Drek
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Post by Drek on Nov 5, 2017 15:04:51 GMT -5
github.com/D-Mc-2017/SWMapster32/releasesHi SW Central! I've been working on this for a few months now and with last nights update (negative number input) I think SWMapster32 just surpassed SWPBuild for both functionality and stability. So dust off some of those unfinished maps you've all surely started and try out the latest and greatest Shadow Warrior Build Editor Port. I'm all for feedback so please let me know if you have any bug reports, feature requests, or just post to say how awesome it is Enjoy!
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TMM
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Post by TMM on Nov 5, 2017 16:00:46 GMT -5
VERY interesting! The 2D mode is incredible. Is there a feature list somewhere?
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Drek
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Post by Drek on Nov 5, 2017 17:31:58 GMT -5
Yes, for starters it supports everything the DOS Shadow Warrior Build did, plus most of the features of the Duke3D Build Port Mapster32 (see wiki.eduke32.com/wiki/Build/Mapster32_Keyboard_Commands) One obvious pro over the DOS Build is that it's a Win32 application with much better screen resolutions. It is fully capable at this point of doing anything SWPbuild could do, any Shadow Warrior mapping guide will work to make maps with SWMapster32, pressing F1 in 2D mode brings up a help menu I assembled with a ton of Shadow Warrior Documentation. Other features not present in DOS Build or SWPBuild off the top of my head are; - Sector Copy-Paste- Scripting-F2 sample SoundFX -F3 2D side view mode ( pic related) -F3 3D mode mouse look -Dozens of new keyboard shortcuts for many other improvements
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Post by Robman on Nov 5, 2017 22:16:34 GMT -5
TMM is currently mapping, hopefully she can give you some good feedback. Could be a little while until I crack open a form of Build again. Great to see a more advanced editor being worked on for SW, many thanks to you Drek, I'll see if I can give you some of my own feedback sooner rather than later. Keep up the good work and hope to see you around the forum more
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Post by Robman on Nov 6, 2017 11:16:03 GMT -5
Played with it for a few seconds and noticed that the f8 menu isn't the same as the other SW builds and a nice thing SWPbuild does is display the name of the bad guy in the bottom left of the tile selection screen when the proper tile is selected to let you know you've selected the proper animated tile.(the actual tile that brings the badguy to life in game) Fire up SWPbuild and have a look at those 2 things.
Alt tabbing out seems to mess up the mouse or crash swmapster also.
I would have preferred the same colour scheme as SWPbuild but I think I was alone on that 1.
more soon..
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Drek
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Post by Drek on Nov 6, 2017 15:26:34 GMT -5
ALT&TAB is a known issue and can be worked around by running in Windows XP (service pack 3) compatibility mode. I think the fix is something to do with directly accessing a Windows variable instead of using a pointer. The names do show up in the tile selection screen but the colour scheme there is obviously unreadable, I'll tweak it. F8 I'll look into today. I'd like to do the same colour scheme as SWPBuild too but as Mapster32 is set up I've been limited to colours in the Shadow Warrior palette, I'm sure I can figure out how to get around that.
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Post by Robman on Nov 6, 2017 15:32:03 GMT -5
Ok cool, yeah the f8 menu is used to assign difficulty levels and multiplayer only items + some debug mode thing.
Ah I see it does display the name, just to the lower right now and yeah alittle hard to see due to colour scheme.
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Drek
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Post by Drek on Nov 6, 2017 16:01:10 GMT -5
I looked into SWPBuild F8 menu, this is what's going on there. The skill and multiplayer toggles are on the sprite extra, similar to Duke3D skill. In SWMapster32 you can edit that using 'M or the F8 menu extra is bottom right. It works like this in Shadow Warrior, skill is 0-3, set it to multiplayer only by adding 512, it's a bitwise thing. I can see how the SWPBuild way is easy and useful, I'll think of a method to add that function without losing the additional F8 stuff that Mapster32 brings with it. I also now noticed that the enemy name labels in 2D mode should show the skill level and if it's multiplayer only too.
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TMM
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Post by TMM on Nov 6, 2017 16:33:55 GMT -5
Most of the sprites are really dark in my map. Also, the Skybox is a little weird (as seen in the screenshot you posted). The map names in the list are hard to read. (dark grey on black here). When I start mapster windows says 'the program is not compatible with certain visual elements of Windows 7'.
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Drek
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Post by Drek on Nov 6, 2017 19:12:18 GMT -5
The windows error message is an editor issue with switching video modes while Aero is running. 2 workarounds exist now, either run SWMapster32.exe in WinXP compatibility or turn off Aero before running SWMapster.
The map name list colour is something I'll fix in the next update.
The skybox issue is known to me and something I need to put some effort into soon.
Now for the Dark sprites, I assume they look brighter in game. Can you post screenshots and the SWMapster32.log file.
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TMM
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Post by TMM on Nov 7, 2017 8:10:30 GMT -5
Thanks, sounds good The sprites do indeed look normal in game. I'll post some screenshots later.
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Drek
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Post by Drek on Nov 8, 2017 18:37:10 GMT -5
I put my own version of the SW F8 difficulty menu in and shifted the M32 edit sprite data menu to F6.
I also changed colours in the console, load board and the tile selector menu.
github.com/D-Mc-2017/SWMapster32/releases
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Hank
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Post by Hank on Nov 11, 2017 20:04:13 GMT -5
Here also. Many thanks for your work, I'm actually mapping now.
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Drek
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Post by Drek on Nov 12, 2017 21:57:13 GMT -5
Hi Hank, To you and anyone else using this please update to the newest version I fixed a pretty big bug, Mapster32 default set extra to -1 for Duke3D but that's wrong in Shadow Warrior it should be 2, you can easily fix any mapping you've done by just loading and saving the map in swpbuild, the tag -1 is invalid and that editor is set to recognize that and reset it to default, I'll probably code the same thing into SWMapsetr32 soon but for now at least the default behavior is proper.
This release also has the skill and multi tag show up in 2d mode sprite labels, and I changed sprite colours so let me know if it's any better than that green, sorry Robman I can't get the old dos colour scheme, it's sw palette colours only.
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Hank
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Post by Hank on Nov 12, 2017 22:35:09 GMT -5
Hi Drek! Thanks again. I get notification also directly from github, it came ~ 21:50hr about this important update. Tonight it's too late for me to test anything. But I will check it out during the week. Also, feel free to ask what needs testing, so we can focus on specifics.
One question in the mean time: the .hlp file; with which software does it open with? I use Notepad++ for now. Keep in mind, I never ever did mapping for Shadow Warrior, so I'll use any help I can get.
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Post by Robman on Nov 12, 2017 22:51:49 GMT -5
Drek - Good progress! I'll give it a look asap. Hank - If you need any help with SW mapping don't be afraid to ask in the Build Questions thread. I haven't mapped for over a year now but myself and others should be able to answer a good portion of questions and don't forget that I made some Build videos that you may want to give a look.
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Drek
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Post by Drek on Nov 13, 2017 4:33:36 GMT -5
The .hlp file is a simple format that swmapster32 reads, just press F1.
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Drek
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Post by Drek on Nov 14, 2017 16:06:18 GMT -5
Build is an amazing level editor, I always was a huge fan of Duke 3D and Shadow Warrior, but since joining the modding community I've grown to love the Build engine. Ken Silverman truly is awesome, and now that I've started reading the SW source I see Jim Norwood deserves a ton of credit for his work on the map editor. Anyways, I think that hit enough keywords to help google find this better. Hank as for things to test, it's basically a crapshot, test everything. Building things from scratch is the best test for SW Mapster at the moment, I know it saves data in the original maps properly so they are still playable, it's new constructions that will show any cracks in the editor. current changelog - not committed yet
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Drek
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Post by Drek on Nov 17, 2017 19:50:11 GMT -5
Fixed parallax skies! It was a complex issue, but simple coding, if that makes any sense.
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Hank
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Post by Hank on Nov 19, 2017 12:53:08 GMT -5
Fixed parallax skies! It was a complex issue, but simple coding, if that makes any sense. Not sure now, I've got an update for Added: sprite auto-size to match game code for "v1.05" . My map has no Parallax sky (will be custom), shall I test it with version 1.05?
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Drek
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Post by Drek on Nov 19, 2017 19:44:36 GMT -5
Fixed parallax skies! It was a complex issue, but simple coding, if that makes any sense. Not sure now, I've got an update for Added: sprite auto-size to match game code for "v1.05" . My map has no Parallax sky (will be custom), shall I test it with version 1.05? The update you have seems to be the first line in my changelog, it looked like this. I would recommend always using the latest version because I'm still adding SW specific functionality to the editor, today I made tag label code like ST1 sprites but for the track tags (1900-1999) This is something that never existed in the DOS version or SWPBuild but I think it'll be extremely useful and already it helps me understand how certain tracks are working in the original levels.... I'll commit this now actually.
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Drek
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Post by Drek on Nov 19, 2017 19:59:13 GMT -5
Here are screenshots of the track for the boat ride in $whirl.map
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Hank
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Post by Hank on Nov 19, 2017 21:48:45 GMT -5
Here are screenshots of the track for the boat ride in $whirl.map Excellent, this spares me trying to memorize what all those LTs mean. (Yes, it's in those complex FAQs)
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Drek
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Post by Drek on Nov 25, 2017 14:29:18 GMT -5
I got rid of a nasty bug in the undo/redo code, and added the ability to use SW tagging (' & 1-0) on walls and sectors.
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Post by Robman on Nov 25, 2017 15:05:42 GMT -5
Indeed the full set of Hi/Lo tags +Boolean flags is a must. Initially I was a bit worried that the Build editor functions for SW would have to be discovered first and then implemented, instead of all the functions already being known and simply carried over. Could make for a more drawn out timeline for a complete SWmapster. I would assume you've looked over the txt files for SW Build to make sure all the functions are in place? Much better than not having SW's Build integrated into a more modern editor though
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Drek
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Post by Drek on Nov 25, 2017 17:33:20 GMT -5
Yes I've gotten all the SW tags covered now finally, these last ones were very minor. Example '5 at a sector to set the ceiling x panning. I had to read about them in the source code, none of the documentation mentioned these wall or sector tagging keys but I put them in just to be safe and cover everything. Next on my todo list is to make floor over floor preview work in 3D mode.
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Post by Robman on Nov 25, 2017 19:03:49 GMT -5
Ok, goodstuff. Just in case, here's the original Build Documents from the cd: Anybody wanting to do any SW mapping should have all these anyways. SWDOCS.zip (735.32 KB)
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Drek
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Post by Drek on Nov 25, 2017 19:59:07 GMT -5
I opened all those and found reference to the wall/sector tags at line 1620 of SWBUILD.TXT I remember reading it now, this update is those tags under the "probably never need to use" part.
I think I'm going to include all those docs in the releases for now on.
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Corvin
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Post by Corvin on Nov 27, 2017 23:33:34 GMT -5
I don't mean to interrupt the proceedings. What would be preferred I use as web site link for this tool? Do I just use the -releases- link or go further back to the home page of the code?
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Post by Robman on Nov 28, 2017 17:19:26 GMT -5
I don't mean to interrupt the proceedings. What would be preferred I use as web site link for this tool? Do I just use the -releases- link or go further back to the home page of the code? Give the link in the first post here a click and SWMapster32 v1.0.7 is at the top.
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