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Old 04-02-2005, 07:11 AM   #41
JonoF

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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.

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Old 04-02-2005, 07:20 AM   #42
Tedades

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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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Old 04-02-2005, 07:43 AM   #43
Oasiz
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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Old 04-02-2005, 08:12 AM   #44
TheKins
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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Old 04-02-2005, 09:14 AM   #45
tpz

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Re: JFShadowWarrior is available
Wow! Gonna try it out right away.
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Old 04-02-2005, 09:17 AM   #46
Blade Nightflame

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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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Old 04-02-2005, 09:19 AM   #47
jbailey

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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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Old 04-02-2005, 09:59 AM   #48
Phayzon

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Re: JFShadowWarrior is available
Quote:
Oasiz said:
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.
Same here...
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Old 04-02-2005, 10:16 AM   #49
Maren Gnawol
 
Re: JFShadowWarrior is available
I Jonof
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Old 04-02-2005, 10:54 AM   #50
RedSplat

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Re: JFShadowWarrior is available


Just played it again after 6 years.



Thank you JonoF
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Old 04-02-2005, 11:01 AM   #51
Krid
Re: JFShadowWarrior is available
Quote:
NotWieder3DR said:
BTW, some minor bugs or quirks you guys are encountering might very well be due to the game code that was provided in the first place. Since it was kludged together from various files with drastically different dates (and some things even different games!), it's very possible that certain gameplay elements are modified or broken because the real file was missing or from an earlier version of the game.

Both icculus and Jonothan have done a kickass job though, should be a fun year.
I really hope you keep this in mind, so that 10 years after the DNF release you can release it's sourcecode in perfect condition.

(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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Old 04-02-2005, 11:39 AM   #52
Maren Gnawol
 
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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Old 04-02-2005, 12:20 PM   #53
Kev_Hectic

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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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Old 04-02-2005, 12:38 PM   #54
MegaMustaine

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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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Old 04-02-2005, 12:41 PM   #55
SamSwashbuckler
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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Old 04-02-2005, 12:45 PM   #56
Maren Gnawol
 
Re: JFShadowWarrior is available
Quote:
Kev_Hectic said:
Damn, to bad I don't own a copy of SW....

I wonder if the demo works?
3DRealms is still selling it, go get it, it's worth every penny
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Old 04-02-2005, 01:01 PM   #57
Kristian Joensen

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Re: JFShadowWarrior is available
Quote:
Kev_Hectic said:
Damn, to bad I don't own a copy of SW....

I wonder if the demo works?
It does work with the shareware version, I know casue I have tried it.
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Old 04-02-2005, 01:35 PM   #58
Maren Gnawol
 
Re: JFShadowWarrior is available
SW on anisotropic.

For now, just force it via drivers, looks awesome

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Old 04-02-2005, 01:39 PM   #59
Carger2000
Re: JFShadowWarrior is available
Im personally waiting for the 'load user map' in game.
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Old 04-02-2005, 02:03 PM   #60
Oasiz
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. . .
Attached Images
File Type: jpg 815264-swbug.JPG (33.4 KB, 75 views)
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Old 04-02-2005, 02:06 PM   #61
Maren Gnawol
 
Re: JFShadowWarrior is available
Ugly glitch at Seppuku Station (confirming)
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Old 04-02-2005, 02:10 PM   #62
Oasiz
Re: JFShadowWarrior is available
Quote:
Maren Gnawol said:
Ugly glitch at Seppuku Station:

I think that was mentioned in the release notes. ?
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Old 04-02-2005, 02:11 PM   #63
Ras

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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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Old 04-02-2005, 02:13 PM   #64
Oasiz
Re: JFShadowWarrior is available
Heh. Stereo sound does the trick
but hey, good practice !
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Old 04-02-2005, 02:13 PM   #65
Ras

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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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Old 04-02-2005, 02:22 PM   #66
Oasiz
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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Old 04-02-2005, 03:14 PM   #67
Phayzon

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Re: JFShadowWarrior is available
i hate that look glitch :P...
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Old 04-02-2005, 04:11 PM   #68
Ras

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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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Old 04-02-2005, 04:29 PM   #69
5ththrax
Re: JFShadowWarrior is available
I love you .....in a non-homosexual way
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Old 04-02-2005, 06:29 PM   #70
JonoF

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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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Old 04-02-2005, 07:21 PM   #71
jbailey

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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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Old 04-02-2005, 08:08 PM   #72
Viper Knight
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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?
 
Old 04-02-2005, 09:08 PM   #73
5ththrax
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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Old 04-02-2005, 09:22 PM   #74
Another Duke Fan

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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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Old 04-02-2005, 09:40 PM   #75
JonoF

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Re: JFShadowWarrior is available
Quote:
DI_POLLEDDEVICE
Ahh, I guess my updated joystick code has a side-effect. I'll check it out and fix it.

Jonathon
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Old 04-02-2005, 09:56 PM   #76
Maren Gnawol
 
Re: JFShadowWarrior is available
I wonder if you could make fire translucent as in the 3dfx patch, just a thought.
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Old 04-02-2005, 11:15 PM   #77
Rellik66

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Re: JFShadowWarrior is available
Quote:
JonoF said:
Quote:
DI_POLLEDDEVICE
Ahh, I guess my updated joystick code has a side-effect. I'll check it out and fix it.

Jonathon
For me, I tracked that down to my USB gamepad not being plugged in. Once I plugged in the gamepad, JFSW worked like it should.
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Old 04-03-2005, 12:12 AM   #78
djimd
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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Old 04-03-2005, 01:03 AM   #79
Jovan

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Re: JFShadowWarrior is available
Quote:
Kev_Hectic said:
Damn, to bad I don't own a copy of SW....

I wonder if the demo works?
Yep, the demo version works. I tried it just now, in fact.
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Old 04-03-2005, 04:19 AM   #80
Cerberus_e
 

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Re: JFShadowWarrior is available
Quote:
NotWieder3DR said:
BTW, some minor bugs or quirks you guys are encountering might very well be due to the game code that was provided in the first place. Since it was kludged together from various files with drastically different dates (and some things even different games!), it's very possible that certain gameplay elements are modified or broken because the real file was missing or from an earlier version of the game.

Both icculus and Jonothan have done a kickass job though, should be a fun year.
huh I don't understand, if you just give away the source of the latest version, which you used to compile the final game with, there shouldn't be a problem?
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