted to say (hopefully) you rock. Fixing the audio for Vista, widescreen support and all the enhances that SWP has, is wicked.

D/loading now. Time to play some Massive usermaps again Look forward to future versions too...
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Old 06-01-2008, 01:30 PM   #189
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Re: Swp updated.
I had 10 savegames all for various user levels from a much older version of SWP (or playwang, or maybe even the original game). Upon using the latest SWP (which is awesome BTW, no more glitchy sound), I played level 1, set up all my keys etc and whacked it into hires, widescreen (cos you can see a little more) and had a quick bit of fun.

Then i thought i'd try some of those old saves. CV91 (i think, the big ship/aircraft carrier one) loaded ok, but the guns and aspect of the screen were a bit messed up. And no sound at all. Anyway, i played a bit and exited game. I will retry this user level from scratch rather than a save and see how that goes. If its just old savegame incompatibility then i'll simply delete them.

The main glitch though is my desktop is now brighter than it was (due i guess to SWP's brightness option) and i'm thinking only a reboot will restore it. Not a problem, not complaining, just thought that you may know of a fix ? Like resetting the brightness before exiting ? Or is it a driver / card issue ?? Or just not something you've seen yet ?

512mb 8800GT Alpha Dog XXX. Vista Ultimate 64b. AMD 5600+ (dual cores at 2800hz each) and 2gb 800mhz DDR2.

Again, more for your info than a complaint although a fix (if possible) would of course be appreciated.
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Old 06-01-2008, 04:06 PM   #190
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Re: Swp updated.
Swp 3.9.5 update release.

http://www.proasm.com/files/sw/Swp39_5.zip

Hi hitman, long time
I think there was a major change regarding saved games not working as from 3.9.3 as I remember some complaints about this earlier.
Yes the desktop changing problem... I spoke to TX about this some time back and and from what I recall, its apparently an OpenGL 'thing' and does it with all OpenGL games.
What I have done is in my nVidia enhanced panel, under 'Adjust Video Color Settings' I've selected 'With the nVidia Settings' and this seems to solve it.
Only problem of course it takes the function away from programs, but I find it the better of the 2 evils.
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Old 06-01-2008, 05:10 PM   #191
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Re: Swp updated.
Your gamma should be restored automatically upon exit unless something is wrong with your video driver. If it isn't, search Google for a utility called setgamma.exe. It's made for just this kind of situation.
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Old 06-02-2008, 01:09 PM   #192
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Re: Swp updated.
Anything changed in the final from that last beta, cos sound in vista is glitchy again

And 2 requests I run a dual monitor setup. SWPStartup and PlayWang both auto open in the center of both screens. i.e. half on screen one and half on screen 2. Can there be a check to open in center of screen 1 ?

The other request is code the functionality of playwang into the excellent SWPStartup tool ? I think an all in one solution would be wicked. SWPStartup and SWP should then be bundled together i reckon.

Anyone else got glitchy sound again in latest SWP ?
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Old 06-02-2008, 01:14 PM   #193
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Re: Swp updated.
Level stats option doesn't seem to stick in config file too. I keep having to enable it each time i load.

edit// Ok, sound is ok again now. I think SWPStartup doesn't like it if both the swpstartup.cfg and swp.cfg exist together. I deleted the swpstartup.cfg file and all is well again. I did this because i noticed that when i saved the settings from swpstartup it was actually modifying the swp.cfg file. Maybe some old code left in causing a clash somewhere ?

edit 2// Well, sound only worked cos i went back to that b1 exe of swpstartup. I rechecked this and confirmed the older one works and the new one has glitchy sound. Its nothing to do with the swpstartup.cfg at all but the level stats option bug IS present.

I'll be using the previous beta until you find the teeny buggette you introduced
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Last edited by hitman71; 06-02-2008 at 01:23 PM.
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Old 06-02-2008, 03:26 PM   #194
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Re: Swp updated.
tch tch... my bad, if you look in your Swp.log you'll see I have added Swp39.4 instead of 39.5 mmm must be getting old
Just re-download and try it again please.
Sorry about that.
Not sure how to fix the dual monitor setup, you got 2 cards or what ?
Thanks for that TX, I had the problem on my old 6600GTS but on my new 8800GT512 I dont seem to have the problem.
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Last edited by ProAsm; 06-02-2008 at 03:34 PM.
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Old 06-02-2008, 04:18 PM   #195
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Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
tch tch... my bad, if you look in your Swp.log you'll see I have added Swp39.4 instead of 39.5 mmm must be getting old
Just re-download and try it again please.
Sorry about that.
LOL
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Old 06-03-2008, 01:55 PM   #196
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Re: Swp updated.
Yep. All sound working perfectly again. Great stuff.

My 8800GT has 2 DVI sockets. Single card with 2 monitors plugged in, set up in nvidia settings as dual display. Each monitor can be using a different driver, diff screenmode and refresh rate without affecting the other. When using the "identify" button i get a big 1 on 1 and a 2 on 2. Its just a usability thing really, its no bother to just move the window into the middle of 1 screen, but it would be nice for it to open there from the get go.

Right. Back to some user maps
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Old 06-03-2008, 05:01 PM   #197
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Re: Swp updated.
Ok I got the same card and in the box is a DVI to VGA adapter so I'll use that to my old CRT and see what you experiencing.
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Old 06-04-2008, 08:36 PM   #198
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Re: Swp updated.
Not really SWP related but I dont believe it deserves its own thread;

ProAsm, what happened to the user map packs? I seem to remember about 20 megs or so in 6 packs (3 SP, 3 WB), now theres only 7.5 megs of SP in 2 packs
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Old 06-05-2008, 03:29 PM   #199
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Re: Swp updated.
Phayzon, several of them were MiniTC's which I now seperated as they have their own textures etc and are listed there.
The rest were all wangbang maps, about 9 megs worth which I removed as wangbang does not work atm.
I did have intensions of contacting the authors and convert them to SP but time is always an issue (so is laziness )
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Old 06-05-2008, 07:09 PM   #200
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Re: Swp updated.
Ah ok. Didnt WangBang work before though?
And, will the WB mappack return when WB works?
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