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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Apr 30, 2008 00:46 Post subject: |
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By the way, I checked out the CoreLogics.as file and started figuring out how to tweak things . . . so far, I know how to change what an enemy drops when he dies, and I've put the mousebots on steroids by making them 4 times as fast as normal
Just make sure you back up the file before messing with it.
And about that explosion sprite - I think what sweatervest means is that the sprite should always face the player, not just stay vertical like the stormtrooper sprites. When you shoot at the ground, you should see exactly the same view of the sprite as if you shot at a wall.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Apr 30, 2008 00:50 Post subject: |
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sheepandshepherd wrote:
By the way, I checked out the CoreLogics.as file and started figuring out how to tweak things . . . so far, I know how to change what an enemy drops when he dies, and I've put the mousebots on steroids by making them 4 times as fast as normal
Just make sure you back up the file before messing with it.
Just keep in mind that some of the logics are still in code, although I will move them over too. All the AI is in the script but some of the items are in code. The reason is that the scripts came along later so I could quickly tweak things and to make moding better (custom logics for example), but I still have some less complex items to switch over (such as shield powerups).
Also keep in mind that this file will be changing alot as I tweak the AI and move the remaining logics over. Unfortunately that means that any tweaking you do will get overwritten in future versions - so it's just for fun
And lastly, if enemies stop moving then you've broken the scripts...
_________________ DarkXL....http://darkxl.wordpress.com |
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ZelRS Dianoga
Joined: 23 Apr 2008
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Posted: Apr 30, 2008 01:11 Post subject: |
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Well the things listed in my last post were all the issues I could find for the moment. Overall a great job and can't wait to play more of it.
I'll keep checking back for future builds and give them the once over (more like the 300 hundred over, debugging is a hobby? ) as well. Also be sure to check my last post occasionally for future issues as I will probably play through it casually a few times and update as necessary until the next build.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Apr 30, 2008 01:23 Post subject: |
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ZelRS wrote:
Well the things listed in my last post were all the issues I could find for the moment. Overall a great job and can't wait to play more of it.
I'll keep checking back for future builds and give them the once over (more like the 300 hundred over, debugging is a hobby? ) as well. Also be sure to check my last post occasionally for future issues as I will probably play through it casually a few times and update as necessary until the next build.
Ok thanks for the information 
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klasodeth Trandoshan
Joined: 03 Mar 2008
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Apr 30, 2008 01:39 Post subject: |
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I just tested the third build on my HP tx2000z, which has integrated Realtek HD audio, and sounds are playing just fine. Due to performance issues with the computer that are unrelated to DarkXL, I haven't played very far through the build.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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sweatervest Ree-Yees
Joined: 22 Apr 2008
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Apr 30, 2008 04:47 Post subject: |
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sheepandshepherd wrote:
klasodeth wrote:
That's a known problem with keyboard hardware. Because of the way most keyboards are designed, not all three-key combinations are supported. It seems to vary between keyboard models.
It works fine with my other games, including DF with Dosbox . . . are you sure it works? I know in build 2, you couldn't strafe while running, I thought lucius just forgot to fix the running and jumping thing when he fixed the running and strafing bug . . .
What key bindings are you using? Some keys don't seem to be supported currently such as Right ALT. Have you checked to make sure each function works individually?
Edited to add: I use "I" to move forward, "U" to jump, and "Space" to run. I think "Space" wasn't documented in the list, but if you type it as "KEY_SPACE" it should work.
Anyway, I can hold down all three of those keys at the same time to perform a run jump. I tested it everywhere in the level that I recall requiring a running jump, and had no problems.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Apr 30, 2008 08:17 Post subject: Alpha Demo Build 4 |
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There is a new build, the original link has been updated - and I updated the website this time
Make sure you're downloading Build 4
The major change is that now software mixing is the default sound mode, you'll be able to change it to hardware in the future. Given the wide range of hardware and drivers, I think this will stay the preferred mixer unless performance is an issue, in which case I will allow hardware to be chosen.
Everyone with sound problems, please test and let me know if it helps.
Now for the list of other bug fixes in no particular order:
*No weapon switching animation - fixed
*Widescreen is now properly supported - I even tried 1280x600
*Mousebots no longer collide with players.
*Mousebots had a collision radius that is too small allowing them to get into areas that they shouldn't -- fixed
*Stormtroopers played the wrong death animation - fixed.
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Apr 30, 2008 10:23 Post subject: |
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So the stormtrooper has two death animations, one for lasers and one for fists. I see you actually had this implemented in B3, they were just reversed!
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bak1977 Dianoga
Joined: 28 Apr 2008
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Posted: Apr 30, 2008 10:40 Post subject: |
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sound is working fine with build4 on Realtek HD Audio
PS.: please add option to invert mouse in next build
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bak1977 Dianoga
Joined: 28 Apr 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Apr 30, 2008 20:01 Post subject: Sound |
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sheepandshepherd (and anyone else that had sound problems), can you test with the new build and let me know if your sound works now when you get a chance? I'd like to verify that the software mixing does work on multiple different Realtek HD devices.
bak1977, thanks for testing the sound. I'm not sure why the longer voices don't play completely - I don't have German sounds (and wouldn't understand them if I did) - but atleast it works now.
Thanks
In other news I think I've figured out BlazingPhoenix's rendering issue - hopefully I can fix that tonight. I'll also add a screenshot key, invert mouse option and mouse sensitivity option.
While I'm posting, I'd like to ask for your opinions on something:
Which remaining bugs/issues do you think should be addressed before working on Demo 2 features, such as Midi Music, VUE support, menus, mission briefing and improved AI?
Of course all the bugs will be fixed eventually - its just a matter of priority.
Also, would you like me to get another level working for the next demo (Talay) - bearing in mind that there is a lot less work to do then for the first because all the features in the first level are implemented? Or would you rather I hold off and just work on those other features?
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Apr 30, 2008 22:49 Post subject: |
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klasodeth wrote:
What key bindings are you using?
I'm using the up arrow key for forward, shift for run, and numpad 1 for jump (really weird configuration, isn't it?). I just checked with a different configuration and it worked just fine . . . so it must be my combination. Strange that it works perfectly fine in all of my other games . . .
Lucius: Sound works now!
I think adding level 2 would be a good idea, it has a few new things that level 1 didn't (the hydroelectric generator, for example - I forgot what that kind of elevator was called, I haven't dealt with INF in a looong time).
And if you do add level 2, you should probably add a map so we can identify where in the level bugs occur, since level 2 is a lot bigger and less "baseish" than level 1.
As for the major bugs, I'm still having quite a bit of trouble with those adjoin portals - I mentioned earlier that I kept getting stuck on the stairs leading down to the DS plans room, even when going down them. Also, right next to the DS plans room, there is a particularly annoying adjoin that I get stuck on for no reason. I have it outlined in red here:
And finally, someone mentioned that you can get stuck inside a door by standing under it when it closes. I tried it with the base's front door, and it's true. That could be a MAJOR problem when we get to the later levels that have "crusher" sectors. I think the problem is that the door logic doesn't know to go back up when it hits the player. Also, the door's ceiling texture looks really stretched from the bottom - that shouldn't happen, it's not stretched in DF.
I know there's a lot of bugs that you're not ready to fix right now - should we start another topic to list those less important bugs so you can go back to them later and won't have to read through many pages of posts again?
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Apr 30, 2008 23:04 Post subject: |
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I ran through the level again and ran into a really strange bug . . . I was in the DS plans room, got the plans, killed everyone, and then I ran to the door. Once I got into the little sector adjacent to the door sector (before opening the door) the whole sector behind me disappeared. It turned black, I couldn't move or shoot back into it, and it only came back once I opened the door and moved into the next sector. I can't get the screenshot uploaded because photobucket is being rude.
Also, lately I've been having a problem of AI's noticing me through doors that I haven't opened. One of them was the big round elevator - I understand that one, since there is a little space between the door and the wall, but it's happened by normal doors too . . .
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lucius DarkXL Developer

Joined: 17 Feb 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Apr 30, 2008 23:19 Post subject: Most important bugs |
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So to recap on people's opinions of the most important issues right now before working on Demo2 (so far):
*Render issue on ATI X1300 GPUs (and NVidia FX cards) - problem on BlazingPhoenix's machine.
*Collision @ adjoins.
*Doors closing around players.
*AI? Should I finish it now or hold on for the next demo?
*Any others?
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Last edited by lucius on Apr 30, 2008 23:36; edited 1 time in total |
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Apr 30, 2008 23:35 Post subject: |
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I say work on getting the second level to work would be neat. 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: May 01, 2008 02:14 Post subject: |
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sheepandshepherd wrote:
Also, right next to the DS plans room, there is a particularly annoying adjoin that I get stuck on for no reason. I have it outlined in red here:

I got stuck in the same spot.
And yay for new build.
But you do need to stop bundling the Direct3D DLL. I deleted it and DarkXL still functions the same. And if it didn't work, that would be an indication that the user's DirectX needs to be updated. With the DLL the problem could still occur with a different DirectX DLL, or in a more obscure way that is harder for the user to diagnose.
I was typing up a big post but I lost it. GRR.
OK, basically you have a problem when you move forward and strafe, your overall speed is increased more than if you're moving forward. I do not think this is how DF does it... the rule of thumb usually is your speed vector should be the same when moving and strafing as it is moving forward. You should use some basic trig stuffs to limit the total speed vector.
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ZelRS Dianoga
Joined: 23 Apr 2008
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Posted: May 01, 2008 08:31 Post subject: |
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DarkXL Alpha - Build #4
Last updated: May 02, 2008 at 1:28am CDT.
BUGS
1. Had a stormtrooper trying to hit me when he was in a different area completely. Not sure if this is related to the non-finished AI but, it was in the nook to the left in the starting area. A stormtrooper from the top story was shooting at the ground trying to hit me.
2. Two shield units in the secret area cannot be picked up. (Picture included.)
NOTES
1. Sounds now work for me as well.
IMAGES
Image #1 - Reference Bugs-2

Last edited by ZelRS on May 02, 2008 06:28; edited 2 times in total |
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bak1977 Dianoga
Joined: 28 Apr 2008
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Posted: May 01, 2008 12:25 Post subject: |
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[quote="ZelRS"]DarkXL Alpha - Build #4
Last updated: May 01, 2008 at 3:28am CDT.
BUGS
1. Had a stormtrooper trying to hit me when he was in a different area completely. Not sure if this is related to the non-finished AI but, it was in the nook to the left in the starting area. A stormtrooper from the top story was shooting at the ground trying to hit me.
i have the same problem
for next build music and a new level would be nice
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 01, 2008 17:05 Post subject: |
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lucius wrote:
BlazingPhoenix wrote:
I say work on getting the second level to work would be neat.
Yeah it would be pretty cool to have a new level to play and test 
But theoretically, wouldn't having finishing the first level make doing the others that much easier?
_________________ I don't think outside the box... I customize it. |
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sweatervest Ree-Yees
Joined: 22 Apr 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 01, 2008 18:28 Post subject: |
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Burning Gundam wrote:
But theoretically, wouldn't having finishing the first level make doing the others that much easier?
Of course, but some bugs are level dependent or make testing the level more difficult. These include things like Collision issues and Doors closing around the player. Things like the AI or speed of specific animations don't depend on the level itself but are general problems that need to be addressed.
Now all these issues need to be fixed and I'll work on fixing some of them each day I work on this. However it seems that also progressing with the levels, and giving people a chance to test for new level specific bugs as well as test old bugs with "new" stuff might be more interesting for people than to spend too long fixing low priority bugs and not making any other kind of progress.
Or I take the approach that I simply work on the existing bugs, to the exclusion of all else, until they are all fixed. This is beneficial in that everything is correct for each step in the process and could potentially keep problems from being bigger issues later (although in this case it'd be time to stop and fix whatever it is anyway).
I can understand the argument either way. It's all a matter of timing. How is progress made versus how is it percieved and how interesting is it? Is it more interesting to have every bug fixed when it's discovered or is it more interesting for people to have continual percieved progress - as long the most important and level specific bugs are fixed - in both bug fixing and "new" content at the same time.
Just remember that all the bugs will be fixed eventually - it's just a matter of when and priority.
And this is why I asked the question, what are your opinions? Which issues do you feel are vital before implementing any new features or levels? (Even if the answer is all of them)
This is your chance to help determine how development may progress
Note: I'm referring to everyone here. Everyone's opinions are welcome.
Anyway, thanks for testing everyone.
I didn't get a chance to put out a build last night, so it'll happen tonight. The build will fix the Collision, the rendering bug on certain GPUs, add a screenshot key, an invert mouse option, a mouse sensitivity option, fix AI Line of sight and fix the bug where strafing and moving forward actually moves you faster. So when I ask which bugs are important to fix, I'm not including these because they're going to be fixed next build. And upon request, I will not include the D3DX dll
And there will be atleast one more Demo 1 build after that to fix the door closing bugs and elevator speed and probably other bugs in the list too.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 01, 2008 18:39 Post subject: |
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Burning Gundam, did you ever try the demo? Did it work for you or do you have the same rendering bug as BlazingPhoenix (which will be fixed in the next build)? Does sound work? And so on...
Thanks.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: May 01, 2008 23:00 Post subject: |
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I seriously hope the rendering bug is fixed in the next build. D:
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lucius DarkXL Developer

Joined: 17 Feb 2008
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