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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jul 09, 2009 14:10 Post subject: |
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Yay!
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Jul 09, 2009 15:09 Post subject: |
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Speaking of limited view, I have an idea that I don't think has been suggested yet. One of the main purposes of DF's limited view was to prevent seeing teleporter chutes, but since you're taking that limitation out, we'll be able to see the awkwardness of it . . . maybe you could make the other side of the chutes visible like a vertical adjoin, since they're still gonna be in the original 14 levels and older mods. Since the sectors have to be the same size anyway, it should work, right?
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lucius DarkXL Developer
Joined: 17 Feb 2008
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Jul 09, 2009 18:41 Post subject: |
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Glad I could contribute Just remember that the chutes don't always have the same altitudes. I'd suggest that you make it appear that the origin chute's floor altitude is the same as the destination chute's ceiling, even if it's not, to avoid any impossible geometry issues. It shouldn't be too big a deal either way, since chutes weren't overly used in most of the DF levels.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jul 09, 2009 21:25 Post subject: |
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I get the feeling it may make a couple of my levels a little awkward since I use teleporters in a couple areas with water so Kyle can 'dive' or 'surface'.
_________________ I don't think outside the box... I customize it. |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jul 10, 2009 08:46 Post subject: |
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Fair enough for me
_________________ I don't think outside the box... I customize it. |
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Aug 29, 2009 03:26 Post subject: |
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I suggest integration of pre-rendered cutscenes, whether that format is mpeg, bink or something else. The ability for them to be placed at any point during gameplay would be great, too (i.e. before meeting a Boss at the end of a mission).
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lucius DarkXL Developer
Joined: 17 Feb 2008
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Aug 29, 2009 17:01 Post subject: |
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I just thought of a really good idea while thinking of the handrails used in a lot of mod levels. You could add (as an extended feature) "collision polygons" to the DXL editor. They would be created just like a new sector - with vertices, floor height, and ceiling height, and eventually slopes. It'd be much more useful than subsectors or second altitudes for things like handrails, 3do elevators and doors, and any other 3do objects. Collision polygons also wouldn't be bound to any specific sector, making it possible to have, for example, a levitating platform that moves through multiple sectors.
Tsophika wrote:
I suggest integration of pre-rendered cutscenes, whether that format is mpeg, bink or something else. The ability for them to be placed at any point during gameplay would be great, too (i.e. before meeting a Boss at the end of a mission).
I definitely agree. To expand on the idea, pre-rendered cutscenes that:
- support transparency/alpha
- may or may not pause the game
- may or may not disable the player's controls, weapons, and/or HUD
- can be set by scripts to repeat or play at random intervals
Trust me, I have some fun things planned out for the Interloper series
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lucius DarkXL Developer
Joined: 17 Feb 2008
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Aug 29, 2009 18:30 Post subject: |
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Thanks, that'll help out a LOT
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waxonator Ree-Yees
Joined: 19 Sep 2009
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Posted: Sep 21, 2009 20:21 Post subject: |
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My wishlist
-Widescreen support with 16:9 cutscenes.
-Support for higher res graphics
-Way to edit all graphics
-mp3 or ogg music
-ability to edit sound effects
-standard media file cutscenes (mpeg, avi, etc.)
-ability to add more frames to animations
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Taton Trandoshan
Joined: 25 Sep 2003
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Posted: Sep 29, 2009 06:43 Post subject: |
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After laboring for many hours in WDFUSE, I would like the ability to do automatic vertex alignment. When making a curve or circle, it requires the coordinates to be replicated manually for it to adjoin.
It would nice to be able to select a curve, select an appropriately split wall of another sector, and have them move the vertices to there proper place.
Another similar feature would be adoption of sub-sectors. You could work on it separately, then drop em into the appropriate sector without having to deal with creation and alignment of a gap to fit it in.
I do not know if these are feasible, but would make editing less tiresome.
_________________ "A fight should be clean and elegant, without waste"
-Asuka Langley Sohryu, Evangelion |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Sep 29, 2009 09:18 Post subject: |
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With the current work, sub-sectors are super easy to create. You can just draw them in place, or move a sector into another sector and have it become a sub-sector. You can also use another sector to make holes or split the sector (think additive and subtractive 2D CSG). You never have to manually create gaps.
Similarly adjoins are also automatic (no manually adjoining, although you can force adjoins to separate). In addition various vertex/edge/sector alignment options will exist such as aligning a vertex to an edge, aligning edges together so that the vertices line up automatically, connecting sets of vertices together between sectors so that the second sector is rotated, translated and scaled to fit and more.
_________________ DarkXL....http://darkxl.wordpress.com |
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