And ProAsm should seriously consider implementing level selection in PlayWang 8)
ProAsm at
Done :) Either in Menu or Rightclick on Play SW http://www.proasm.com/files/sw/Playwang.zip
Maren at
First off, thank you :)
The problem: I can no longer launch total conversions.
The question: if I could, would I be able to warp to a specific level like I do with the regular SW game?.
ProAsm at
I see no reason why not as Swp does not interfere with any of the Sw commands. From Playwang though, the levels are currently restricted to the original game only. Regarding the not playing TC's means you have Swp3.1 - go back to 3.0 as in the above link. I did notify JF about this as the new code no longer sees .GRP files in another folder.
Edited by ProAsm at
Maren at
I select the conversion and click on "Play conversion" but it's like I just launched the original SW, the levels are not replaced by those of the total conversion.
Maren at
ProAsm said at
Regarding the not playing TC's means you have Swp3.1 - go back to 3.0 as in the above link. I did notify JF about this as the new code no longer sees .GRP files in another folder.
Just did a test and the problem does persist with SW.exe as well.
ProAsm at
Yes, but it does work ok with Swp 3.0 right ?
Maren at
ProAsm said at
Yes, but it does work ok with Swp 3.0 right ?
Nope. Does it for you?.
ProAsm at
Yes works perfectly. Sw.exe and Swp 3.1 have the problem. Check on your Playwang that it says 3.0 at the top.
** Edit ** These are the Sw.exe and Swp.exe 3.0 from my Playwang folder and they both work. http://www.proasm.com/files/sw/swx.zip
Edited by ProAsm at
Maren at
Yes, it says 3.0 at the top, but doesn't work. Can you show me your playwang.ini and playwang.cfg (in case you're using it)?. Also, I would like to try swp 3.1 with the old playwang and see if something changes.
Edit: doesn't work with swx.zip
Edited by Maren at
ProAsm at
Remove your Playwang.cfg and .ini and let it create its own and see from there. I will in the meantime check out whats happening this end.
Edited by ProAsm at
Maren at
Did that before for every executable I tried PlayWang with, but no luck. You said it works perfectly, so I asked for your playwang.ini and playwang.cfg to compare and see if there's something's wrong with mine (freshly created), although I doubt it because the old PlayWang can use it and doesn't display the problem.
ProAsm at
Ok I have found where the bug is in the code and have adjusted both Swp and Playwang accordingly. I have hence updated to Swp 3.2 and Playwang 2.8 All other downloads have also been updated with these 2 files. Provided the TC's .Grp files are in the Games folder they will work. The need for the ini files is not necessary as it should still work with them removed completely. http://www.proasm.com/files/sw/PlayWangSetup.zip
@JF - The following does not understand a drive letter like C: and returns -1
int findfrompath(const char *fn, char **where) { . . if (access(pfn, F_OK) >= 0) . . }
Edited by ProAsm at
Maren at
Thanks again ;D
TX at
ProAsm: try setting pathsearchmode to 1 before loading stuff from an absolute path, and then back to 0 afterward to go back to the whole virtual filesystem thing.
ProAsm at
Tx: Thanks, I'll try that although I think I already did as I tried several things like addsearchpath etc, but I will give it another go. Basically if the path is just \Games\ then it accepts it no problem but C:\Playwang\Games\ it does not. ** Edit ** Just tried pathsearchmode=1 but still no go.
Edited by ProAsm at
Maren at
I have a lil problem with the latest swp.exe; weapons are fired when I use WheelUp (currently bound to Inventory_Right) at certain speed.
ProAsm at
Yes, I noticed this way back in Swp 2.3 I think it was as someone else also reported it. Just checked now and it does seem worse in 3.2 than any previous version. I dont notice it as I use Next / Previous Weapon on my wheel (as most do) and Next / Previous Inventory on Q and E keys. I'll have look see if I can find it over the weekend.
TX at
ProAsm: what exactly are you trying to do?
ProAsm at
I'm not really trying to do anything TX, just fix bugs that get reported to me :)
TX at
Yeah, but what's the problem you're having exactly? Are you trying to use addsearchpath() to add in a path to a mod, or initialize a grp/zip from outside of the game directory, or what?
Edited by TX at
ProAsm at
Basically yes. It always used to work till round about the time you also compiled a new Sw.exe - thats when it stopped working. Currently the moment you mention a drive letter in the path it does not work whereas it always used to:
Example: Sw.exe -gGames\Whatever.Grp (that will work no problem) Sw.exe -gC:\Sw\Games\Whatever.Grp (that will not work)
Yet Sw.exe -mapC:\Sw\Maps\Whatever.map works fine.
TX at
Oh, just set pathsearchmode to 1 right before the calls to initgroupfile. You should be able to use grp files from other directories fine at that point. I do that in EDuke32 and I haven't had any problems with it.
ProAsm at
I tried that but did not work, although it works fine in Duke3d as there I have no problem at all. Anyways I'll scratch around this weekend and see why.
** Edit ** Well blow me down TX, it does work. Wonder what the frig I did wrong earlier - anyway thanks :)
I would do a complete re-install if I was you as everything works great here. Mouse movement are as smooth as silk and all huds work fine. Looks like your Swp.Grp file is missing or corrupted. If you freshly generate a sw.cfg you loose everything and have to start from scratch.
Maren at
ProAsm said at
I would do a complete re-install if I was you as everything works great here
Well, I'm using http://www.proasm.com/files/sw/Swp34.zip and it doesn't need to be installed, just unpacked. If you mean deleting the old cfg's and ini, it's been done already, actually, I do that and generate new files after every update to reduce the chance of having to go thru these little pains.
ProAsm said at
Mouse movement are as smooth as silk
Not here, but SW.exe works fine.
ProAsm said at
Looks like your Swp.Grp file is missing or corrupted
I re-downloaded Swp34.zip, but nothing changed.
ProAsm at
Strange, well I dont know how to help you then. I did re-upload 34 now but I downloaded it first and tried it and all was ok. I even tried a new folder etc. According to my stats there has been 31 downloads so far and I've had no other complaints so maybe someone can maybe mention their findings as well. What does 33 do, its still there, just change the 34 to 33 on the download, maybe use the grp from 33. What map you testing with, I normally test with: Swp.exe -Level2
Maren at
Well, the map makes no difference. Here's my config, maybe you can spot something in it. I also noticed this problem doesn't happen when the mouse is moved slowly.
ProAsm at
Well your Sw.cfg works fine here except a few items you can try. Firstly make sure your monitor can handle the 'MaxRefreshFreq = 85' at the resolution you are using. Secondly switch the resolution down to 1024 x 768 as you are not achieving anything with 1280 x 1024 except maybe laggiing your game out. You mouse sensitivity I see you have pretty high. Maybe play with that as I use a Logitech and have its set around medium in the mouse driver with no acceleration and in SW its 30% But regarding your HUD all screwed at the bottom, that shows Swp is not running and has switched to Sw as Swp will load its own Swp.Grp which has its own extension HUD.
Maren at
I use those settings with sw.exe as well and it works without problems.
The mouse sensitivity in sw.cfg is the default one, I did not modify it.
As for the hud, the swp.grp is obviously loading because otherwise the glitch wouldn't go away after enlarging or shrinking the screen. I must, however, note again that it only happens with the default settings generated by setup.exe, I don't experience this with my own.
ProAsm at
As for the hud, the swp.grp is obviously loading because otherwise the glitch wouldn't go away after enlarging or shrinking the screen.
ahhhh you saying that if you enlarge the screen the Swp HUD becomes visible, so its the original Sw Hud that missing, or is it the other way around. This is the part I dont understand as if I delete my Swp.Grp I then get what you getting in the pic. And also beside the weapon bug, what happens if you use Swp33 ?
Maren at
Try this, you should be able to reproduce the glitch:
1. Delete sw.cfg 2. Run setup.exe 3. Click on "Save Configuration" 4. Click on "Exit" 5. Run swp.exe 6. Start a new game.
And yes, it happens with Swp33 too.
ProAsm at
Ahh yes but by doing that you removing the new 16/32 bit hires and Swp Hud is totally dependant on that. If you now goto your screen menu and select 32 bit etc it all comes back to normal. Swp does not cater or work with 8 bit as nobody uses 8 bit when you have hires. If you said in the beginning you running 8 bit all this would have been unnecessary :)
Maren at
ProAsm said at
If you said in the beginning you running 8 bit all this would have been unnecessary :)
Correction, if you had known the 8bit mode was a default setting in a "freshly-generated, unmodified sw.cfg"... ;D
ProAsm at
Anyways it sure made me look my ass off for bugs :) I did look to see if I could disable Swp if 8 bits is selected but no go as it loads the Swp.Def which is inside the Swp.Grp and once loaded you cannot discard it. Anyways I been fiddling with the heading if you want to check it out as the original looks real drab ;) http://www.proasm.com/files/other/SwpGrp.zip
Maren at
I replaced 2473.PNG (your custom hud) from swp.grp with my own, which's a minor colour modification of 2434.bmp (320x48) from TILES009.ART, and I could notice it was not being placed in the same position as the original but a lil higher. Is there a way I can change the position so it doesn't screw up?.
ProAsm at
Yes you can set it in the .def file: Currently if you look in my Swp.Def file you will see: definetexture 2473 0 0 0 -1 -1 2473.png You need to change the x and y co-ordinates, these are the descriptives for the entry: definetexture pic-number | palette-number | x-centre | y-centre | x-size | y-size | filename
Maren at
Well, I tried
definetexture 2473 0 0 2 -1 -1 2473.png
but it doesn't seem to have any effect ???
ProAsm at
Can you mail me the pic and let me fiddle here ? info at proasm dot com
** Edit ** Cancel that as I see this particular pic is fixed in the sw code. Also you need to fiddle with pic 2434 as 2473 is only in the Swp code and not Sw.
Btw to fiddle with textures use a user.def file as there is already a include user.def in the sw.def file. Then test it in sw.exe as swp has some rather dedicated code which could mess you around somewhat.
Edited by ProAsm at
Maren at
Sorry, I don't get the point. You mean it's not possible to move 2473 in swp.grp?, I chosen that one because my hud is transparent as well. I wanted to leave the original 2434 alone.
ProAsm at
Basically 2434 is not movable in Sw and 2472 and 2473 just replace 2434 depending on the mode so hence they are not movable either. If you look in Tiles009.art you'll see 2472 and 2473 dont exist and these 2 blank spots are now dedicated to Swp. Can you not juggle the pic to get things in the right place else mail me the pic and let me see what I can come up with.
Thanks. I figured out a way to make it fit. Cool, isn't it? ;D
ProAsm at
Ahh the name tags at the top, hehe I had it like that originally and was told to change it as the whole idea is to have as much forward visibility as possible. But yes, you got the hang of things now so no doubt we gonna see some more changes ;)
Yeah I was kinda waiting for TX to maybe move it into its own topic but if he's happy with it then so am I :)
** Edit ** Thanks TX :D
Edited by ProAsm at
aaBlueDragon at
Re: SWP and PlayWang discussion
Hey, About your SW ports: I developed Dukonnector (an application that runs Duke3d on multiplayer with the parameters and all) and im adding support for JFSW to it. i want to add support for your SWP too ProAsm, but first i need to know some stuff about SWP. first of all, is this 2 player limitation Gone (In peer2peer mode, you probably know.) does this Walky Lag still exist? (you know, this weird feeling you get when you play sw online with JFSW and you suddenly realize youre moving speed is lagged too, not just your shots.) Other then these improvements you typed in your website about SWP, what more does it give that JFSW doesnt (I'm not Saying SWP is better, im just curious). Thanks. you can check Dukonnector here: http://duke3d.vachu.com
ProAsm at
Except for the extra's Swp is identical to JFSW in every way. You can say its a Beta version of JF's latest code. The code in the latest Swp was done by JF in August 2006 then modified by me recently and still has all the same multiplayer limitiations as before.
Maren at
Any chance you can have another look at swp's code to find out if there's something abnormal about it?, the mouse prob is still there :(
ProAsm at
Sorry... which mouse problem is that. I'm busy on so many mods and games atm that the brain boggles ::)
aaBlueDragon at
I like the mouse motion in SWP, simply because i feel that its much smoother than in JFSW for some reason. i remember i once reported Terminx about the same mouse problem in EDuke32 - since it was based on JFDuke, it inherited this problem. same goes for Shadow Warrior.
anyway, about what we were discussing before, i want to know which name should i put for your port in my launcher. the support for Dos Shadow warrior and JFSW for dukonnector is done already, now i want to support your port. In the mean time, im calling it "SWP". and in the directory options, i typed "SWP - ProAsm". hope its ok.
Edited by aaBlueDragon at
ProAsm at
Yeah Swp is cool, the 'p' actually stands for ProAsm for the want of a name :)
aaBlueDragon at
Ok, finally ive released the new version, check it out: http://duke3d.vachu.com
Maren at
ProAsm said at
Sorry... which mouse problem is that. I'm busy on so many mods and games atm that the brain boggles ::)
That one I mentioned in the previous page ;D
aaBlueDragon at
Found something just abit annoying, SWP has no start up screen like JFSW, the problem is, that when trying to play a multiplayer match, for the master, it gets inside the game and says that it waits for other players (Which is completely fine so far), but for the slave, if he doesnt open/forward his port, nothing will apear, he wont be in the game, he wont see any startup screen and that just leaves him with a task he must shut down through the Task Manager. (no its not on the Task Bar) it even confused me a couple of times.
ProAsm at
Thanks, I'll look into that as it always used to have one :)
Just tried the latest SWP on a fresh XP install and mouse behaved just the same. JFSW is outdated and SWP unusuable, I feel sort of abandoned :(
jebleu at
Yea, dont bother with either. I mean, ProAsm can only work with whatever jfsw's current status is. And jfsw is a brown sack of shit. Use dosbox for playing SW. It supports up to 8 players in a netgame.
Maren at
jebleu said at
Yea, dont bother with either. I mean, ProAsm can only work with whatever jfsw's current status is.
Yeah, why didn't he think of writing a brand new SW port from scratch?, sounds easy to me, damn you ProASM...
jebleu said at
And jfsw is a brown sack of shit
Except perhaps for very specific HOM's, this "brown sack of shit" is very stable and the only SW port that will work properly on this machine.
jebleu said at
Use dosbox for playing SW
I'm dual-booting with ME, no need for low-res and mediocre performance.
jebleu said at
It supports up to 8 players in a netgame.
Could I care less?, I've lost contact with every SW fan I used to WB with.
jebleu at
You dual boot windows ME??? hehehe good luck to you ;D You can always find new sw players to play with. Me for example! And I've found lots of them around, waiting to play SW. And where do you get that dosbox is low resolution and mediocre performance? Dosbox supports VESA resolutions and SW runs very fast, depending on the net connection that is.
Maren at
jebleu said at
And where do you get that dosbox is low resolution and mediocre performance? Dosbox supports VESA resolutions and SW runs very fast, depending on the net connection that is
I have yet to test WangBang in DosBox, hence when I say "performance" I'm referring to other aspects of the game, like FPS with higher resolutions, loading times and sound specifically.
I'd be more than happy to join a multiplayer game, but it would have to be with either JFSW or the original SW.exe outside DosBox.
jebleu at
Well, then Kali might be a good option for you!
Maren at
I'm already on Kali, mainly because that's the easiest way to get a BloodBath going, but I don't recall having seen a SW player in there since 2001 ::)
Maren at
@ProAsm: the "Toggle sound" option in PlayWang doesn't seem to affect clicking the "Total Conversions", "Singleplay Maps" and "WangBang Maps" buttons, Window's exclamation sound is still being played when toggled off.
ProAsm at
Try this:
http://www.proasm.com/files/sw/Playwang35.zip
Also if you add to your Playwang.ini file: UseSound2=1 then a second sound will be available which can be somewhat irritating, hence the option.
Maren at
That did it, but now the red X on the yellow speaker image means sound is on ;D
ProAsm at
LOL it depends on one's logic. When sound is on, the speaker has a cross meaning clicking it switches the sound off. Basically prior to coming here the first time when I saw your post, I logged onto some guys website that had the most awful music playing and I started hunting for a button or something to kill the sound and I found a speaker with a X in it..... thought about it... and hence the change :D
Also notice a few other changes, that when you click on a map, the hint will now show you the size as well if a text file is available. Batch files can now also be executed from the root folder :)
Maren at
ProAsm said at
LOL it depends on one's logic. When sound is on, the speaker has a cross meaning clicking it switches the sound off
Just pointed it out because 3.4 didn't behave that way. However, the red X should suggest status rather than a possible action in my opinion ;)
ProAsm said at
Also notice a few other changes, that when you click on a map, the hint will now show you the size as well if a text file is available. Batch files can now also be executed from the root folder :)
Nice, it keeps getting better and better ;D
Also, could you please, if not that much of a trouble, make it possible to launch JFSW saves?
ProAsm at
This is a recompiled version of JFSW (October 2005) which allows the saved game startup from Playwang. This file is a lot bigger than original as I use a pretty old compiler but it works. There is crash when loading a saved game if you select N for No, but I dont have time to hunt through this old code now. Just dont say No ;D
Sw.exe -game# (where # is 0 to 9)
http://www.proasm.com/files/sw/Sw.zip
Maren at
Good enough for me, thank you ;D
Maren at
I just noticed the player about to host a WB game has to click on "Config" even if there's no need to alter the current settings (accepting, cancelling or closing the "Config" window afterwards has no effect, it's clicking on "Config" what actually makes the difference), and failing to do this will cause PlayWang to launch a single player game when "Game Type" is set to "Host". This has to be done once everytime you run PlayWang.exe
I don't know if this is by design, but it seemed a lil odd to me 8)
ProAsm at
Yeah, just checked it and it does seem a bit odd. Will fix it next time around :D
Maren at
Hmmm, not much going on here, fixed that already?
Trance at
Really like the work you've done for JFSW, ProAsm. Being able to play co-op SW for the first time is quite refreshing. I think I'll take up mapping again :)
Something I'm concerned about is whether or not BUILD will be worked on in the near future. You've definitely improved mouse performance with SWP, is it at all possible to implement that kind of mouse control in BUILD? It would make 3D mode editing a lot easier.
Maybe I'm just spoiled on DOOM Builder.
Maren at
1. "MaxRefreshFreq" does not have an effect (works in plain JFSW though). I'd set it to 100 but screen was always 85hz. Today I tried switching to software mode then back to 32bit polymost as a last resource (I get 100hz in software mode, that's why) and now it's 60hz ???
2. The widescreen mode does not seem to offer the functionality I was expecting. The whole thing looks more like a bad combination of stretching with slightly altered fov.
3. The vertical dots in the crosshair are gone ???
4. The CPU usage seems to be somewhat higher than JFSW's and I've detected memory leaks in more than one occasion. Overally it doesn't feel like a very optimized build, but could it be my computer?
5. The brightness level defaults to what's probably required to get a decent picture out of the agonizing phosphors in your 15yo monitor. It wouldn't hurt to revert it back to SW's original ;D
6. I'm not a big fan of high-res textures so...any way I can disable them? like the menu's for example; I, for instance, prefer the classic one.
7. How about adding a vsync control? and it would be most handy to have it available from the menu as well. Same goes to "MaxRefreshFreq".
8. What exactly do the hack options do? I can see how the dying sequence changed but I don't get the 8bit part.
9. Do you plan to integrate all the PlayWang's features into SWP Startup?
10. I'm glad the mouse problem is gone because SWP still rocks arse 8)
ProAsm at
Maren, thanks for testing it like this and is exactly what I need as I mod things that come up as requests and often dont test everything as one assumes it all still works well. 1. The MaxRefreshFreq was temp disabled as LCD monitors create havoc with this as they should never exceed 75hz else your screen dissapears never to come back until you fire up an old CRT to see the picture and set it back to 70-75hz Many of the cheaper LCD claim 75hz refresh but never relise this and bomb out over 70. 2. The Widescreen is just a FOV hack I pinched from EDuke32 but satisfies most widescreen players :) 3. I'll check out the vertical dots on the crosshair although if you are refering to 8 bit then its possible as I dont even go here :) Thats why its pretty important to run 32bit with the Hrp but disable the Highres options rather as many things are now attached to the hrp. 4. CPU usage, which JFSW are you comparing it to, the October 2005 one, if yes the CPU usage will be much higher. Here is a download of the latest JFSW straight code compiled (Dec 2007). http://www.proasm.com/files/sw/jfsw.zip 5. The brightness is now set for LCD's as CRT's are out and reverting back is well, too much like hard work :) 6. Regarding switching off the highres stuff, in the Video Menu you can switch off the Highres Models and/or the Highres Tiles. Many people like to play with Highres Tiles and just switch the Highres Models off as they cause lag in slower PC's. 7. As in 1 above, VSync no longer exists in LCD's but yes I could put it in for the CRT guys :) As soon as I get a break (house mods) I'll get stuck into this lot. 8. The hack option for the 8bit is the yellow car with the silver key in $bullet. Basically with this set, driving the Redcar Controls will steer the yellow car with the silver key :) This is only usefull in Highres mode. 9. Yes I do intend getting SWPStartup up to date also. 10. Basixcally except for yourself no-one has ever complained about a mouse problem and if its now dissapeared then thats great but I did not do anything to the mouse functions at all :) Please keep an eye on it and let me know the moment it dissapears again. Can you assertain in which version it dissapeared, then I can see what was implemented ir removed ? If you like I could upload all versions from a given point.
Regarding Build and the mouse, when time permits I will enhance SWPBuild but right now things are a bit tight. I take it you are refering to SWPBuild ? http://www.proasm.com/files/sw/SwpBuild11.zip
** Edit ** As a quick fix this should fix your crosshair problem. http://www.proasm.com/files/beta/swp4101.zip
Edited by ProAsm at
Maren at
ProAsm said at
Maren, thanks for testing it like this and is exactly what I need as I mod things that come up as requests and often dont test everything as one assumes it all still works well.
Thanks for having taken the time to answer and help 8)
ProAsm said at
1. The MaxRefreshFreq was temp disabled as LCD monitors create havoc with this as they should never exceed 75hz else your screen dissapears never to come back until you fire up an old CRT to see the picture and set it back to 70-75hz Many of the cheaper LCD claim 75hz refresh but never relise this and bomb out over 70
This is most inconvenient as I still use a big CRT monitor and 100hz + Vsync is precisely the combination that works best on this machine. I don't think I'll be switching to anything else in the near future; LCD colors look like arse and OLED's are still sort of experimental. No workaround for CRT fans? :(
ProAsm said at
2. The Widescreen is just a FOV hack I pinched from EDuke32 but satisfies most widescreen players :)
I'm OCD-picky, guess the problem is me ;D
ProAsm said at
3. I'll check out the vertical dots on the crosshair although if you are refering to 8 bit then its possible as I dont even go here :)
** Edit ** As a quick fix this should fix your crosshair problem. http://www.proasm.com/files/beta/swp4101.zip
Still broken, even after a fresh SWP.cfg :-\
I must note this is only happens in 16/32bit modes.
ProAsm said at
Thats why its pretty important to run 32bit with the Hrp but disable the Highres options rather as many things are now attached to the hrp.
Yep.
ProAsm said at
4. CPU usage, which JFSW are you comparing it to, the October 2005 one, if yes the CPU usage will be much higher. Here is a download of the latest JFSW straight code compiled (Dec 2007). http://www.proasm.com/files/sw/jfsw.zip
This build is smoother than SWP at 60hz ???
ProAsm said at
5. The brightness is now set for LCD's as CRT's are out and reverting back is well, too much like hard work :)
I get it, but I tell you they are still going strong ;)
ProAsm said at
6. Regarding switching off the highres stuff, in the Video Menu you can switch off the Highres Models and/or the Highres Tiles. Many people like to play with Highres Tiles and just switch the Highres Models off as they cause lag in slower PC's.
Done, worked great. I don't like high-res stuff at all. Be it a menu, a texture or a model, it just feels out of place in decade old games ;)
ProAsm said at
7. As in 1 above, VSync no longer exists in LCD's but yes I could put it in for the CRT guys :)
I won't oppose ;D
ProAsm said at
8. The hack option for the 8bit is the yellow car with the silver key in $bullet Basically with this set, driving the Redcar Controls will steer the yellow car with the silver key :) This is only usefull in Highres mode.
Thanks, but can you tell me more about the other hack? that's the one I'm truly curious about :)
ProAsm said at
9. Yes I do intend getting SWPStartup up to date also.
Nice 8)
ProAsm said at
10. Basixcally except for yourself no-one has ever complained about a mouse problem and if its now dissapeared then thats great but I did not do anything to the mouse functions at all :) Please keep an eye on it and let me know the moment it dissapears again. Can you assertain in which version it dissapeared, then I can see what was implemented ir removed ? If you like I could upload all versions from a given point
Forget about all that. I reinstalled Windows and that's why it works ;D
ProAsm at
Still broken, even after a fresh SWP.cfg Undecided
I must note this is only happens in 16/32bit modes.
Ahhh, I noticed almost the whole crosshair missing in 8 bit mode and thats what I fixed. The smaller crosshair in 16/32 bit is by design and by request :)
LCD colors look like arse and OLED's are still sort of experimental.
Yes I agree with you 100% here and many people dont realize this. I went through many LCD tests before I finally purchased one as my tests on all of them was M$ FlightSim X, UT2004 and Duke3dw. In most the LCD's the colors were... well it looked like the season was fall (autumn) as the colors looked washed out. The Philips was the worst of the bunch and although I wanted a widescreen, I settled for a Acer AL1951 Gaming 19" 4x3 and color wise this rocks. I'll look into a workaround for CRT fans :)
This build is smoother than SWP at 60hz
Probably as SWP has a hell of a lot more in it with many changes to the critical code.
I get it, but I tell you they are still going strong
I have reduced the default brightness in SwpStartup 2 notches :)
Thanks, but can you tell me more about the other hack? that's the one I'm truly curious about
Well there are only 2, the one is the car and the other gives a 32 bit model death animation, instead of a 8 bit death animation which shows a Ninja being hacked in half by a sword. You need full highres to see this. I have not put any error correction in as yet to see whether bpp = 8,16 or 32 as I might still in the future only accept 32 bit highres Hrp and return to desktop if not found... we'll see :)
Regarding the update of SwpStartup with Playwang stuff, what stuff are you refering to as I'm currently working on it.
Forget about all that. I reinstalled Windows and that's why it works
Its amazing what this does for a PC, I make a point of reformating my C drive and reinstalling at least every 3 months.
Maren at
ProAsm said at
Ahhh, I noticed almost the whole crosshair missing in 8 bit mode and thats what I fixed
Ironically, I never noticed that :D
ProAsm said at
The smaller crosshair in 16/32 bit is by design and by request :)
How about making the smaller crosshair optional? the more you leave intact the better ;)
ProAsm said at
Yes I agree with you 100% here and many people dont realize this. I went through many LCD tests before I finally purchased one as my tests on all of them was M$ FlightSim X, UT2004 and Duke3dw. In most the LCD's the colors were... well it looked like the season was fall (autumn) as the colors looked washed out. The Philips was the worst of the bunch and although I wanted a widescreen, I settled for a Acer AL1951 Gaming 19" 4x3 and color wise this rocks
Not bad, but wouldn't trade a thousand AL1951's for my trusty GDM-C520K ;)
ProAsm said at
I'll look into a workaround for CRT fans :)
Thanks 8)
ProAsm said at
I have reduced the default brightness in SwpStartup 2 notches :)
Not that I couldn't adjust it myself but now CRT users will have a more useable screen by default 8)
ProAsm said at
Well there are only 2, the one is the car and the other gives a 32 bit model death animation, instead of a 8 bit death animation which shows a Ninja being hacked in half by a sword. You need full highres to see this. I have not put any error correction in as yet to see whether bpp = 8,16 or 32 as I might still in the future only accept 32 bit highres Hrp and return to desktop if not found... we'll see :)
Oh, the models, now I get it.
ProAsm said at
Its amazing what this does for a PC, I make a point of reformating my C drive and reinstalling at least every 3 months
You see, I'm constantly giving maintenance to my system, it's never slow, irresponsive or unstable (except for the mouse in SWP) There's nothing I dislike more than having a 3.0ghz performing like a 900mhz because of a thousand useless services, programs, viruses, spyware (haven't had the last 2 in 5 years or something) and various other garbage running in the background with a billion broken registry entries struggling to collapse the system on a helplessly fragmented drive.
To each there own I suppose ;D
ProAsm at
How about making the smaller crosshair optional?
I'll look into that.
the more you leave intact the better
Thats debatable, SWP is not original, like Eduke32, currently to keep track and write code for each mode which includes Shareware is a real pain in the butt. It would be a lot easier if we were to write code for just one mode, so if it was the Shareware Grp file or anything other than 32 bit it just exits with an apology.
Not bad, but wouldn't trade a thousand AL1951's for my trusty GDM-C520K
I know what you are saying as I still have my 19" Acer CRT, but you get used to the LCD and its not long and you wonder how the hell you ever managed without it. With the CRT I could never get enough brightness and contrast but with the LCD there is an abundance of the stuff :) With LCD's you have to be carefull as manufacturers juggle the contrast ratio with the response time as these are the main selling points. The response time is the time it takes to go from black to white and the contrast ratio is the ratio between blackest black and whitest white. Now in many cases the contrast ratio is poor as the blacks are not quite black and the whites are not pure white but can easily fool the eye, in these cases the response time will be great, like 2 to 5 ms which sells the LCD but is really crappy. On the otherhand a manufacture is honest and has an excellent contrast ratio but a response time of say 4 to 8 ms and this would be a better buy, but it does not sell :)
There's nothing I dislike more than having a 3.0ghz performing like a 900mhz
The next time you do a total re-install, do yourself a favour and install Xp-Pro-SP1, you can always do SP2/3 later. Xp-Pro-SP1 will increase the overall speed of your PC but as much as 30% Somewhere M$ made a messup with SP2 in that it drastically slowed your PC down and I was hoping they fixed this in SP3 but it was not the case. The only things you really loose out on in SP1 is the various advanced USB functions and some apps insist on SP2 which I just dump. With SP2 or 3, as time passes your PC slows down more and more :(
Edited by ProAsm at
TX at
SP2 and SP3 do not drastically slow down computers... fucking lol. SP1 and SP2 are about the same, while SP3 is a bit faster in some areas. Maybe you have dodgy hardware or your installation is corrupt... I know I certainly have found no compelling reason to stick with an outdated service pack, nor have very many other people. Being that SP1 isn't even supported anymore, you should probably try and figure out what's wrong with your hardware or Windows installation so you can patch some of the huge holes that have been found in recent months.
Maren at
ProAsm said at
I'll look into that
Thanks.
ProAsm said at
Thats debatable, SWP is not original, like Eduke32, currently to keep track and write code for each mode which includes Shareware is a real pain in the butt. It would be a lot easier if we were to write code for just one mode, so if it was the Shareware Grp file or anything other than 32 bit it just exits with an apology
Well, I said it was better (for the user at least), not easier to mantain, but yes, I can see where you're coming from ;)
ProAsm said at
I know what you are saying as I still have my 19" Acer CRT, but you get used to the LCD and its not long and you wonder how the hell you ever managed without it. With the CRT I could never get enough brightness and contrast but with the LCD there is an abundance of the stuff :) With LCD's you have to be carefull as manufacturers juggle the contrast ratio with the response time as these are the main selling points. The response time is the time it takes to go from black to white and the contrast ratio is the ratio between blackest black and whitest white. Now in many cases the contrast ratio is poor as the blacks are not quite black and the whites are not pure white but can easily fool the eye, in these cases the response time will be great, like 2 to 5 ms which sells the LCD but is really crappy. On the otherhand a manufacture is honest and has an excellent contrast ratio but a response time of say 4 to 8 ms and this would be a better buy, but it does not sell :)
A monitor with near perfect contrast is essential for me (I complement my income with a freelance job as a graphics designer), and quite certainly I can't live with a fixed resolution, just take a plain NTSC DVD movie for example; the deinterlaced image looks best at 800x640 because it pretty much fills the whole screen without having to resort to resampling/resizing hence unnecessarily sacrificing definition. Other resolutions will either make the frame too small or too big for the screen 8)
As for the SP dilema, I think both of you missed something important; it's not the service packs alone what can potentially cause trouble, it's forcing them on existing Windows installations which have been modified in certain ways. A fresh Windows XP Professional SP3 installation is smooth as silk (this what I use today), but SP3 on a SP2 installation will likely increase the booting time and make it much more crash prone.
From my personal experience, I can tell Service Packs require certain elements of the current installation to be intact in order to successfully carry out the update, otherwise it will screw up and the degree of damage will vary depending on the system.
TX at
A fresh Windows XP Professional SP3 installation is smooth as silk (this what I use today), but SP3 on a SP2 installation will likely increase the booting time and make it much more crash prone.
From my personal experience, I can tell Service Packs require certain elements of the current installation to be intact in order to successfully carry out the update, otherwise it will screw up and the degree of damage will vary depending on the system.
I'm not sure that I can agree with all of that. My XP installation is from 8/18/2005 according to EVEREST, and the installation source was a custom install disc I raped with nLite. SP3 went just fine. Sure, I've seen service packs blow up installations before, but much more often than not they've worked just fine in my experience.
pixelmaniac at
I was somewhat wary of installing SP3 on my xp computer, since I believed, as many people online apparently did too, that since m$' interest is to have everyone move to vista, they had made SP3 bork something in a xp installation, so that people would be forced to downgrade to vista. I installed SP3, and didnt notice any speed improvements, or slowdowns, and everything seems the same. The only difference is that i did the max open net ports hack that was restricted back in SP2 that SP3 put again.
Maren at
Back on topic.
Today I noticed I can't effectively disable anisotropic filtering. Selecting "none" has the same effect as selecting 16x. The lowest I can go is 2x it seems, and just in case you're wondering, my video drivers are set to "application-controlled" so settings should not fall in conflict.
Also, would you please integrate "GLUseTextureCompr" into the menu? it's probably the only useful video option that hasn't made it yet 8)
Fantastic! thank you very much 8) and in case anyone's wondering, the classic crosshair is back, the texture compression control was integrated into the menu and disabling anisotropic filtering works again.
ProAsm at
Great stuff ;) If you get some time can you test SwpStartup. It has undergone several major changes and all should be ok but....... :)
Excellent progress there, ProAsm! I love the improvement you've made to the editor's mouse code. Unfortunately something seems to have gone dodgy with the game's mouse code at the same time; perhaps I just don't have it properly configured, but if one looks up or down with the mouse at a rate past a certain point, the screen jitters and the view pitch doesn't move. Any ideas?
The BUILD editor improvements are enough to bring me back to the game, though. Now I can make maps again! W00t!
Maren at
Mouse (or whatever's to blame) screwed up again. It worked for a while after I reinstalled Windows but now the jitter back and worse than ever :-\
I'd give anything to know which changes in my Windows installation are causing this and why SWP appears to be so sensitive to them, because everything else, including a couple of games, works just fine.
ProAsm at
Maren, dont you by any chance have a restore point you can go back to and try and eliminate this problem. Also try setting up a Virtual PC for SWP only as that way you can have a 2nd or more PC within a PC. I've started using Virtual PC and its the best thing since sliced bread :) I have my own PC as XpPro SP3, a Virtual PC with XpPro SP1, another with Vista and am trying to get one going in Win98. http://www.microsoft.com/windows/downloads/virtualpc/default.mspx
Yes I also notice the mouse screen jitters problem and will look into it sometime ;)
Edited by ProAsm at
Maren at
I disabled it as soon as I installed Windows, but even if the restore points were there, I wouldn't know which one to pick (and I ain't trying'em all out!) because I don't know exactly when the problem reappeared :-\
As for a virtual machines...well, I use them for testing dangerous/invasive software but that's about it, performance-wise they leave a lot to be desired.
ProAsm at
Yeah, performance wise VM's are lacking but I was thinking start a VM as the S3 card it gives plays SWP ok and then just add stuff untill you get the bomb out, although there again its a problem when adding hardware stuff... anyway just a thought :)
Maren at
I don't think you realize how ancient my computer is, it can barely virtualize Win95, but I appreciate your concern ;D
Update: even though less noticeable, jittering is also present when using the keyboard, just found out today.