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  Topic: Beta Update and a Surprise
Emon

Replies: 28
Views: 8290

PostForum: DarkXL News   Posted: Dec 23, 2010 18:49   Subject: Beta Update and a Surprise
The Sith engine is too different, I think, and would require another project/engine.
Jon`C already started that. The project was abandoned.

http://sourceforge.net/projects/sith2/
  Topic: Build 9.01 Released
Emon

Replies: 72
Views: 18912

PostForum: DarkXL News   Posted: Feb 22, 2010 00:52   Subject: Build 9.01 Released
Many cheats are in the form of simple mods now. Changing values in text and config files, etc.
  Topic: Rendering Issues
Emon

Replies: 9
Views: 2752

PostForum: DarkXL News   Posted: Feb 14, 2010 21:07   Subject: Rendering Issues
Is performance really a concern? I can't imagine any DF level in existence providing any problem in terms of rendering speed. Even if you were rendering all of it.
  Topic: Build 9.0 Released
Emon

Replies: 54
Views: 16377

PostForum: DarkXL News   Posted: Feb 14, 2010 00:43   Subject: Build 9.0 Released
You died. I really need to get the proper death sequence in. Razz
Oh, hah, I didn't even notice.

Even on hard I am finding DF VERY easy. I don't know if the AI isn't done or it's because mouselook i ...
  Topic: Build 9.0 Released
Emon

Replies: 54
Views: 16377

PostForum: DarkXL News   Posted: Feb 13, 2010 09:17   Subject: Build 9.0 Released
I still got a hung note on Talay. I also noticed various collision issues, especially on 3DOs. I walked on a moving bridge and got stuck. The bridge disappeared. Also had collision problems in and aro ...
  Topic: DarkXL Source Code
Emon

Replies: 7
Views: 3154

PostForum: DarkXL News   Posted: Jan 31, 2010 08:21   Subject: DarkXL Source Code
SourceForge sucks, stick with Codeplex or Google code.
  Topic: Still not dead.
Emon

Replies: 54
Views: 14017

PostForum: DarkXL News   Posted: Jan 11, 2010 08:02   Subject: Still not dead.
Haha wow, I'm with Jon`C on this one. Maybe you should let someone else make the launcher. Wink
  Topic: Contribution request: Kyle wax.
Emon

Replies: 101
Views: 44316

PostForum: DarkXL General Discussion   Posted: Nov 03, 2009 18:53   Subject: Contribution request: Kyle wax.
Looks like a formal or ceremonial uniform.
  Topic: Contribution request: Kyle wax.
Emon

Replies: 101
Views: 44316

PostForum: DarkXL General Discussion   Posted: Oct 23, 2009 04:32   Subject: Contribution request: Kyle wax.
He could easily be 30.
  Topic: Contribution request: Kyle wax.
Emon

Replies: 101
Views: 44316

PostForum: DarkXL General Discussion   Posted: Oct 22, 2009 19:59   Subject: Contribution request: Kyle wax.
Kyle just came out of the Imperial academy. He should be in his 20s. The artwork makes him look like he's in his 50s. Just reduce the wrinkles and everything will be fine.
Yep, agreed.
  Topic: Concussion Rifle's Targeting System
Emon

Replies: 15
Views: 8350

PostForum: DarkXL General Discussion   Posted: Oct 22, 2009 00:07   Subject: Concussion Rifle's Targeting System
Wait, can a concussion blast be split between high and low targets by autoaim?
  Topic: Concussion Rifle's Targeting System
Emon

Replies: 15
Views: 8350

PostForum: DarkXL General Discussion   Posted: Oct 21, 2009 22:30   Subject: Concussion Rifle's Targeting System
It seems to act just like any other explosive projectile except that sprites are made on each target. DF's autoaim is where the mystery comes from.
  Topic: Contribution request: Kyle wax.
Emon

Replies: 101
Views: 44316

PostForum: DarkXL General Discussion   Posted: Oct 16, 2009 02:54   Subject: Contribution request: Kyle wax.
WOW, fantastic! You should think about porting it to Jedi Knight, too. Shred18 in the JK community knows a thing or two about that. Not too hard with the 3DO export script for 3dsmax.
  Topic: PR campaign
Emon

Replies: 24
Views: 12501

PostForum: DarkXL General Discussion   Posted: Sep 01, 2009 19:21   Subject: PR campaign
Has anyone given thought to working towards establishing knowledge of DarkXL outside of this community? The Dark Forces series always had a small community compared to its counterparts such as Doom an ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Aug 26, 2009 01:59   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Here's the thing; This is LUCIUS' project, and ultimately his decision whether he wants to open it up to the public.
I never thought otherwise.

I'm getting a little tired of this notion that we ar ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Aug 25, 2009 20:53   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Making a project open does not automatically generate worthwhile contributions.
Absolutely, but it's better than nothing. I can say I'd at least try to contribute before I got bored of it. Something ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Aug 25, 2009 14:23   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Not to be a smartass but I recall mentioning something about projects lead by a single individual, stagnation over time and the need for open source...
  Topic: PongXL: swamping with requests and the ethics thereof
Emon

Replies: 18
Views: 6769

PostForum: Feature Suggestions   Posted: Jul 19, 2009 20:02   Subject: PongXL: swamping with requests and the ethics thereof
You guys realize how huge of requests these are, right? Lucius already works on DaggerXL, DarkXL (less and less) and I assume has a full-time job. It's not trivial to just "add games."
Appa ...
  Topic: PongXL: swamping with requests and the ethics thereof
Emon

Replies: 18
Views: 6769

PostForum: Feature Suggestions   Posted: Jul 18, 2009 18:23   Subject: PongXL: swamping with requests and the ethics thereof
You guys realize how huge of requests these are, right? Lucius already works on DaggerXL, DarkXL (less and less) and I assume has a full-time job. It's not trivial to just "add games."
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: May 05, 2009 18:03   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
I STRONGLY recommend you learn to use JED and become familiar with its features, especially its grid snapping. It's extraordinarily powerful. A while ago Jon`C demonstrated his own editor on the Massa ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Apr 10, 2009 01:43   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Just to be clear, the reason that the screenshots are compressed is because when you hit the screenshot key in DarkXL it saves a jpeg.
Oh okay. I thought you were taking them yourself.
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Apr 09, 2009 09:23   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Protip: Use lossless compression for UI images. PNG works best.
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Apr 02, 2009 15:42   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
So my new occlusion system relies on raycasts in order to determine whether part of a portal visible through the current portal can possibly be visible.
Shocked
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
Emon

Replies: 450
Views: 108085

PostForum: DarkXL News   Posted: Mar 31, 2009 00:28   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
No, motion has nothing to do with it. I've heard that many times over the years, and it's a cop out. The radii are fine, it's the intensity that is too much. The effect itself looks great, but the usa ...
  Topic: Reticle Images for DarkXL
Emon

Replies: 42
Views: 22804

PostForum: DarkXL General Discussion   Posted: Mar 24, 2009 22:03   Subject: Reticle Images for DarkXL
Perhaps it wouldn't seem to be out of the question to have different reticules for each different weapon.
feature creeeeeeeeep!
  Topic: .NET library for working with Dark Forces file formats
Emon

Replies: 6
Views: 2555

PostForum: Dark Forces Levels & Editing   Posted: Mar 23, 2009 15:37   Subject: .NET library for working with Dark Forces file formats
I'm just using the constructor of the Bitmap class that takes an IntPtr to the bitmap data. I'm not entirely concerned about speed since any modern computer could tear through hundreds of conversions ...
  Topic: .NET library for working with Dark Forces file formats
Emon

Replies: 6
Views: 2555

PostForum: Dark Forces Levels & Editing   Posted: Mar 20, 2009 11:54   Subject: .NET library for working with Dark Forces file formats
Woot, I added BM support. I can convert BMs to any format supported by System.Drawing.Bitmap. That includes BMP, JPEG, TIFF, PNG and others.
  Topic: Reticle Images for DarkXL
Emon

Replies: 42
Views: 22804

PostForum: DarkXL General Discussion   Posted: Mar 20, 2009 05:35   Subject: Reticle Images for DarkXL
Here are the ones I've made. Pretty much standard variants. They're 32x32, 32-bit PNGs. You can download them http://etc.mattolenik.net/darkxl/circle-dot-crosshair.png

http://etc.mattolenik.net/dar ...
  Topic: .NET library for working with Dark Forces file formats
Emon

Replies: 6
Views: 2555

PostForum: Dark Forces Levels & Editing   Posted: Mar 19, 2009 08:00   Subject: .NET library for working with Dark Forces file formats
Wouldn't hurt to take a look.

Didn't you write them in VB though? :barf:
  Topic: .NET library for working with Dark Forces file formats
Emon

Replies: 6
Views: 2555

PostForum: Dark Forces Levels & Editing   Posted: Mar 17, 2009 22:55   Subject: .NET library for working with Dark Forces file formats
I've started work on a .NET library for working with DF file formats. The goal is to make it easier to write tools that manipulate these files, especially the binary formats.

Thanks to DarkXL, the ...
 
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