Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 10, 2016 11:54:18 GMT -5
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Post by Robman on Feb 10, 2016 16:13:26 GMT -5
What's been fixed in this patch? Just the Voxel Animation?
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 10, 2016 21:24:56 GMT -5
What's been fixed in this patch? Just the Voxel Animation? Basically that, Robman.
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Post by Robman on Feb 10, 2016 21:31:39 GMT -5
What's been fixed in this patch? Just the Voxel Animation? Basically that, Robman. Ah ok, I'd like to see some others bugs squashed, some memory leaks and stuff. Any improvements are good though.
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Post by Hendricks266 on Feb 13, 2016 21:22:32 GMT -5
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Manhs
New Member
Posts: 48
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Post by Manhs on Feb 16, 2016 9:43:40 GMT -5
I wanted know, is it not possible to add some bots in meltdown like in Duke Nukem 3D? I would want play with some bots, but i suppose, if they dont reach he weapons, they could be easy to kill... :s
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Post by Robman on Feb 16, 2016 18:37:26 GMT -5
The beta for Shadow Warrior actually did have bots, oddly enough.
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Manhs
New Member
Posts: 48
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Post by Manhs on Feb 16, 2016 23:07:36 GMT -5
Ooooh awesome! Yeah, can it be possible to make them "search" the weapons or have infinity shurikens? They could be destroyed easily if they dont have a gun at the start x). Duke Nukem 3D bots have the pistol (and are really hard!), but in shadow warrior, you start without it, except with the shurikens...but i dont know. Anyway, nice update! I will wait for the v1 ^^ When will it be release? If you have a date/day ? EDIT: A friend wanted know if it's possible to configure the gamepad for SWP, is it possible?
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Post by Robman on Feb 20, 2016 0:20:38 GMT -5
Yeah, there should be a way to use gamepads.
The Sw bots were more like moving pylons, lol
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 21, 2016 22:51:18 GMT -5
Last time I checked you had to enable this functionality directly from the config file, but because there was no straightforward way of changing the default control bindings, I ended up using JoyToKey.
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Manhs
New Member
Posts: 48
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Post by Manhs on Feb 28, 2016 7:58:53 GMT -5
thank you for the informations! Do you know if it can be possible to have a fixed version of SWP for multiplayer (3 players) if it's loaded via meltdown ? (duke3Donline program) Im gonna test this beta EDIT: Oh you have fixed some bugs and others (sorry i havent read well >< ) Maybe it could work better for multiplayer! I will install it in my laptops, in the meltdown program ^^ for the videogames festivals! SWP crashed too much or froze...
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Post by Albinoid on Mar 11, 2016 16:14:47 GMT -5
I realize there's a good chance you won't check back here for this (and I didn't really have cause to sign up on GitHub, though I probably should have done so anyway) but this build crashes on me whenever I attempt to start it: Caught exception 0xC0000002 at 0x7514012F: {Not Implemented}
The requested operation is not implemented.
0x7514012F : C:\Windows\syswow64\kernel32.dll : RaiseException 0x677C2878 : C:\Windows\system32\WindowsCodecs.dll : WICCreateColorContext_Proxy 0x6772ED77 : C:\Windows\system32\WindowsCodecs.dll : DllGetClassObject 0x677170A1 : C:\Windows\system32\WindowsCodecs.dll : DllGetClassObject 0x67717016 : C:\Windows\system32\WindowsCodecs.dll : DllGetClassObject 0x67716F88 : C:\Windows\system32\WindowsCodecs.dll : DllGetClassObject 0x6771A7B5 : C:\Windows\system32\WindowsCodecs.dll : DllGetClassObject 0x6773281E : C:\Windows\system32\WindowsCodecs.dll : DllGetClassObject 0x6770819C : C:\Windows\system32\WindowsCodecs.dll : [unknown file] 0x724216BA : C:\Windows\system32\IconCodecService.dll : [unknown file] 0x7580A3E7 : C:\Windows\syswow64\USER32.dll : MessageBoxIndirectW 0x757FB730 : C:\Windows\syswow64\USER32.dll : DdeInitializeW 0x757F6B6A : C:\Windows\syswow64\USER32.dll : LoadStringA 0x75816E79 : C:\Windows\syswow64\USER32.dll : CreateIconFromResource 0x75819121 : C:\Windows\syswow64\USER32.dll : DdeConnectList 0x771EE4B6 : C:\Windows\SysWOW64\ntdll.dll : KiUserCallbackDispatcher 0x67396567 : C:\Windows\system32\DDRAW.dll : GetSurfaceFromDC 0x673967DF : C:\Windows\system32\DDRAW.dll : GetSurfaceFromDC 0x67397223 : C:\Windows\system32\DDRAW.dll : GetSurfaceFromDC 0x005698A7 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x00566772 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x00542E19 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x0041C8AF : C:\swp_433_beta3\SWP.exe : [unknown file] 0x004236E5 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x00423CB0 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x004277B1 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x00429AD1 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x0056311D : C:\swp_433_beta3\SWP.exe : [unknown file] 0x0056FCED : C:\swp_433_beta3\SWP.exe : [unknown file] 0x004013E2 : C:\swp_433_beta3\SWP.exe : [unknown file] 0x751AF964 : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 0x7724E369 : C:\Windows\SysWOW64\ntdll.dll : RtlCreateUserProcess 0x7724E57B : C:\Windows\SysWOW64\ntdll.dll : RtlCreateProcessParameters Fri Mar 11 16:08:42 2016
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Post by Hendricks266 on Mar 11, 2016 16:28:37 GMT -5
That's very strange. The problem happens while setting up the startup window. What version of Windows are you using?
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Post by Robman on Mar 11, 2016 17:29:05 GMT -5
Welcome to the forum Albinoid, here's hoping you stick around
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Post by Albinoid on Mar 12, 2016 2:59:20 GMT -5
That's very strange. The problem happens while setting up the startup window. What version of Windows are you using? At risk of being laughed at: Vista Welcome to the forum Albinoid, here's hoping you stick around Thanks Robman.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Mar 12, 2016 11:15:42 GMT -5
Unfortunately I don't have an answer to your problem, but;
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Post by Ninjakitty on Jul 7, 2016 9:00:33 GMT -5
For some reason, it won't even use the voxel pack or the high resolution pack. It also has a really weird graphical glitch on fullscreen. After a small amount of time playing, the screen will look like this: If you wait a bit longer, it will look like this: The screen goes back to normal when picking up items or doing anything that changes the palette or brightness of the screen. Also, I had to take these pictures by camera because no screen recorder can record it or even take a screenshot of it for some reason. Is it just my computer?(I have a Windows 7)
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Post by Ninjakitty on Jul 12, 2016 19:39:37 GMT -5
I've been trying to record my screen while playing this game and everything works great. Except for when I play multiplayer. I have a very low framerate while recording my screen during a multiplayer game. Could there be a way to have a built-in screen recorder for Shadow Warrior? This would allow for the screen recorder to be optimised for Shadow Warrior therefore not causing as much of a drop in framerate.
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Post by Robman on Jul 12, 2016 19:43:39 GMT -5
Back in '97 Stefan Itterheim made demos using something built into Sw. I assume it works ( If you can figure it out )
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Post by Ninjakitty on Jul 12, 2016 20:38:42 GMT -5
From what I know, in Shadow Warrior demos are pre recorded and have to be run through the game as it's just a list of instructions of a game to carry out and it requires the game's resources. I don't think these would work with multiplayer. I actually remember that the old Shadow Warrior disk I used to have would show a demo in the background of the menu, sort of like what quake does. However, if I could record one in multiplayer, I could playback the demo and also record it with a screen recorder to increase framerate.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 13, 2016 1:04:48 GMT -5
My guess would be that the screen recorder is locking the frame rate and making the game tick weirdly. If you can adjust the frame rate in the recorder try it with different values, or if there's a "lock frame rate" type option you could try disabling/tampering with that.
Without being too technical, something in the game probably expects to run at some constant speed to keep both machines in sync, the recorder is probably trying to run the game at some other constant speed and is making weird things happen - I wouldn't be surprised if you ended up seeing an "out of sync" message somewhere.
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Post by Ninjakitty on Jul 13, 2016 7:27:01 GMT -5
My guess would be that the screen recorder is locking the frame rate and making the game tick weirdly. If you can adjust the frame rate in the recorder try it with different values, or if there's a "lock frame rate" type option you could try disabling/tampering with that. Without being too technical, something in the game probably expects to run at some constant speed to keep both machines in sync, the recorder is probably trying to run the game at some other constant speed and is making weird things happen - I wouldn't be surprised if you ended up seeing an "out of sync" message somewhere. That's exactly one of the things that keeps happening. I will often see "Out of sync!" after a while. For some reason though, the recorded video has a higher framerate than the game appeared to have while playing. In single player though, I can get highest quality and 60fps. It's only multiplayer that has this problem.
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Post by moggimus on Jul 21, 2016 16:50:08 GMT -5
Figured I'd post this here as well, so SP saves are becoming corrupted still with this build (seems like it started with 4.3.2). My save became corrupted twice in a row in map 2. I went back to 4.3.1 with no save problems.
I just want to say thanks though to Hendricks for continuing to work on SWP.
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Post by Ninjakitty on Jul 29, 2016 23:02:11 GMT -5
My autosaves don't seem to save the health correctly. The health loaded with the autosave isn't usually the health I had when the autosave was taken.
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Post by Ninjakitty on Jul 30, 2016 12:26:22 GMT -5
This may be a little bit off topic, but does anyone know why you have to port forward to play an online game?
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 30, 2016 13:29:20 GMT -5
Because the point of a firewall is to stop those ports being exposed to the wider world in an attempt to stop people exploiting them.
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Post by Hendricks266 on Jul 30, 2016 16:44:47 GMT -5
I don't know if I'm going to make any more SWP releases. The thing is a leaky, sinking ship at this point, and I would much rather continue my work on VoidSW as a spiritual successor to SWP's ideas.
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Post by Ninjakitty on Jul 30, 2016 19:57:23 GMT -5
Because the point of a firewall is to stop those ports being exposed to the wider world in an attempt to stop people exploiting them. I think there should be a smarter way to do it rather than just using brute force. If TF2 doesn't require port forwarding then why do other games? I just wish I could play online again... My old router let me play on Meltdown online without any port forwarding. The old router was a bit slow, however.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 31, 2016 7:48:10 GMT -5
Some applications and hardware support UPNP which allows automatic configuration of such things, but I have found it to be unreliable at best. Outside of displaying the internet connection as a separate icon with its own statistics it was of little use to me and caused more problems than it solved. However, my hardware has a fairly early implementation of the standard and it has probably improved in the intervening years. Nor sure why you'd want to play Quake Fortress 2, but it probably works simply because you aren't hosting the server... Unless you actually own a Cray to run one on. You can often get away with it if you're client-side much the same as how you don't have to forward Port 80 to access the web. The other advantage of the ports needing forwarding is that the system doesn't get confused by which host to talk to such as on my network there were multiple machines with services on 80¹, but I only want one of them facing the outside world. Beyond this point it gets increasingly complicated, things like host headers and mapping, things you probably have no interest in and have no use for. I suspect SW might still need them forwarding as it is a peer-to-peer type arrangement and not a client/server arrangement. As such, the ports might still need to be exposed for the game to operate, but I can't remember off the top of my head because my ISP is too slow to play online games with out horrible latency and desync, plus it would again require long winded and complicated explanations I'd rather not have to be involved with, networking is my least favorite branch of IT and my time as a network engineer and administrator only served to reinforce that. ¹This is now its own separate network with no direct access to the other equipment. This is yet more complicated and most of it is now virtualized. Hendricks266 ; That'll be the day. This doesn't seem like a misguided decision to be honest, SWP was always a bit of a pepper pot and I remember poor ProASM struggling to patch it up every time a revision was made to fix one problem and three other things would break. Still, he tried and I respect that.
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Post by Ninjakitty on Jul 31, 2016 9:00:13 GMT -5
Nor sure why you'd want to play Quake Fortress 2. *Team* Fortress 2. Is there a Quake fortress? Well, before you stop, could you please release an animated voxel patch for versions 4.3.2 and 4.3.0? I can't play the 4.3.3 Beta but I still want animated voxels... Also, what is VoidSW? Not even Google could figure out what it is.
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