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dinohog Dianoga
Joined: 02 Dec 2005
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Posted: Feb 04, 2010 07:40 Post subject: Download problems? |
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While this is great news, I am having trouble downloading the file. All I get is an unknown server error. I am trying clicking the link, right clicking to save as and using DTA (Firefox addon). The download doesn't work in IE either. Any suggestions will be greatly appreciated.
[update] Never mind, it worked ten minutes later.
Last edited by dinohog on Feb 04, 2010 07:49; edited 1 time in total |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Unity Dianoga
Joined: 15 May 2008
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Posted: Feb 04, 2010 10:21 Post subject: |
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Great work! The new lighting looks fantastic.
I'll put issues into Codeplex as I find them. So just to clarify, there's no point in reporting erroneous rendering right now?
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lucius DarkXL Developer
Joined: 17 Feb 2008
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Feb 05, 2010 00:25 Post subject: |
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Wow, one day and you've already got two pages of responses. I can say, we're definitely excited! Downloading the build now -- I'll probably check it out in detail later tonight, after some homework. And most of all, THANKS! The hard work will definitely pay off
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Feb 05, 2010 07:07 Post subject: |
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Making some great progress! I've linked a couple screenshots with a couple bugs that I've posted in the issue tracker. One is the adjoin issue that's been discussed. Another is the dynamic glow effect - it looks like in some cases the glow is cast outside the line of sight from the illuminating object. I saw this with some shield units in secbase.
Will gamma adjustment be available down the road? Secret base seemed brighter than I remember. Also, the blinking red lights in secret base up on the second floor outside don't cause the dynamic lighting to blink as well - but that was probably something that'll change later. Keep up the good work, your hours of development are appreciated!
http://www.flickr.com/photos/geolegg/4332121330/
http://www.flickr.com/photos/geolegg/4331386875/
Added another picture, looks like both the doors in Talay at the bridge remain open after you first switch the bridge.
http://www.flickr.com/photos/geolegg/4331397489/
Another thing to check, run under that broken door in Talay (that goes up and down with electrical noises). The texture slides along the door as it moves. Regular unscripted doors seems to move a bit slowly sometimes.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 06, 2010 02:55 Post subject: |
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So, is there any news on when Build 9 will be released? I figured that what we're hearing about now is a hoax, since there's no official update on the main page.
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Jon`C Ree-Yees
Joined: 16 May 2008
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Posted: Feb 06, 2010 03:45 Post subject: |
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Stuttering and slow-motion if vsync is disabled. You aren't using QueryPerformanceCounter.
Bloom renders incorrectly with nvidia 3D Vision enabled.
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The MAZZTer Death Star
Joined: 25 Sep 2003
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Posted: Feb 06, 2010 05:15 Post subject: |
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klasodeth wrote:
So, is there any news on when Build 9 will be released? I figured that what we're hearing about now is a hoax, since there's no official update on the main page.
YOU'RE a hoax >_>
Update your bookmarks lol, DarkXL isn't hosted by DF-21 anymore.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Jon`C Ree-Yees
Joined: 16 May 2008
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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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klasodeth Trandoshan
Joined: 03 Mar 2008
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Feb 06, 2010 20:24 Post subject: |
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Sorry The MAZZTer, this appears to be a giant misunderstanding. Klasodeth was originally referring to the news section on the main page of df-21, not the defunct website that I really need to do something about at some point.
_________________ DarkXL....http://darkxl.wordpress.com |
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Emon Ree-Yees
Joined: 10 Aug 2007
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Posted: Feb 13, 2010 09:17 Post subject: |
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I still got a hung note on Talay. I also noticed various collision issues, especially on 3DOs. I walked on a moving bridge and got stuck. The bridge disappeared. Also had collision problems in and around the little wrecked buildings/homes.
Also, when I entered that one dark room, the bar I think, I jumped over the counter and was promptly teleported back to the start of the level...
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Feb 13, 2010 11:34 Post subject: |
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Are you going to have another look at the player movement system? I find it's not fun to play at all in it's current form (you might have gotten used to it ). When the player stops moving he drifts for a unit or so - aside from the fact that the amount of drift doesn't suite the mouse look controls which I've mentioned before also the drifting doesn't quite work right.
When running diagonally holding up and strafe - when you release it drifts either up or strafe depending on which key you were holding last - it really needs to drift diagonally other wise it's a nightmare to control.
_________________ *ZaP* |
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Emon Ree-Yees
Joined: 10 Aug 2007
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Posted: Feb 14, 2010 00:43 Post subject: |
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lucius wrote:
You died. I really need to get the proper death sequence in.
Oh, hah, I didn't even notice.
Even on hard I am finding DF VERY easy. I don't know if the AI isn't done or it's because mouselook is basically cheating, but it would be nice if there were some extended option to make it more difficult.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Feb 14, 2010 04:15 Post subject: |
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Emon wrote:
Even on hard I am finding DF VERY easy. I don't know if the AI isn't done or it's because mouselook is basically cheating, but it would be nice if there were some extended option to make it more difficult.
Yeah, mouselook probably makes the biggest difference. I also noticed their aim is a bit crappy, even for stormtroopers . . . though that may just be an illusion from the higher resolution. I think, as an extended feature, lucius (or one of us) should rebalance the enemies with better health, aim, strength, speed, etc. to make them match up better with the new and improved Kyle. The wimpishness of the first few implemented enemies makes me think the difference between DF and DXL is gonna be bigger than we expected . . . it'll become even more noticable when we start playing the more challenging custom missions.
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Feb 14, 2010 07:04 Post subject: |
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Funny you mention this - I experimented with a few script changes and found it's actually very easy to increase the difficulty. If I increase the accuracy, improve the reaction time and increase the firing rate then the challenge is increased a lot. (And these are basically changing a few variables in the script, not even changing the behavior itself). So an extended higher difficulty won't be a problem.
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 14, 2010 18:49 Post subject: |
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It'd be interesting to see different difficulties implemented such as the classic just adding more enemies per setting to increased damage and accuracy from enemies.
Or for the ultimate difficulty a combination of the two for the truly hardcore
_________________ I don't think outside the box... I customize it. |
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dinohog Dianoga
Joined: 02 Dec 2005
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Posted: Feb 15, 2010 05:50 Post subject: On Extra Hard Level Settings |
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Maybe make extra hard an additional choice rather than changing the hardness from the original game. Maybe there is a custom slider for enemy characterisitics in the new launcher.
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