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

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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Wed Feb 01, 2017 9:53 am

Captain J wrote: Like why PC cars doesn't work properly and some places were been changed differently.

Cars not work? Check game controls. For change angle use turnleft/turnright controls.
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Re: Shadow Warrior Total Conversion

Postby Captain J » Wed Feb 01, 2017 9:55 am

Ooooh, those controls. Too bad i'm not using that control often, a lot.
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Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Wed Feb 01, 2017 11:10 am

Looks like the mod is not fully compatible with a 1920 x 1080 resolution, as the HUD is not widescreen and weapons like the Katana and the Shotgun get cut off on the right side.

Also, the minimal HUD does not display armour. I suggest you use a less blurry font for it too; maybe you could take the HD one from the Remastered version?

Finally, why no dual Uzis? :?

That aside, like any port of a Build game to the idTech engine, it handles much better than the original game. Nice work so far!
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Wed Feb 01, 2017 11:29 am

JohnnyTheWolf wrote:Also, no dual Uzis?

Mod have dual uzis. Just press alt-fire, if you take second uzi on map.

JohnnyTheWolf wrote:Looks like the mod is not fully compatible with a 1920 x 1080 resolution, as the HUD is not widescreen and weapons like the Katana and the Shotgun get cut off on the right side.

What? i'm change sprites in mod for widescreen(Katana, Riotgun and other).
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Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Wed Feb 01, 2017 2:41 pm

Oops, my bad about the dual Uzis. It has been a while since I have played the original game.

As for my sprite issues:

Cut sword.jpg


Cut shotgun.jpg
You do not have the required permissions to view the files attached to this post.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Wed Feb 01, 2017 3:53 pm

You trolled me)
I'm create screen for you:
Image
Are you sure you replace all the files?
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Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Wed Feb 01, 2017 7:55 pm

I am not trolling you. :?

I downloaded the file from the second link in the original post to a brand new folder.

If there is a newer version, then I suggest you edit the original post with updated download links in order to avoid further confusion.
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Re: Shadow Warrior Total Conversion

Postby NantoCodd » Thu Feb 02, 2017 1:00 am

Lex Safonov wrote: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.


That's the latest version link. Lex, I think you should update the first comment on this thread so it use this link instead.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Thu Feb 02, 2017 5:01 am

Oh, ok, my bad. Give me some time....
Ok guys! I'm update first post.
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Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Thu Feb 02, 2017 8:49 am

Thanks for the updated link!

However, I cannot seem able to play Doom II levels anymore; instead, it automatically loads the custom level you have made. While I intend to try it eventually, I would like to know how to play Doom II, Evilution or Plutonia with your mod.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Thu Feb 02, 2017 9:37 am

just not load the files BULLET.wad and SWMapPack.pk3
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Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Thu Feb 02, 2017 10:20 am

Well then, minor issues aside (the non-widescreen HUD and the minimal HUD not displaying armour count), I can safely say you have successfully recreated Shadow Warrior in Doom. :D

Хорошая работа!

EDIT #1: I noticed you mispelled the Uzi as "Usi" in the pickup messages.

EDIT #2: Monsters replacing Lost Souls seem to be wandering off on their own. For example, in Doom II's MAP05: The Waste Tunnels, I was attacked by Wasps as soon as I entered the dark tunnel to the left of the starting point.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Fri Feb 03, 2017 2:21 am

JohnnyTheWolf wrote:Well then, minor issues aside (the non-widescreen HUD and the minimal HUD not displaying armour count), I can safely say you have successfully recreated Shadow Warrior in Doom.
Хорошая работа!


Oh, thanks man :D

JohnnyTheWolf wrote:EDIT #1: I noticed you mispelled the Uzi as "Usi" in the pickup messages.
EDIT #2: Monsters replacing Lost Souls seem to be wandering off on their own. For example, in Doom II's MAP05: The Waste Tunnels, I was attacked by Wasps as soon as I entered the dark tunnel to the left of the starting point.

well, I will see that this can be done)
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Re: Shadow Warrior Total Conversion

Postby JohnnyTheWolf » Mon Feb 06, 2017 6:48 pm

Do you consider releasing a version without the SW monsters? I think it would be fun to use Lo Wang's arsenal against Doom's default bestiary.
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Re: Shadow Warrior Total Conversion

Postby Lex Safonov » Wed Feb 08, 2017 6:02 am

JohnnyTheWolf wrote:Do you consider releasing a version without the SW monsters? I think it would be fun to use Lo Wang's arsenal against Doom's default bestiary.

Probably later, a separate version. So far, all efforts aimed at the transfer maps.
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