JonoF Shadow Warrior oddness

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DeM0n
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JonoF Shadow Warrior oddness

Post by DeM0n » Thu May 04, 2006 11:51 am

Is, whoever else is using JonoF's Shadow Warrior port, getting the same weird problem with certain screens? (Thisone is taken from the first stage of the first episode)
Odd Screen xD

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Lord Molder
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Post by Lord Molder » Tue May 09, 2006 10:48 pm

Is that screen from the first level of the game?....yes i`ve had some weird glitches here and there too.
`theres no place like home....Eheheeee!

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DeM0n
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Post by DeM0n » Wed May 10, 2006 11:07 am

Yeah it's the first level from the first episode. It's in the room with the remote control for the mini bulldozer that has the key attached to it. The screen where you are supposed to see the bulldozer just spazzes out and creates some kind of "No clipping effect". (Like when you enter a noclip code and walk through a wall)
I fixed the first level of the first episode by attaching the key to the speedracer car but those files got lost lol I also wanted to fix the wanton destruction difficulty bugs but geez the Build Editor for SW is working differently and I have no idea how to change an enemies difficulty settings :(

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Ephemeral
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Post by Ephemeral » Wed May 17, 2006 12:58 pm

This is a very well known problem in the port, and there doesn't seem to be a solution at the moment. But it might get fixed in future versions. Try jonofs forum or the shadow warrior section in 3drealms forum for further info.

Workaround: Change resolution to 8 bpp or disable polymost. I can't remember exactly, as I don't have it installed at the moment, but I think you can even do it ingame.

Edit: Hehe, always a good idea to read the readme:
There are two rendering bugs I am aware of that will be fixed in a subsequent release:

1. Level 1: the viewscreen to drive the silver key to the collection area is not working properly in GL Polymost mode, giving just a static texture. Switch to 8-bit mode temporarily to complete this section of the level.
2. Level 2: in the pool of water at the end of the map which opens up a magic portal showing the next level, the sector-over-sector effect in the view beyond the portal malfunctions giving a shimmering sky area in the view.

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DeM0n
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Post by DeM0n » Wed May 17, 2006 6:28 pm

Ephemeral wrote:This is a very well known problem in the port, and there doesn't seem to be a solution at the moment. But it might get fixed in future versions. Try jonofs forum or the shadow warrior section in 3drealms forum for further info.

Workaround: Change resolution to 8 bpp or disable polymost. I can't remember exactly, as I don't have it installed at the moment, but I think you can even do it ingame.

Edit: Hehe, always a good idea to read the readme:
There are two rendering bugs I am aware of that will be fixed in a subsequent release:

1. Level 1: the viewscreen to drive the silver key to the collection area is not working properly in GL Polymost mode, giving just a static texture. Switch to 8-bit mode temporarily to complete this section of the level.
2. Level 2: in the pool of water at the end of the map which opens up a magic portal showing the next level, the sector-over-sector effect in the view beyond the portal malfunctions giving a shimmering sky area in the view.

Yah, I figured that out when I was playing with the settings, just too lazy to post it lol. And that was AFTER I edited that damn map lol.

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