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DarkXL Update 5 - Alpha Demo 1 Release!
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DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Apr 29, 2008 03:15    Post subject: View user's profile Send private message Reply with quote

Quick question: when we set the DFolder path, do we direct that straight to Dark Forces Data? I only have the Mac DF Dark Forces Data folder and DarkXL crashes when I load with the path to Dark Forces Data. I'm running Win XP Pro on an iMac, OpenAL is installed.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 03:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

DF4GL4ever wrote:
Quick question: when we set the DFolder path, do we direct that straight to Dark Forces Data? I only have the Mac DF Dark Forces Data folder and DarkXL crashes when I load with the path to Dark Forces Data. I'm running Win XP Pro on an iMac, OpenAL is installed.


I'm sorry, I only have the DOS version of Dark Forces so I haven't been able to test of Mac DF data. If the format is slightly different or maybe it's in Big Endian, then it wouldn't be able to load. If you have a copy of the DOS version, please use that.

Again, sorry about that Sad

_________________
DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 04:12    Post subject: New Version View user's profile Send private message Send e-mail Reply with quote

I uploaded a new version and changed the original link. I fixed 2 things in this version - more fixes will come later.

#1) Resolution wasn't changing in windowed mode, that is why BlazingPheonix had the bad display. The change should also make the text look better at non-default resolutions.

#2) Everyone that didn't have sound working before, PLEASE try this new version and let me know if it fixes the problem.

Just download over the old version.
Thanks Smile

_________________
DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 09:07    Post subject: Alpha Demo 1: Build 3 View user's profile Send private message Send e-mail Reply with quote

In order to get through the list of bugs, I'll be working on some each day and posting builds for a couple of days. In that spirit, there is a new build with the following fixes:

*Weapons would fire at twice as fast once the player dies

*Forward/backward movement didn't work at the same time as strafing.

*Kyle punched too fast.

*Kyle's punch had too long of a range.

*Stormtroopers took 3 hits instead of 2.

*Stormtrooper rifle made the wrong firing and out of ammo sounds.

*Enemies moved too fast.

Download from the original link and continue to test Smile More fixes coming tomorrow.
Remember to let me know if the sound is fixed for those of you having problems.

_________________
DarkXL....http://darkxl.wordpress.com

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Apr 29, 2008 10:17    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Blazing Pheonix: did running fullscreen help your rendering problem?

sheepandshepherd: oops, I forgot to take out the wireframe button...


No Sad

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Apr 29, 2008 11:06    Post subject: View user's profile Send private message Reply with quote

I still get the death/firing rate bug.

I've figured out what was bothering me with the stormtroopers: they slide back while they're still facing forward; they don't always turn away. They're also able to step up to higher ledges than I think they should.

It seems the enemy sprites hover about 8 inches above the ground; most noticeable with the two officers and the commando at the beginning of the level.

I've found I can't shoot the troopers from the window above the curved staircase leading down to the plan room. Same with the windows in the second-story switch room, after using the keycard.


Last edited by Tsophika on Apr 29, 2008 20:46; edited 2 times in total

bak1977
Dianoga

Joined: 28 Apr 2008

PostPosted: Apr 29, 2008 12:27    Post subject: View user's profile Send private message Reply with quote

strafing is fine now but still no sound on Realtek HD Audio here

bak1977
Dianoga

Joined: 28 Apr 2008

PostPosted: Apr 29, 2008 12:42    Post subject: View user's profile Send private message Reply with quote

I got the IR goggles in the room with the probes? If so, I cant activate them with F2, means nothing happens.

bak1977
Dianoga

Joined: 28 Apr 2008

PostPosted: Apr 29, 2008 13:58    Post subject: View user's profile Send private message Reply with quote

i found the IR googles and its working fine - my fault

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 29, 2008 14:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

DF4GL4ever wrote:
Quick question: when we set the DFolder path, do we direct that straight to Dark Forces Data? I only have the Mac DF Dark Forces Data folder and DarkXL crashes when I load with the path to Dark Forces Data. I'm running Win XP Pro on an iMac, OpenAL is installed.



It expects the directory with the DF GOBs, plus an LFD subdirectory with all the LFDs. AFAIK.

And as lucius said it's only been designed for and tested with the DOS files.

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http://www.mzzt.net/ | I am a respectable admin with a respectable sig.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 19:43    Post subject: View user's profile Send private message Send e-mail Reply with quote

The_Mega_ZZTer wrote:

It expects the directory with the DF GOBs, plus an LFD subdirectory with all the LFDs. AFAIK.

And as lucius said it's only been designed for and tested with the DOS files.


That is correct.

_________________
DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 19:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

BlazingPhoenix wrote:
lucius wrote:
Blazing Pheonix: did running fullscreen help your rendering problem?

sheepandshepherd: oops, I forgot to take out the wireframe button...


No Sad


Just to be clear: Is rendering still broken (like your screenshot) with the "B3" build if you set the resolution to 1024x768?

_________________
DarkXL....http://darkxl.wordpress.com

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Apr 29, 2008 19:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah, it is.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 20:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

Tsophika wrote:
I still get the death/firing rate bug.


Does it always fire too fast or just when you die? The bug I fixed specifically caused the problem when you died but otherwise the weapons act normal.
Tsophika wrote:
I've figured out what was bothering me with the stormtroopers: they slide back while they're still facing forward; they don't always turn away. They're also able to step up to higher ledges than I think they should.


This is true, the stormtrooper AI has to be slightly different then the standard "Imperial" AI in this case due to the way the animations are setup. You'll notice that Commandos and Officers don't ever walk backwards Smile Anyway this will be fixed. As for the ledges, can you give me an example of a ledge they stepped up that was too high?

_________________
DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 20:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

BlazingPhoenix wrote:
Yeah, it is.


Can you try running it windowed in a lower resolution, like 640x480 and let me know if it still renders incorrectly?
Is the text still in the wrong place and the HUD still messed up? Or is it just the sprites rendering incorrectly?

_________________
DarkXL....http://darkxl.wordpress.com

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Apr 29, 2008 20:49    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Does it always fire too fast or just when you die?


Sorry. I was referencing builds 1 and 2. I didn't see we were on #3 until now!

lucius wrote:
As for the ledges, can you give me an example of a ledge they stepped up that was too high?


I see troopers walking into the secret area below the elevator, right before the 3DO Death Star room.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 20:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Please let me know if the shooting too fast when dying problems still occurs with Build #3, it shouldn't though.

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DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 21:09    Post subject: Sound problems View user's profile Send private message Send e-mail Reply with quote

I've looked at the Realtek HD stuff some more, and it turns out that some other games have had compatability issues when using Hardware Mixing with Realtek HD devices. Since my current implementation will try to use hardware mixing when available, then it makes sense that I'd run into the same problems. So I will be adding an option to use Software Mixing, which those having sound issues should enable, and hopefully that will fix the problem Smile Many programs use software mixing exclusively now or have profiles for specific hardware so that may be why many other programs don't have the same issue. I'll do this later when I get home and make another build tonight.

Thanks for testing.

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DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 22:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

ZelRS wrote:
Well I've read through and haven't seen anything really about just a blatant crash upon opening DarkXL.
Just double clicking the executable and it just force closes with the "send error report" dialog. No specific error type.

Specs:
Windows XP Professional SP2
E6750 Core2Duo @3.2ghz
8800GT 512mb Stock Clocks
2x2gb G.Skill DDR2-1000
Realtek HD Integrated Audio

Installed openAL and pointed the DarkXL config to my C:\DARK folder. Any ideas?



The usual questions:
*Are your video card drivers up to date?
*Are your sound drivers up to date?
*If you run regular Dark Forces under XP or DosBox, does it work?
*Can you verify the Dark Forces directory again, make sure it does not have a '\' or '/' at the end (C:\DARK instead of C:\DARK\).

I'll be making a build later where you can enable software sound mixing, maybe that will make a difference. While I'm at it, I'll add a no sound option in case that's the problem. I'll also have it log the startup process, in case that still doesn't help so maybe I can get an idea where it's crashing.

Sorry about the crash, I think this is the only time it hasn't started for someone that had the proper data (as far as I've been told).


Where did your post go, ZelRS?

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DarkXL....http://darkxl.wordpress.com

ZelRS
Dianoga

Joined: 23 Apr 2008

PostPosted: Apr 29, 2008 22:49    Post subject: View user's profile Send private message Reply with quote

Quote:

PostPosted: Apr 29, 2008 16:45 Post subject:

ZelRS wrote:
Well I've read through and haven't seen anything really about just a blatant crash upon opening DarkXL.
Just double clicking the executable and it just force closes with the "send error report" dialog. No specific error type.

Specs:
Windows XP Professional SP2
E6750 Core2Duo @3.2ghz
8800GT 512mb Stock Clocks
2x2gb G.Skill DDR2-1000
Realtek HD Integrated Audio

Installed openAL and pointed the DarkXL config to my C:\DARK folder. Any ideas?



The usual questions:
*Are your video card drivers up to date?
*Are your sound drivers up to date?
*If you run regular Dark Forces under XP or DosBox, does it work?
*Can you verify the Dark Forces directory again, make sure it does not have a '\' or '/' at the end (C:\DARK instead of C:\DARK\).

I'll be making a build later where you can enable software sound mixing, maybe that will make a difference. While I'm at it, I'll add a no sound option in case that's the problem. I'll also have it log the startup process, in case that still doesn't help so maybe I can get an idea where it's crashing.

Sorry about the crash, I think this is the only time it hasn't started for someone that had the proper data (as far as I've been told).



Thanks for the speedy response. I got it working fine by just cloning my Dark Forces directory and placing it elsewhere. Not sure why that would fix it, for some reason it would not read from the default directory.

Looking good thus far though lucius. Expect a full analysis and bug report from me soon. Very Happy

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 29, 2008 22:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'm glad you got it to work Very Happy

Out of curiosity, ZelRS, do you get sound?

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DarkXL....http://darkxl.wordpress.com

ZelRS
Dianoga

Joined: 23 Apr 2008

PostPosted: Apr 29, 2008 22:59    Post subject: View user's profile Send private message Reply with quote

Quote:

I'm glad you got it to work Very Happy

Out of curiosity, ZelRS, do you get sound?



None at all. Seems to be a mass problem for people RealtekHD eh?

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Apr 29, 2008 23:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
BlazingPhoenix wrote:
Yeah, it is.


Can you try running it windowed in a lower resolution, like 640x480 and let me know if it still renders incorrectly?
Is the text still in the wrong place and the HUD still messed up? Or is it just the sprites rendering incorrectly?


text is still in the wrong place and HUD is still messed up and the sprites are rendering incorrectly. I still don't get why it does this. Confused

ZelRS
Dianoga

Joined: 23 Apr 2008

PostPosted: Apr 29, 2008 23:26    Post subject: View user's profile Send private message Reply with quote

LAST UPDATED: April 29, 2008 - 10:17pm CDT

BUGS
1. Red key door clip. Go up to the red key door and press against it by holding any movement key towards it then jump. Kyle's "head" will clip through the
ceiling. NOTE: Happens with most small doors like the ones to get the red key in the first place. (Picture included.)
2. Enemy hitboxes are too small. The only hitbox area seems to be near the auto-aim point.
3. Blaster rifle fire rate seems a bit high. seems almost supercharge speed.
4. Strange animation bug with certain stormtroopers. Best example of this is to kill all people before opening the first door to prevent crossfire. Open
door, stand roughly between them without going through the door, fire a shot to make stormtroopers aware of your presence. Watch how one of them reacts.
5. Invisible snags when jumping from a differing height region. Not sure if this is what you were referring to in your known issues. Mainly occurs when
jumping from higher to lower areas and hitting jump RIGHT before you hit the ledge.
6. Doors can close "around" you. Standing under a door as it closes clips you into the door. You are able to get out but a bug nonetheless.
7. Texture flickering on backside of double action door. After entering through the large imperial logo door open the double action door and pass through. Turn around and look at where the door meets the ground after it closes while moving around a bit.
8. AI clipping issue. Saw a stormtrooper clip through the door to the room with the interrogation droids.
9. Two MSE-6 (mouse) droids are caught in the double action door. Look at the nook in the wall where the second door goes into. In the image you can only see part of one since that is after the second one got pushed even further in. Tested twice to make sure it wasn't a coincidence from something I did and they were there again. NOTE: Turns out it's a random chance they'll be stuck in there. Third time through they were moving about like normal. (Picture included)
10. In the original dark forces when a weapon wasn't capable of a secondary fire it showed a "--" instead of "00". (Picture included)
11. After dying, the final shot takes 10 away from your spawning shield making your start at 90 instead of 100 shield units.
12. Door stuck follow-up. You can get stuck in the large elevator revolving doors with no way to get out. (Picture included)
13. The lighting on one section of a revolving door is wrong due to it's default sector being in a better lit area. The door section keeps the same brightness as it moves. (Picture included.)


OTHER
1. Requesting the future alphas have some sort of debug option so that it will be easier to test certain things. Debug meaning mainly infinite ammo and a stop enemy fire option. For easier testing of collision and AI pathing. Hard to check certain AI characteristics when they keep crossfire killing. I understand AI isn't finished but there are some quirks I'd like to investigate further.
2. Since blaster shots are 2d, looking straight up and firing makes them "disappear".

IMAGES

Image1: Reference Bugs-1.


Image2: Reference Bugs-9.


Image3: Reference Bugs-10


Image4: Reference Bugs-12


Image5: Reference Bugs-13 - Left is default, right is after movement.



Last edited by ZelRS on Apr 30, 2008 03:17; edited 14 times in total

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: Apr 29, 2008 23:54    Post subject: View user's profile Send private message Reply with quote

The third build is not showing up on the downloads page. It still directs me to the DarkXL_AlphaDemo_b2 file, and to make sure I ran it and it was the same version as before. I am assuming I should be looking in the DarkXL page under downloads where the first two builds are.

Also, I noticed a couple of bugs in build 2. In the secret room with all of the rifles and shields on shelves if the player tries to jump up into one of the shelves he will get stuck outside the level. Also, someone mentioned that the storm troopers play the wrong death animation, and I checked in DF and this is true, they should be flying straight back with their legs kicking out in front of them, instead of falling over like they do now (in build 2 at least).

Overall it runs really well though, I have an AMD Athlon 3500+ at 2.20 GHz, Vista 64 Ultimate, GeForce 8600 GTS, and an X-Fi and it runs ultra smooth, steady 60 fps (at least it looks like it), and no crashes.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 00:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

sweatervest wrote:
The third build is not showing up on the downloads page. It still directs me to the DarkXL_AlphaDemo_b2 file, and to make sure I ran it and it was the same version as before. I am assuming I should be looking in the DarkXL page under downloads where the first two builds are.


I forgot to update the website, sorry. You can get the third build from the first post of this topic.

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DarkXL....http://darkxl.wordpress.com

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Apr 30, 2008 00:21    Post subject: View user's profile Send private message Reply with quote

Because custom levels (almost) always worked with the Mac version, I think data files are pretty much the same as DOS except for Mac folder naming conventions. There's a good chance renaming things in a copy of the Mac version, so the hierarchy matches the DOS version, would make the data work with a Windows executable. Obtaining the demo of Dark Forces for DOS may provide the insight needed to do the renaming. I'll investigate this when I need a break from Grand Theft Auto IV. Very Happy

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----- MagicAl`s DARK FORCES Niche -----
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Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch....

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: Apr 30, 2008 00:33    Post subject: View user's profile Send private message Reply with quote

Oh that original link. Nevermind then, I just grabbed the third build.

I also remembered a couple of other bugs. The little explosion sprite from a blaster shot renders upright, as in if you shoot the ground near your feet the explosion gets really skewed instead of always looking like it is facing you. Also, in the room with the first elevator where you can look out over the stairs, I noticed that blaster shots will collide with the bottom edge of the wall unless you aim a little higher than straight on, while in DF you can aim much further down before your shots will hit the ledge. Finally, the firing timings now work but there is still a little too much lag for the pistol, as in the firing animation starts a little too late after I push the fire button. The shot is timed correctly with the animation and sound though.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 30, 2008 00:33    Post subject: View user's profile Send private message Reply with quote

I found a few more things:

-I get hung up on just about all of the stairs, even when going down them.

-Also, I still can't jump while I'm running, which has kept me from most of the secret areas, including the one with the interrogation droids.

-The elevators to the officer with the red key still shake when going down.

-The speed seems to be right now. I still suggest you add an option to change the game speed in the final release, but don't worry about it right now.

-It's hard to tell if you implemented this already, but in DF, blasters (only weapons that use the "Energy Units" ammo) lose power over distance; as in, you can kill a stormtrooper in two hits from a few feet away, but from about 20 feet away, it takes a few more than 2 hits to kill him. I don't know the specs on how fast blaster fire degenerates . . . I'm gonna go check to see if its in the Unofficial DF Specs and post it later if I find it.

-And one more thing - is there a screenshot key? If not, can you add one? I don't like having to copy and paste into paint using the Printscreen key because I can only save one screenshot at a time, and I have to keep switching between the two programs.

ZelRS
Dianoga

Joined: 23 Apr 2008

PostPosted: Apr 30, 2008 00:36    Post subject: View user's profile Send private message Reply with quote

sweatervest wrote:
Oh that original link. Nevermind then, I just grabbed the third build.

I also remembered a couple of other bugs. The little explosion sprite from a blaster shot renders upright, as in if you shoot the ground near your feet the explosion gets really skewed instead of always looking like it is facing you. Also, in the room with the first elevator where you can look out over the stairs, I noticed that blaster shots will collide with the bottom edge of the wall unless you aim a little higher than straight on, while in DF you can aim much further down before your shots will hit the ledge. Finally, the firing timings now work but there is still a little too much lag for the pistol, as in the firing animation starts a little too late after I push the fire button. The shot is timed correctly with the animation and sound though.



The explosion sprites in dark forces and other games such as doom are 2d. Hence the rendering problem. Just like looking at a body and strafing around it causes it to "follow" your view.

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