![]() Not sure if it can work with those old GRP but it is worth of try.ĮDIT2: Sorry for bad english. At least it was for me :)ĮDIT: Should not forget, there is plugin for total commander, which can open/pack/unpack GRP files. This is fastest way to learn edit maps in build. Try search for kextract.exe (it should be included in DOS versions of DN3D/RR/Blood/etc) which can extract everything (like maps, sounds, graphic) from *.grp files and then edit them. Today, I have still wifi (12/6Mbits but truely it is about 6/3Mbits) and Im glad that I have at least something. It was caused because of location I´ve lived (first wifi connections was here when there was ADSL in 6Km distant city). Im 28 yo, and own internet connection only about six to eight years. I've seen been poking around with it to this day. Originally posted by LittleBigPancake:Haha having no internet is something I can't imagine growing up without it. Haha having no internet is something I can't imagine growing up without it. It is time eater but if you doing maps in build right away, you will have face a few troubles.Īnd remember, build and build games are 2D, so you are limited in this way. One thing I remember very well If you want good map, you need to have something like sketch and THEN make it in build. Try it too, it is not too hard, just watch and learn and try, and you see. And this was my road, how to learn make maps in build. But back then, I had no internet connection or anything close to this, so I just extracted all maps from game and load them in build progressively. Learning is first thing, same as reading google tips. Had a big pile of notes, how is everything done. I remember, when I was 13 or so, I was making maps for DN3D, SW, Blood and Redneck Rampage furiously. Yes, 135 FOV in Shadow Warrior is the same as 90 FOV in Doom and no, it does not make sense whatsoever.Originally posted by Immortel:Hehe, there is win version of build (Steam\SteamApps\common\Shadow Warrior Classic\bin\build.exe") which should work if you copy graphic files in its folder. The player heights and aspect ratios are different between all 3 games, but the principle is the same. MAP file into Shadow Warrior's map editor and saved it into the SW MAP format.įrom there, it was a matter of increasing the FOV in the config file until the visible 101-unit distance between Lo Wang and the wall matched that of GZDoom. I ran it through a classic DOS Doom-to-Duke Nukem 3D map converter [then loaded the converted. Specifically, a small, no-effort map of 500 units between the player and a wall with an impassable line placed 101 units ( again, no effort) in front of it. Like all good things FPS, it started with Doom. It took countless hours of effort and a level of ingenuity one would not expect from a connosieur of a game that features anime tiddy and dialogue like Hey baby! Pull my finger! Hahaha! With this guide, you will be able to play at a custom FOV setting that is just like the one in ZDoom, the popular modern Doom source port.įinding the right FOV settings for Shadow Warrior was not a simple matter of fiddling with the FOV slider like a casual. It could be that only five people still play this game in 2016, or it could be that finding the right FOV settings for Shadow Warrior Classic Redux is a cryptic, hellish process involving the most state-of-the-art technology at mankind's disposal.Ĭommon sense dictates that 110 FOV is enough for older games made for 4:3 monitor resolutions, but even at 120 FOV you will have a splitting migraine within 5 minutes of playing. Was this game not made for a Tex Avery cartoon character? Tweaking guides [online will tell you that the FOV scales just fine, but never will they reveal what the correct settings are. No, really, look closer at that field of vision. ![]() It's Shadow Warrior's fault, and you don't have to take it like this. Then it's not your GTX 1080's faulty drivers or anything. If the following screenshot causes you to vomit profusely all over your $380 BenQ 1ms 144Hz sponsored Pro Gamer monitor, Shadow Warrior Classic Redux has a very, very narrow FOV by default due to Ken Silverman's strangely-coded 2D engine. ![]()
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