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  1. Original ver: 11/22/97
  2. Updated: 1/30/97
  3.  
  4. Shadow Warrior 3Dfx version Notes
  5. ---------------------------------
  6.  
  7. Shadow Warrior 3Dfx files
  8. -------------------------
  9.  
  10. SW3DFX.EXE - 3Dfx version of the game
  11. SET3DFX.EXE - Setup program for 3Dfx. (Run this one).
  12. (Will create sw3dfx.cf2 as your config file for 3Dfx).
  13. 3DTMAIN.EXE - Main setup program for 3Dfx.
  14. FXCODE.SYM,
  15. FXDATA.SYM - Files needed for 3Dfx to save/load games.
  16. 3DFXREAD.TXT - This text file.
  17.  
  18. Fixes for v1.1 of the 3Dfx patch
  19. --------------------------------
  20. * You can now save/load games successfully.
  21. NOTE: The software and 3Dfx versions of the game have their OWN save
  22. files. The 3Dfx saves are listed as "GAME#.SA2". There was no way
  23. to make them use the same save files. You cannot use software version
  24. save files with the 3Dfx version.
  25.  
  26. * Can select resolutions from the set3dfx.exe program.
  27. NOTE: The setup program now uses it's own config file as well.
  28. Software version uses SW.CFG and 3Dfx setup uses "SW3DFX.CF2".
  29.  
  30. * F5 will toggle resolutions in the game now.
  31.  
  32. * 800x600 added in 3Dfx mode.
  33.  
  34. * Colors are no longer "muddy" and match the software version closely.
  35.  
  36. * Kid Mode works correctly (v1.0 turned every texture into texture #1).
  37.  
  38. * Status bar should no longer be "garbled".
  39.  
  40. * Smoke Bomb will now make your hands transparent, so you can tell you
  41. are invisible.
  42.  
  43. * Multiplay frag bar no longer has top line cut off
  44.  
  45. * Better error message if glide2x.ovl not found in your path.
  46.  
  47.  
  48. Fast Start
  49. ----------
  50.  
  51. Want to get 3Dfx Shadow Warrior running right now?
  52.  
  53. 1. You would be well advised to read the troubleshooting section first.
  54.  
  55. 2. You MUST have at least 32 megs of RAM. More memory will lead to
  56. much better performance. This patch will not work on 16 meg
  57. machines.
  58.  
  59. 3. You MUST have the "glide" drivers installed. Shadow Warrior
  60. needs a file called GLIDE2X.OVL to be in the path. If you don't have
  61. a glide2x.ovl in your \windows or \windows\system directory, you can
  62. get current glide drivers here at the 3Dfx site:
  63.  
  64. http://www.3dfx.com/download/sdk/index.html
  65.  
  66. Try http://www.3dfx.com (and poking around if the site changes)
  67.  
  68. You want the Glide2.43 Runtime Drivers (or whatever the current version
  69. is at the moment.)
  70.  
  71. 4. Make sure to have your Shadow Warrior CD in the drive, or some CD with
  72. a valid track #2. (Ignore this if playing the shareware version).
  73.  
  74. 5. Run SET3DFX, and configure the game. (should read troubleshooting)
  75.  
  76. 6. Launch SW from the setup program, or exit and type SW3DFX.
  77.  
  78. 7. The game will load. (Note the "3Dfx" on the title bar).
  79.  
  80. 8. It will take some time to convert various textures the game uses to
  81. 3Dfx format. Be patient. On a P300 this takes 10 seconds. On a P90,
  82. it will take longer (upwards of 3-4 minutes or more). This is a ONE
  83. TIME deal.
  84.  
  85. 9. Play the game.
  86.  
  87. Notes on the 3Dfx version of Shadow Warrior
  88. -------------------------------------------
  89.  
  90. The 3Dfx version uses a different setup program (SET3DFX.EXE). So, type
  91. SET3DFX to setup/run the game instead of SETUP.
  92.  
  93. 3Dfx Shadow Warrior does not support 3D sprites like regular
  94. Shadow Warrior does. This was a technical impossibility. For this
  95. reason, the 3D sprites option has been removed from the options
  96. menu. Be sure to turn 3D sprites off in regular Shadow Warrior
  97. before running the 3Dfx version for the first time. If you do not
  98. do this, then no sprites will appear in the 3Dfx version.
  99.  
  100. Troubleshooting
  101. ---------------
  102.  
  103. Q: Why can't I see any enemies or decorations in the game?
  104. A: The "3D sprites" option is turned on, which is not supported by
  105. 3Dfx Shadow Warrior. To fix this, either delete your .CFG file
  106. and create a new one, or run "regular" Shadow Warrior and turn
  107. the 3D sprites off.
  108.  
  109. Q: Why does my status bar look garbled?
  110. A: Some of the larger textures (like the status bar) are converted
  111. to 3Dfx format the first time you run 3Dfx Shadow Warrior.
  112. Sometimes these textures can become corrupted. Try deleting the
  113. TX3DFX subdirectory in your Shadow Warrior directory and
  114. running 3Dfx Shadow Warrior again. It will reconvert the
  115. textures again.
  116.  
  117. Q: Why does 3Dfx Shadow Warrior access the hard drive so much?
  118. A: You probably have 32Mb or less installed in your system, and
  119. you probably have a 2Mb 3Dfx card. Shadow Warrior uses a LOT of
  120. wall textures and enemy sprites, and these can take up tons
  121. of memory once they are converted to 16-bit color for use by
  122. the 3Dfx card. For best performance, you should run 3Dfx
  123. Shadow Warrior on a system with more than 32Mb installed.
  124.  
  125. Q: Why is the frame rate so low?
  126. A: Low frame rate is usually due to hard disk cacheing, in
  127. which case you need more memory as mentioned above. Another way
  128. to increase frame rate is to INCREASE the screen size (by
  129. hitting the '+' key or using the Screen Options menu.) The
  130. status bar tends to slow things down a lot, and getting rid of
  131. it often helps speed things up. NOTE: Decreasing the screen
  132. size will only slow things down more.
  133.  
  134. Also Shadow Warrior has to do a lot of extra work to get onto the
  135. 3Dfx that a "real" 3D game does not. We end up having to deal with
  136. many more polygons per frame than a game like Quake, Jedi Knight or
  137. Hexen II. This is detailed more in Scott Alden's 3Dfx notes below.
  138.  
  139. Q: Why are sloped floors and ceilings so bright?
  140. A: This is a necessary evil for various programming related
  141. reasons.
  142.  
  143. Notes from 3Dfx and environment variables
  144. -----------------------------------------
  145.  
  146. 3Dfx Build Engine Version 1.0
  147. Author: Scott Alden
  148. Date Created: 9/12/1997
  149. Last Update: 11/22/1997
  150.  
  151. 3Dfx Build Engine Version 1.1 update
  152. Author: Jack Mathews / 3Dfx
  153.  
  154. Implementation Notes
  155. --------------------
  156. I had a lot of fun and challenges on working on the
  157. Build engine, not everything went as I wanted it
  158. and many things are workarounds. Sloped floors
  159. were especially fun ;-) An ideal thing to happen is this
  160. engine is converted to true polygon rendering system.
  161. This could greatly enhance the speed for the 3Dfx hardware.
  162.  
  163. I currently have the raster layer of the build engine
  164. rendering spans to the 3Dfx hardware. Thus a wall that
  165. fills the entire screen would be made up of X triangles
  166. where X = the horizontal resolution of the screen.
  167. You can set the BUILD_TRICOUNT (see below) environment
  168. variable to see how many triangles are being drawn on
  169. the previous frame. This is more for seeing how the
  170. tricount affects the framerate. Since each wall and
  171. floor is made up of hundreds of spans, thus thousands
  172. of triangles are drawn each frame. For instance if
  173. a single wall was rendered in a frame that filled the
  174. screen, the renderer would have to draw 640 vertical
  175. triangles to draw the wall.
  176.  
  177. All of the tiles in the game are downloaded to the
  178. hardware as texture maps, and the span is converted
  179. to the 3Dfx format for rendering. There are 3 types
  180. of primitives that I use: horizontal triangles for
  181. horizontal spans, vertical triangles for vertical spans,
  182. and quads for drawing unclipped sprites.
  183.  
  184. Also, the lighting/palette effects that the game
  185. uses are achieved by downloading a new palette to the
  186. 3Dfx hardware. This palette downloading happens on
  187. a span by span basis. Fog and other lighting effects
  188. are all achieved by palette changing.
  189.  
  190. A span based renderer is slower than the an ordinary
  191. 3D based renderer (like GLQuake) on the 3Dfx because
  192. of the conversion of spans involved. For each vertical
  193. span in a wall, the texture coords must be calculated
  194. specifically for the span, where as a regular polygon
  195. for a wall only has to provide texture coordinates at
  196. the vertices.
  197.  
  198. -----------------------------------------------------------
  199.  
  200. Here are some extra things to know about for
  201. additions I have made to the build engine which
  202. can be set in your environment before running
  203. the game:
  204.  
  205. Environment Variables
  206. ---------------------
  207. The BUILD_640X480 environment variable is used
  208. to run the game in the 640x480 resolution.
  209. The default setting is 0, and the default resolution
  210. is 512x384.
  211. e.g. set BUILD_640x480=1
  212.  
  213. The BUILD_RESAMPLE environment variable is used
  214. to control how the game and animation textures
  215. are converted to 3Dfx format. If you set this
  216. variable, the slower method of sampling and blending
  217. is used. This gives a more desirable image however
  218. it takes a long time to run, and it gives a dark
  219. halo effect surrounding sprites (i.e. the fists
  220. and some menu bar things). The faster way uses
  221. point sampling, it provides a more grainy conversion,
  222. but is a lot faster than the previous method.
  223. You only need to convert the textures the first time
  224. you run the program, and if you want to recreate
  225. them, delete the "tx3dfx" and animxxxx directories
  226. which contain all the .3df files.
  227.  
  228. The BUILD_BRIGHTNESS environment variable is used to
  229. brighten the colors of the textures that are used in
  230. the game engine. The colors will be brightened by this
  231. factor, and will saturate to white. The default setting
  232. is 2.5.
  233. e.g. set BUILD_BRIGHTNESS=2.8
  234.  
  235. The BUILD_NOPAL environment variable is used to turn
  236. on palette downloading on a per-span basis.
  237. !!!Warning!!! This will affect the color palette of the game
  238. and the colors may not be correct! This is only provided
  239. as a speed boost. The default setting is 0.
  240. e.g. set BUILD_NOPAL=1
  241.  
  242. The BUILD_NOFOG environment variable allows the game
  243. fog to be turned on/off. This is provided as a
  244. speed boost. The default setting is 0.
  245. e.g. set BUILD_NOFOG=1
  246.  
  247. The BUILD_CONVTEXTURES environment variable is used
  248. to control whether or not textures are cached to disk.
  249. If BUILD_CONVTEXTURES is set to 1, then the textures
  250. will not be cached to disk and will be converted in
  251. memory. If you are running the game under Windows 95,
  252. then this setting is not recommended. If you are
  253. running the game under DOS, then this setting may help
  254. out because disk I/O access is slower on some
  255. DOS machines than others. The default setting is 0.
  256. e.g. set BUILD_CONVTEXTURES=1
  257.  
  258. The BUILD_TRICOUNT environment variable shows the number
  259. of triangles drawn in the last frame. The default setting
  260. is 0.
  261. e.g. set BUILD_TRICOUNT=1
  262.  
  263. The BUILD_FPS environment variable shows the current clock
  264. settings, frame number, and a (rough)FPS count.
  265. The default setting is 0.
  266. e.g. set BUILD_FPS=1
  267.  
  268. The BUILD_VERSION environment variable shows the current
  269. version number of the 3Dfx Version of the Build Engine
  270. and the current version of Glide you are using below that.
  271. The default setting is 0.
  272. e.g set BUILD_VERSION=1
  273.  
  274. BUILD_MRED, BUILD_MGREEN, BUILD_MBLUE set the colors
  275. of mirrors in the game respectively. Their range is
  276. from 0-255. Their default settings are 200, 200, and 255
  277. respectively (gives a blue tinge to all mirrors)
  278. e.g. for dark blue mirrors:
  279. set BUILD_MRED=0
  280. set BUILD_MGREEN=0
  281. set BUILD_MBLUE=200
  282.  
  283. ------------------------------------------------------------
  284. Here's some things I added to the Shadow Warrior code
  285. and specific things in the build engine that are
  286. related to Shadow Warrior.
  287.  
  288. When you start up Shadow Warrior 3Dfx version, the
  289. program will begin converting the textures in the game
  290. to the 3Dfx format. This only needs to be done once, and
  291. if you want to recreate the process, then delete the
  292. subdirectories called tx3dfx and animxxxx where xxxx will
  293. be a number and the directory will contain .3df files.
  294. This takes quite a while to convert so be patient :-)
  295. See the above environment variable BUILD_RESAMPLE for
  296. more information on this.
  297.  
  298. New Keys
  299. --------
  300. ALT-B: Turns on Bilinear filtering ("Blurry" mode)
  301. ALT-P: Turns off Bilinear Filtering ("Pixelated" mode)
  302. F12: Captures the 3Dfx screen. Creates files in the TGA format
  303. with the naming convention of swcpxxxx.tga where xxxx is the
  304. number of screen captures made.
  305.  
  306. New Functions
  307. -------------
  308. Transparent Textures based on their intensity.
  309. This is for transparent explosions, etc...
  310.  
  311. This function has been applied to the following textures
  312. for Shadow Warrior (these are based on the internal
  313. representation of the tile numbers):
  314. 1465-1468
  315. 3072-3225
  316. 1748-1753
  317. 3240-3277
  318. 3280-3300
  319. 3948-3986
  320. 3969-4016
  321. 772 - 776
  322.  
  323. Note: Cranking up the intensity with BUILD_BRIGHTNESS
  324. will cause less of the textures to be transparent, since
  325. the level of opacity is based on their intensity.
  326.  
  327.  
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