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DarkXL Update 6 - Near term goals

 
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 05, 2008 18:52    Post subject: DarkXL Update 6 - Near term goals View user's profile Send private message Send e-mail Reply with quote

This post is meant to describe the my near term goals for DarkXL and allow people to make comments or suggestions without polluting the ever increasing Alpha Demo thread - which is were testing/build information should continue to go.

My primary goal right now, through the current build and the next one, is to fix all the remaining player collision issues. This includes:
*adjoin issues - invisible walls.
*door issues - no more doors closing around players or pushing through players, no more getting stuck in doorways.
*player width issues - no more jumping up through small doorways or falling off of ledges too early.
*blaster fire issues - no more passing through enemies or hitting the ground/wall too low.
*nudging switches/walls from too far away.
Some of these are fixed in build 6, the rest should be fixed in build 7.

Next up for build 8 I want to focus on completing the AI, this includes:
*fix wonky collision issues like sliding along walls too much and passing through doors sometimes.
*fix AI movement to be more in line with DF.
*allow Commandos to shoot twice in a row sometimes (randomly)
*Interrogation Droid AI.

For Build 9, in addition to fixing some remaining bugs - including some missing features for Shader1.1 and giving performance improving options for low end SM2.0 cards (Nvidia FX) - I'm planning on starting the front-end and in-game menu system. This includes the following:
*DarkXL front-end where paths can be setup and tested and in game options can be set, such as controls and graphics settings.
*no more text file to edit, settings are handled by in-game menus.
*profile creation and level selection (in preparation for having more levels).
*difficulty selection (no more always playing on hard).
*mission briefing
*in game menus

Build 10 will introduce other missing features, such as PDA/inventory, map and introduce Level 2 - Talay.

Build 11 will add in additional missing features such as iMuse/Midi, VUEs and cutscenes. This will include the intro. and credits.

Build 12-? will focus on Talay bugs and another progress assessment will be taken at this time.

So any comments or questions? Is the order different then you'd like, and if so why? Am I missing anything important?

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

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: May 05, 2008 22:40    Post subject: View user's profile Send private message Reply with quote

Looks good to me. The only thing I can think of is that Talay introduces water - Not that I know anything about game creation but I'm imagining that whether you simply emulate DF's approach, or go for more realistic-looking liquids, that this might take a bit more time than Message: lights...

(Or it could just be the solid hours I spent trying to get certain INF effects to work with watery sectors. Effects which DarkXL might render entirely unnecessary, of course Wink )

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 06, 2008 00:51    Post subject: View user's profile Send private message Reply with quote

Looks good to me. Just a reminder in case you haven't mentioned this one: there were a few instances where I could shoot a stormtrooper and the knockback would send him into areas where he shouldn't have been in . . . specifically, the secret area under the first big round elevator that opens up when the elevator is on the upper floor. The space between the floor and the ceiling is waaay too small to fit a stormtrooper.

As for the water, Fenwar, I think new more realistic water should be included (maybe in the extended version), but shouldn't replace the old water on levels like Talay . . . that might cause problems. I think the new water should be added by, for example, a new sector flag or something similar that wouldn't affect existing levels.

Anyway, in the future, there are many things lucius could do to make DarkXL more flexible than DF, like more INF for watery sectors and other more complex room types, but for now, I think we should stick with accurately emulating DF and getting basic functionality working.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 06, 2008 01:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Looks good to me. Just a reminder in case you haven't mentioned this one: there were a few instances where I could shoot a stormtrooper and the knockback would send him into areas where he shouldn't have been in . . . specifically, the secret area under the first big round elevator that opens up when the elevator is on the upper floor. The space between the floor and the ceiling is waaay too small to fit a stormtrooper.

As for the water, Fenwar, I think new more realistic water should be included (maybe in the extended version), but shouldn't replace the old water on levels like Talay . . . that might cause problems. I think the new water should be added by, for example, a new sector flag or something similar that wouldn't affect existing levels.

Anyway, in the future, there are many things lucius could do to make DarkXL more flexible than DF, like more INF for watery sectors and other more complex room types, but for now, I think we should stick with accurately emulating DF and getting basic functionality working.


The stormtrooper problem is one that I will address in the "AI build." Thanks for reminding me.

As for the water, I was planning on adding a more realistic water render mode as an option, and have it optionally affect existing levels. I think Talay would look really cool with reflective rippling water Smile But, like always, that will be an optional extended feature. And of course adding new sector flags to allow water to have depth, with water fog and even underwater effects using vertical adjoins (think Outlaws but much nicer looking) will be implemented too.

None of the advanced water rendering features are planed for the time frame listed here though. I might sneak in some extended features for fun if I can do them without taking too much time, but nothing for sure until later.

Thanks to both of you for your input, its nice to have a clear direction and have people agree with it Very Happy

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 06, 2008 01:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fenwar wrote:
Looks good to me. The only thing I can think of is that Talay introduces water - Not that I know anything about game creation but I'm imagining that whether you simply emulate DF's approach, or go for more realistic-looking liquids, that this might take a bit more time than Message: lights...



It would require extra level data, since the "floor" of the sector IS the water texture, there's no data about what is under it... you could potentially use the alt height in the same way DF does to figure out how deep it goes, but you don't have a texture for the bottom...

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 06, 2008 02:00    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
And of course adding new sector flags to allow water to have depth, with water fog and even underwater effects using vertical adjoins (think Outlaws but much nicer looking) will be implemented too.



I haven't played Outlaws in a few years, but I remember one specific part - you were on a really high cliff and had to jump off into a big lake, and then swim through tunnels underneath the lake . . . that specific area would just be completely impossible in every way using the Dark Forces engine . . . hard to believe Outlaws used a modified Dark Forces engine . . . but anyways, there were a lot of features in Outlaws that would be nice to implement in DarkXL eventually . . . sorry, off topic again . . . some day, though Very Happy

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 06, 2008 02:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
lucius wrote:
And of course adding new sector flags to allow water to have depth, with water fog and even underwater effects using vertical adjoins (think Outlaws but much nicer looking) will be implemented too.



I haven't played Outlaws in a few years, but I remember one specific part - you were on a really high cliff and had to jump off into a big lake, and then swim through tunnels underneath the lake . . . that specific area would just be completely impossible in every way using the Dark Forces engine . . . hard to believe Outlaws used a modified Dark Forces engine . . . but anyways, there were a lot of features in Outlaws that would be nice to implement in DarkXL eventually . . . sorry, off topic again . . . some day, though Very Happy


If you look at my original post in the stickied thread, it lists the most important features that the modified Jedi engine that Outlaws used had; that will be implemented in DarkXL: slopes, dual adjoins and vertical adjoins. Other then some underwater effects, adjustable gravity and swiming, that's all you need for that scene Smile The only difference is that I'll allow a vertical adjoin for the ceiling and the floor at the same time. This should give you very 3D flexibility while still being a sector engine - without needing such hackery as 3D floors and 3D midtextures...

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sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 07, 2008 00:37    Post subject: View user's profile Send private message Reply with quote

Don't forget about the delay with shooting, the biggest difference I notice now between DF and DarkXL (besides wonderful mouse looking) is the sluggishness of the weapons (really just the pistol).

The next builds sound pretty exciting, you've really gotten a lot done on this lately!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 07, 2008 00:42    Post subject: View user's profile Send private message Send e-mail Reply with quote

sweatervest wrote:
Don't forget about the delay with shooting, the biggest difference I notice now between DF and DarkXL (besides wonderful mouse looking) is the sluggishness of the weapons (really just the pistol).

The next builds sound pretty exciting, you've really gotten a lot done on this lately!


You got it, I'll fix the shooting delays for next build since it shouldn't be a very big change. Thanks for the reminder.

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

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: May 07, 2008 02:31    Post subject: View user's profile Send private message Reply with quote

The_Mega_ZZTer wrote:
Fenwar wrote:
Looks good to me. The only thing I can think of is that Talay introduces water - Not that I know anything about game creation but I'm imagining that whether you simply emulate DF's approach, or go for more realistic-looking liquids, that this might take a bit more time than Message: lights...



It would require extra level data, since the "floor" of the sector IS the water texture, there's no data about what is under it... you could potentially use the alt height in the same way DF does to figure out how deep it goes, but you don't have a texture for the bottom...



That would seem to rule out water transparency, unless the depth is infinite. If a stormtrooper got in the water should you be able to see his legs walking? Also consider that there should be some consistency with the liquid-garbage floors and the fact that the garbage monster sprite has no visible lower body.

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Armed only with a blaster pistol and an intimate knowledge of
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 07, 2008 03:05    Post subject: View user's profile Send private message Send e-mail Reply with quote

Magic_Al wrote:
The_Mega_ZZTer wrote:
Fenwar wrote:
Looks good to me. The only thing I can think of is that Talay introduces water - Not that I know anything about game creation but I'm imagining that whether you simply emulate DF's approach, or go for more realistic-looking liquids, that this might take a bit more time than Message: lights...



It would require extra level data, since the "floor" of the sector IS the water texture, there's no data about what is under it... you could potentially use the alt height in the same way DF does to figure out how deep it goes, but you don't have a texture for the bottom...



That would seem to rule out water transparency, unless the depth is infinite. If a stormtrooper got in the water should you be able to see his legs walking? Also consider that there should be some consistency with the liquid-garbage floors and the fact that the garbage monster sprite has no visible lower body.


I have some ideas in this regard, I'll do a mock up before it goes in officially to see how people like it. As for the sewer/garbage liquid, I think that should look different - you wouldn't expect it to be reflective or really transparent either. It's very dirty and opaque, maybe with some bits being shiny and slimy looking Smile

Regardless, the "Classic Mode" will emulate Dark Forces in this regard.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 07, 2008 09:46    Post subject: Preview View user's profile Send private message Send e-mail Reply with quote

I'll preface this by saying that I'm still planing on following the plans I laid out above, that said:

I recently fixed a bug that kept Talay from loading and while I still have work to do on it in the near future, I thought I'd show you guys a preview. First are pictures of Talay and then a sneak preview of the Sewers level Smile Note that I haven't actually done any work on these levels yet - you're just seeing how the current code handles them.











Let me know what you think Smile

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 07, 2008 16:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

What I think is that I hate the sewer bugs. Sad

"You turn around? WE POP OUT AND EAT YOU AHASHHAHDAHDAHAHAHFAHF"

Sad Sad Sad

I guess that means you're doing a good job.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 07, 2008 23:24    Post subject: View user's profile Send private message Reply with quote

. . . I hate sewer bugs too! Speaking of sewer bugs, I know it's a little early to mention this, but don't forget that sewer bugs don't have to be in water sectors. For example, the dragonish looking things in Dark Tide 1 SE are on solid ground but behave normally. I don't think water sectors have any effect at all on the sewer bugs, but just in case . . .

Besides that, it looks like you're making good progress on the engine for it to be able to play those levels without any level-specific work. Good job Smile

Also, you said build 10 will include the map - does that include the overlay map (TAB)? In Outlaws, you could toggle map rotation, so the map always faced the player's direction. Could you please add this option for the overlay map when you get to it?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 07, 2008 23:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
. . . I hate sewer bugs too! Speaking of sewer bugs, I know it's a little early to mention this, but don't forget that sewer bugs don't have to be in water sectors. For example, the dragonish looking things in Dark Tide 1 SE are on solid ground but behave normally. I don't think water sectors have any effect at all on the sewer bugs, but just in case . . .

Besides that, it looks like you're making good progress on the engine for it to be able to play those levels without any level-specific work. Good job Smile

Also, you said build 10 will include the map - does that include the overlay map (TAB)? In Outlaws, you could toggle map rotation, so the map always faced the player's direction. Could you please add this option for the overlay map when you get to it?


Yeah I know that the critters can appear in normal sectors as well - I experienced them in DT myself too Smile

As for the map, yes the build includes the overlay map. At first it will act like the map in DF, although an option to rotate wouldn't be hard to add.

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

>origami<
Dianoga

Joined: 03 May 2008

PostPosted: May 08, 2008 03:40    Post subject: View user's profile Send private message Reply with quote

Man I'm drooling at those pics. Shocked
Your doing some great work sir!

ACE
Ree-Yees

Joined: 10 Nov 2007

PostPosted: May 08, 2008 05:00    Post subject: View user's profile Send private message Reply with quote

Very Happy So......................beautiful!!

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 08, 2008 16:01    Post subject: Re: Preview View user's profile Send private message Reply with quote

Man those look like good times.

Do you have the Thermal Det logic in yet? TDs plus mouse looking sounds like possibly the most fun ever.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 08, 2008 17:39    Post subject: Re: Preview View user's profile Send private message Send e-mail Reply with quote

sweatervest wrote:
Man those look like good times.

Do you have the Thermal Det logic in yet? TDs plus mouse looking sounds like possibly the most fun ever.


Not yet but I will before you should can get them in the levels. Its part of the work I have to do to release these levels. But soon Smile

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 09, 2008 00:47    Post subject: View user's profile Send private message Send e-mail Reply with quote

Are the weapons scriptable? They should be, it would make adding more of the weapons easier in theory. It would also be a must in the future for Dark Forces mods for DarkXL.

Jedi Knight modders made some interesting weapons. It'd be a good place to draw inspiration from (IE: the original COG scripts used for the weapons, the functions COG exposed for weapons, etc).

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 09, 2008 02:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

The_Mega_ZZTer wrote:
Are the weapons scriptable? They should be, it would make adding more of the weapons easier in theory. It would also be a must in the future for Dark Forces mods for DarkXL.

Jedi Knight modders made some interesting weapons. It'd be a good place to draw inspiration from (IE: the original COG scripts used for the weapons, the functions COG exposed for weapons, etc).


I was planning on making weapons scriptable at some point but they are not yet. It'll be like the Logic scripts, where several are implemented in code and then I'll implement the scripted version. This way I have a better idea of exactly what I need to do before spending the time writing the script wrappers and all that. It'll use the same base scripting system as the Logic scripts. This will probably not occur until after the builds listed here though. But it'll be in long before anybody needs to use it Smile

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Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 25, 2008 16:16    Post subject: View user's profile Send private message Reply with quote

I'm amazed at how well this is coming. Great job Lucius

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