Shadow Warrior Total Conversion 12 maps well done!!!!

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Re: Shadow Warrior Total Conversion

Postby Warhawk » Fri Jan 09, 2015 11:31 pm

The katana and the riotgun aren't wide-screen friendly, but Shadow Warrior Redux has 'em.
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Re: Shadow Warrior Total Conversion

Postby grouchbag » Sun Jan 11, 2015 4:17 am

My favorite part is where the sticky bomb meets mr.stupid.Don't know why.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Thu Jan 15, 2015 8:49 am

Okay, so. I'm ended fix for zandronum now))))
New features:
- Game Start animation in original game now here too!
- Low balance fix.
- Added new monster - bee(original game too!).
- Fixed MissileLauncher, added radiation smoke in nuclean-missile and fixed sprite offsets.
- Fixed StickyBomb.
- Fixed for zandronum-only - DemonicSnake used A_Warp function in GZdoom version, now used special ACS-script for orbit-skull.
LINK!:
Zandro Version:
http://s000.tinyupload.com/?file_id=501 ... 4147974975

Gzdoom-Version:
http://s000.tinyupload.com/?file_id=375 ... 1208079932

Next Plans:
- Recreate Guardian Head(Weapon) - Now I know how create magic-circle more optimized.
- Balance Fixed.
- Maybe - Map-pack create, used original textures and object, and maps too)))
- Of cource - fixeds for deathmatch)

Awwww, my inglish is very bad, sorry guys)))
Does no one likes Shadow Warrior?)
Last edited by Lex Safonov on Thu Jan 15, 2015 10:40 am, edited 1 time in total.
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Re: Shadow Warrior Total Conversion

Postby Captain J » Thu Jan 15, 2015 10:20 am

still, uzi casings have missing frame. so it keeps flickering when it's spawned. and i'm not talking about sprite one, the script one.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Thu Jan 15, 2015 10:41 am

Fixed Missile Launcher bug, reupload.
Captain J wrote:still, uzi casings have missing frame. so it keeps flickering when it's spawned. and i'm not talking about sprite one, the script one.


Stop, stop, stop... I fixed them, look closely at the best, I'm serious.
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Re: Shadow Warrior Total Conversion

Postby Captain J » Thu Jan 15, 2015 11:31 am

i know you're getting annoyed about this, but i'm afraid to say it still have some problems; while casing's rotating sprites only have 6 frames, just extracted them from the original, decorated casing's death state in this mod have 8 of them. so if they goes to state that demanding the frame that does not exist, casings that went those states are disappears when it's landed. still didn't understood? and that's how i bought simple explanation;
Code: Select allExpand view
ACTOR MicroUziCasing
{
   Scale 0.15
   Radius 2
   Height 2
   Speed 3
   Gravity 0.20
   +DOOMBOUNCE
   +MISSILE
   +DROPOFF
   +NOTELEPORT
   +CLIENTSIDEONLY
   bouncefactor 0.5
   SeeSound "SHELL2"
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
     Looping:
     MUCA ABCDEF 2 <- 6 frames in total.
      Loop
   Death:
         MUCA A 0
      MUCA A 0 A_Jump(256, "Death1", "Death2", "Death3", "Death4","Death5","Death6","Death7","Death8") <- 8 states in total, 7 and 8 states demands the sprites that don't exist.
      stop
      Death1:
      MUCA A 600
      Stop
      Death2:
      MUCA B 600
      Stop
      Death3:
      MUCA C 600
      Stop
      Death4:
      MUCA D 600
      Stop
      Death5:
      MUCA E 600
      Stop
      Death6:
      MUCA F 600
      Stop
      Death7: <- this loser demands something that does not exist.
      MUCA G 600
      Stop
      Death8: <- this loser demands blah blah blah, you get the point now.
      MUCA H 600
      Stop
   }
}
just remove the death 7 and 8 state, then it's fine.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Fri Jan 16, 2015 7:44 am

Awwwww, sorry man, my bad. Next time I added fix for casing spawner.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Sat Feb 07, 2015 8:16 am

Ok, I'm create new build Shadow Warrior TC!
Good news:
- Guardian-Head animations are fixed and recreate magic circle(now it's normal work in multiplayer)
- Micro-Uzi Fix - created tracer and now you can not choose the second Uzi, while his not pick on a map.
- Rocket Launcher Fix(Nuclean explode animations)
- Balance fix. Enemies killed now easier (hit-scan monsters)
- Casing-spawner Fix.
- For Zandronum version - Fixed Gibs-actors(not autoaimed)
- Added Lo Wang Gibs(Head, Legs)

So, Links!
GzDoom Version:
http://s000.tinyupload.com/?file_id=524 ... 6957333629

ZandroVersion(2.0 only!):
http://s000.tinyupload.com/?file_id=085 ... 5582832827

Have Fun!
Who wants some Wang?)
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Re: Shadow Warrior Total Conversion

Postby Captain J » Sat Feb 07, 2015 8:39 am

it's been a damn long time there! :D
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Re: Shadow Warrior Total Conversion

Postby Peter Bark » Mon Feb 09, 2015 4:18 am

really great work, next step would be a team to make the maps (also faithful to the original game). though it's a shame the engine is so advanced for SW but and i'm sure with ACS a lot of those tricks can be hacki'y recreated. (car crashing in the first map would be an actor that moves forward and explodes for example).
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Re: Shadow Warrior Total Conversion

Postby Captain J » Mon Feb 09, 2015 8:38 am

by the way, i'm not sure it was intentional to the original game, guardian's flame barrage damages ripper heart's summoned helper and first aid kits are spawned with stimpack very often and lastly, his special voice after getting a railgun plays when pickup the other explosive weapons.
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Re: Shadow Warrior Total Conversion

Postby osjclatchford » Mon Feb 09, 2015 1:50 pm

First time I've played any sw since it first came out! Absolutely amazing job. Really satisfying and very faithful as far as my memory goes...
Really great an nostalgic to play these weapons and enemies... thanks are in order here
just needs maps :wink: anyone up for it?
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Tue Feb 10, 2015 7:24 am

Captain J wrote:by the way, i'm not sure it was intentional to the original game, guardian's flame barrage damages ripper heart's summoned helper and first aid kits are spawned with stimpack very often and lastly, his special voice after getting a railgun plays when pickup the other explosive weapons.

Yes, a lot of doom hitskan enemies, and they became SW TC 2 times more.
Phrases - in DOOM very bad random (with regards SNDINFO) and I decided to make phrases more to continually played the same)
I understand that I did not like in the original game, but you need to put up with it as the fact that the engine zdoom not all can provide.
But in the future I will continue to do the same modification as close to the original game)

osjclatchford wrote:just needs maps anyone up for it?

Geometry MAP - not a very big problem. It simply converts utility map2vad. But texture \ objects \ environment sectors \ effects a much bigger problem.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Wed Feb 01, 2017 8:18 am

Dear friends! It took a very long time since the last post in this thread. I recently posted the first screenshots of the map. Now I suggest you try it!
Link to pack:
http://www.mediafire.com/file/jizyh2lo2 ... Backup.rar
start line:
gzdoom.exe -iwad doom2.wad -file BULLET.wad -file SWMapPack.pk3 -file ShadowWarriorBackup.pk3 -file ShadowWarriorMusic.pk3
Works while only port Gzdoom. Later I do to fix Zandronom port. I draw your attention that the cars made md3 models. Later, as the deal with voxel models, they will also be included in the overall archive.
SceenShoots
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Re: Shadow Warrior Total Conversion

Postby Captain J » Wed Feb 01, 2017 9:26 am

This is really brilliant and new! I really loving it, except some flaws i've encountered. Like why RC cars doesn't work properly and some places were been changed differently. Other than those, it's great!
Last edited by Captain J on Wed Feb 01, 2017 9:54 am, edited 1 time in total.
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