Shadow Warrior Total Conversion 12 maps well done!!!!
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 161
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Re: Shadow Warrior Total Conversion
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
My favorite part is where the sticky bomb meets mr.stupid.Don't know why.
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- Location: Russian Federation
Re: Shadow Warrior Total Conversion
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?)
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
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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- Location: Russian Federation
Re: Shadow Warrior Total Conversion
Fixed Missile Launcher bug, reupload.
Stop, stop, stop... I fixed them, look closely at the best, I'm serious.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.
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Re: Shadow Warrior Total Conversion
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;
just remove the death 7 and 8 state, then it's fine.
Code: Select all
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
}
}
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- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
Awwwww, sorry man, my bad. Next time I added fix for casing spawner.
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- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
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?)
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
it's been a damn long time there!
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- Location: Italy
Re: Shadow Warrior Total Conversion
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
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
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 anyone up for it?
Really great an nostalgic to play these weapons and enemies... thanks are in order here
just needs maps anyone up for it?
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- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
Yes, a lot of doom hitskan enemies, and they became SW TC 2 times more.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.
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)
Geometry MAP - not a very big problem. It simply converts utility map2vad. But texture \ objects \ environment sectors \ effects a much bigger problem.osjclatchford wrote:just needs maps anyone up for it?
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- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Shadow Warrior Total Conversion
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
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
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.