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DarkXL Update 5 - Alpha Demo 1 Release!
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BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: May 26, 2008 02:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

Horray for gigantic log posting!
http://www.nomorepasting.com/getpaste.php_pasteid=16174

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: May 26, 2008 03:48    Post subject: View user's profile Send private message Reply with quote

BlazingPhoenix wrote:



I just tried turning on verbose logging and also ended up with hideous lag. You might want to turn verbose logging off in the DXL_Settings.txt file and see if everything works normally.

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 26, 2008 05:23    Post subject: View user's profile Send private message Reply with quote

BlazingPhoenix wrote:
OK, I installed OpenAL and now it doesn't crash, but it lags REALLY badly. It didn't do this on the very first DarkXL release.


BlazingPhoenix try lowering your resolution to 640x480 it should run alot faster

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 26, 2008 06:52    Post subject: View user's profile Send private message Send e-mail Reply with quote

BlazingPhoenix wrote:
OK, I installed OpenAL and now it doesn't crash, but it lags REALLY badly. It didn't do this on the very first DarkXL release.


As Klasodeth said, set VerboseLogging to 0 in your DXL_Settings file and you will get a huge increase in framerate. The reason for this is that VerboseLogging logs quite a few messages per frame and each message is a blocking write that waits until the write is complete before continuing. This is so that all the text is flushed to disk in case of a crash or other issue.

Verbose logging should only be used in cases where crashes occur or more information is needed then normally logged. Normally only important errors, warnings and information are logged.
If you look at your log file and it is significantly longer then about 14 lines then verbose logging is probably turned on.

Thanks for testing Blazing Phoenix, I should have thought of sound earlier - I had pretty much exhausted the other possibilities. Smile

So now there shouldn't be any other intermediate builds unless something major comes up... On to build 8.

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

Jon`C
Ree-Yees

Joined: 16 May 2008

PostPosted: May 26, 2008 12:44    Post subject: View user's profile Send private message Reply with quote

I know it probably goes without saying at this point, but DarkXL runs very well on a 2.8 GHz 8-core Xeon workstation, 2 GB RAM and an 8800 GT.

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: May 26, 2008 13:53    Post subject: View user's profile Send private message Reply with quote

I finally remembered how to get to the super-secret area, and there are plenty of bonus items I can't pick up there:




Also, the torture droids do not move yet.


Finally, there's a little graphic glitch in the last elevator before the end of the mission:


Under certain angles, you can see a part of the door poking over the switch.

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: May 26, 2008 13:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ok, now it runs great. Smile
Can't wait for the next build.

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 26, 2008 18:27    Post subject: View user's profile Send private message Reply with quote

BlazingPhoenix wrote:
Ok, now it runs great. Smile
Can't wait for the next build.



Woohoo the crashing is fixed! That was the last major bug sans the lack of droid AI I'm pretty sure.

Oh and I tried again and was able to crouch into the alcove holding the plans. I was jumping and then crouching, instead of the the other way around.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: May 26, 2008 19:28    Post subject: View user's profile Send private message Reply with quote

Gez wrote:
I finally remembered how to get to the super-secret area, and there are plenty of bonus items I can't pick up there...


The inability to pick up the shield packs there is a known issue, but to pick up the batteris and health packs you have to run your battery power down and get hurt. Very Happy

I did run into a battery-related bug though. On my system I can run the headlamp or nightvision for a while before the battery meter starts to drain. Once it begins to drain it does so normally. But until I see the battery meter change, I cannot pick up batteries even though I'm running the headlamp and/or nightvision.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 26, 2008 22:19    Post subject: View user's profile Send private message Reply with quote

That really got annoying in DF. You could be using the headlamp or IR goggles and walk past 2 batteries, pick up the first one, and then automatically pick up the second, even though it would only be recharging 0.0000001% of the battery power. I think it's better the way lucius has it now - it'll prevent a major waste of batteries. By the way, lucius, did you do that on purpose, or is it really a bug?

One random question about the AI build (#8 ) - will it be finishing up all the AI LOGICs or just the ones used in SECBASE?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 07:05    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
That really got annoying in DF. You could be using the headlamp or IR goggles and walk past 2 batteries, pick up the first one, and then automatically pick up the second, even though it would only be recharging 0.0000001% of the battery power. I think it's better the way lucius has it now - it'll prevent a major waste of batteries. By the way, lucius, did you do that on purpose, or is it really a bug?


No its really a bug, I fixed it for the next build already. If someone wanted to change it so that you'd only pick up batteries if the amount of power was below a certain threshold, they could change the logic script and release it as a mod in the future.
sheepandshepherd wrote:

One random question about the AI build (#8 ) - will it be finishing up all the AI LOGICs or just the ones used in SECBASE?


It will be finishing AI logics needed for the levels that are supported but not every enemy logic in the game. Mainly so that logics can be tested by players, in their native environments. I will implement new logics as needed as I finish level support until they are all supported.

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 27, 2008 18:40    Post subject: View user's profile Send private message Send e-mail Reply with quote

Do you plan on implementing a MOD loader like in Jedi Outcast and Academy when the final product is finished?

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 19:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Do you plan on implementing a MOD loader like in Jedi Outcast and Academy when the final product is finished?


Absolutely. Also for any mod you'll be able to specify files needed (so they can be in different directories) and various settings - including default compatibility options and features that should be used with the mod. The user will then be able to default to the mod options or their own. The other thing is to allow people to use multiple mods at once, for example you could be using a high-res texture pack and a standard mod at the same time.

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

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 27, 2008 19:21    Post subject: View user's profile Send private message Reply with quote

Hey lucius did you check out that little minor texture stretch on some of the doors?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 19:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ryuichi91 wrote:
Hey lucius did you check out that little minor texture stretch on some of the doors?


I am aware of the problem but I haven't fixed it yet. Its a minor issue so it won't be fixed atleast until the next major build. So far there won't be any more intermediate builds (7x builds). It shouldn't take too long for build 8 though.

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 27, 2008 19:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Burning Gundam wrote:
Do you plan on implementing a MOD loader like in Jedi Outcast and Academy when the final product is finished?


Absolutely. Also for any mod you'll be able to specify files needed (so they can be in different directories) and various settings - including default compatibility options and features that should be used with the mod. The user will then be able to default to the mod options or their own. The other thing is to allow people to use multiple mods at once, for example you could be using a high-res texture pack and a standard mod at the same time.


Cool, looks like it's going to turn out a lot like the Doomsday Frontend for Doom. I am very much more excited now Very Happy

_________________
I don't think outside the box... I customize it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 27, 2008 20:17    Post subject: View user's profile Send private message Send e-mail Reply with quote

Where is the link to Build 7d? Or is it the same link for Build 7c?

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 20:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Where is the link to Build 7d? Or is it the same link for Build 7c?


The link for build 7f is on the first page of this topic. So far I've been updating that link every new build. The website doesn't have the latest build yet, I'll put that up later.

To make it easier: http://www.darkxl.df-21.net/Builds/DarkXL_AlphaDemo1_b7f.zip

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 27, 2008 21:12    Post subject: View user's profile Send private message Send e-mail Reply with quote

Shows how well I pay attention Rolling Eyes

Thanks for linking it for me Very Happy

Udate: Still getting the dancing stormies (moving side to side rapidly). But that's really the only problem I noticed in this build.

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2008 22:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Shows how well I pay attention Rolling Eyes

Thanks for linking it for me Very Happy

Udate: Still getting the dancing stormies (moving side to side rapidly). But that's really the only problem I noticed in this build.


That should be fixed next build.

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 27, 2008 23:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Okay, I think I've got the hang of WDFUSE so I've got about half of the player movement level done. This may actually be faster to do than I originally thought.

The hardest one for me will be the weapons physics.

Anyway, off to Japanese II for a test.

_________________
I don't think outside the box... I customize it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 28, 2008 15:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ryuichi91 wrote:
EDIT: Ok for me you can't jump when elevators are going down but when going up you can. Also lucius got a stretched texture here.



This was also present in my video if you look closing when head out of the base and back in


Actually, I just did a run-through of the original DOS version and the texture is stretched there as well. So while it technically is a bug, it's "normal" in a sense.

_________________
I don't think outside the box... I customize it.

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 28, 2008 21:42    Post subject: View user's profile Send private message Reply with quote

Oh crap i never knew it was in the original DOS version

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 28, 2008 21:57    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Actually, I just did a run-through of the original DOS version and the texture is stretched there as well. So while it technically is a bug, it's "normal" in a sense.


No it's not . . .



lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 28, 2008 23:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Burning Gundam wrote:
Actually, I just did a run-through of the original DOS version and the texture is stretched there as well. So while it technically is a bug, it's "normal" in a sense.


No it's not . . .
...


Just to set the record straight, the texture is being mapped incorrectly there and at one other door. This will be fixed soon in a future build Smile

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 29, 2008 05:21    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
sheepandshepherd wrote:
Burning Gundam wrote:
Actually, I just did a run-through of the original DOS version and the texture is stretched there as well. So while it technically is a bug, it's "normal" in a sense.


No it's not . . .
...


Just to set the record straight, the texture is being mapped incorrectly there and at one other door. This will be fixed soon in a future build Smile


Sorry, didn't notice how much more distorted in DarkXL there was than DOS. I was merely pointing out that even in the DOS version there was some distortion there.

_________________
I don't think outside the box... I customize it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 29, 2008 06:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

So amidst building the calibration levels, I discovered some player properties that might help things along.

- Kyle is 6.8 DF units tall and 3.6 DF Units wide.
- Kyle's run speed in "water" is equal to that of his walk speed.
- Kyle can walk up walls that are 3.5 DF units tall, but has to jump over walls higher than that.
- Kyle's crouch height is 3 DF Units.

Don't know if that helps at all, but I thought it was interesting.

_________________
I don't think outside the box... I customize it.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 29, 2008 16:09    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Sorry, didn't notice how much more distorted in DarkXL there was than DOS. I was merely pointing out that even in the DOS version there was some distortion there.


Yeah, I noticed that too . . . I thought it was just my widescreen monitor at the time. Now that I think about it, I've never seen the ceiling texture used on that door . . . it looks like one of the door track textures, but that wouldn't be usable as a ceiling texture Confused

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 29, 2008 16:47    Post subject: View user's profile Send private message Reply with quote

sheepandshepherd wrote:
Burning Gundam wrote:
Sorry, didn't notice how much more distorted in DarkXL there was than DOS. I was merely pointing out that even in the DOS version there was some distortion there.


Yeah, I noticed that too . . . I thought it was just my widescreen monitor at the time. Now that I think about it, I've never seen the ceiling texture used on that door . . . it looks like one of the door track textures, but that wouldn't be usable as a ceiling texture Confused



If you have to look up at it in DF, that may be where some of the distortion is coming from (lack of perspective correction).

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 29, 2008 17:05    Post subject: View user's profile Send private message Reply with quote

sweatervest wrote:
If you have to look up at it in DF, that may be where some of the distortion is coming from (lack of perspective correction).


Yeah, that kinda bugged me in DF . . . I'm glad it's fixed in DarkXL.

One random "bug" I found by accident - the crouch speed is too slow. Nothing important, really.

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