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What do you want to see next the most?

 
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 28, 2010 00:56    Post subject: What do you want to see next the most? View user's profile Send private message Send e-mail Reply with quote

So the next build is obviously the culling/clipping part of the pure renderer and the improved "portal free" collision (i.e. also known as "no more getting stuck on adjoins or other surfaces").

After that the goal is to finish the gameplay and getting the game fully playable as fast as possible.

So my question is this: given those goals, if you could pick one or a few things that should get top priority and be implemented/fixed first - what would it/they be? If only one or two new features/fixes went into the following build - what would you pick?

It all has to get done, of course, I'm just trying to get an idea of where people's priorities would be.

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

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Sep 28, 2010 01:36    Post subject: View user's profile Send private message Send e-mail Reply with quote

Classic DF controls.
Implemented cheats for testing levels and not having to worry about getting killed.

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 28, 2010 12:38    Post subject: View user's profile Send private message Reply with quote

A console, for said cheats and tests.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 28, 2010 17:47    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fair requests. I can add the keyboard turning and look up/down and make mouse look optional. It'll default to on, however, since most people are likely to prefer it.

Cheats and a console would be useful of course. The scripts could have a function to print to the console as well for debugging (there is already a function to print to the screen in the "message area" but that's usually only used for powerups, ammo, etc. and uses an index into the DF table of messages - not too useful for debugging).

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

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Sep 28, 2010 18:36    Post subject: View user's profile Send private message Send e-mail Reply with quote

INF so I can start playing with my levels in Dark XL and getting ideas of what to do next and so I can see the original levels in all their glory.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Sep 29, 2010 00:59    Post subject: View user's profile Send private message Reply with quote

Definitely INF -- the complex (and hence buggy/HOMing) areas of my level could use DarkXL for testing, but they're heavy on some of the INF that hasn't been implemented. Same with the original DF and custom levels, the INF is probably the biggest thing missing from them currently.
That console might also be useful, especially while some of the other features aren't yet complete. It would help bypass nonfunctional doors, elevators, etc. if all the INF isn't implemented yet.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 29, 2010 03:52    Post subject: View user's profile Send private message Send e-mail Reply with quote

I go with majority rule.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 02, 2010 21:22    Post subject: View user's profile Send private message Send e-mail Reply with quote

Can anyone recommend the best level for testing as many INF features at once as possible? It would be easier to be able to test all at once rather then having to go through a dozen levels to see what's still broken. Smile

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 02, 2010 21:27    Post subject: View user's profile Send private message Send e-mail Reply with quote

As for logics - I'm probably going to work on weapons, secondary fire and any missing powerups next. Then I'll get all the enemies roughed out with simple basic behaviors, then go back and tweak them one at a time. The goal is to get the whole game playable, but maybe not completely authentic quickly. Then to go back and make everything behave properly.

The goal is to get the game fully playable within the next couple of builds.

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

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Oct 02, 2010 21:56    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Can anyone recommend the best level for testing as many INF features at once as possible? It would be easier to be able to test all at once rather then having to go through a dozen levels to see what's still broken. Smile


Are you talking about the vanilla game only, or do user-made levels like the Dark Tide levels count? It seems like mods are likely to push the limits more than the original game levels.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 02, 2010 22:43    Post subject: View user's profile Send private message Send e-mail Reply with quote

Dark Tide pushes the engine in many ways. I'm hoping to find a level that uses the largest variety of INF functions without necessarily being complex in every other way too. Custom levels are what I was thinking of, since the current INF problems seem to be fairly evenly spread throughout all the vanilla levels (i.e. having to test a dozen or so levels just to make sure all the permutations are working).

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Oct 03, 2010 01:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

I recommend Discovery at Ironfort and/or Mt. Kurek.

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Pumpkinetics
Ree-Yees

Joined: 16 Oct 2007

PostPosted: Oct 03, 2010 08:41    Post subject: View user's profile Send private message Reply with quote

For complex INF, wouldn't Condition Red also be a good idea? (it would also be a good way to debug VUEs if there's any issues left there)

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The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Oct 03, 2010 22:52    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Can anyone recommend the best level for testing as many INF features at once as possible? It would be easier to be able to test all at once rather then having to go through a dozen levels to see what's still broken. Smile



Mines!

Seriously though, Mines could be like... the Acid 2 test of Dark Forces. You'd see how the engine reacts to a broken level!

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Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Oct 08, 2010 21:00    Post subject: View user's profile Send private message Reply with quote

Indeed. With the emphasis on the word "acid".

I don't know about controls or cheat codes or anything like that, but if DarkXL doesn't barf on incorrectly sized floor and ceiling textures in exactly the same way DF does then a lot of people are going to be very disappointed...

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 08, 2010 23:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fenwar wrote:
Indeed. With the emphasis on the word "acid".

I don't know about controls or cheat codes or anything like that, but if DarkXL doesn't barf on incorrectly sized floor and ceiling textures in exactly the same way DF does then a lot of people are going to be very disappointed...


I'm afraid that DarkXL will indeed not barf in those cases, sorry... I guess I'll have to add that feature as an option for the Pure Renderer.

Rendering Features:
[X] Palette Emulation
[X] 320x200 Emulation
...
[X] Bark on Incorrectly Sized Floor and Ceiling Textures.
[X] Make Mines! look as terrible as everyone remembers it.

Smile

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

Pumpkinetics
Ree-Yees

Joined: 16 Oct 2007

PostPosted: Oct 09, 2010 11:09    Post subject: View user's profile Send private message Reply with quote

Aye, I tried mines once on the last build and it was fairly standard (first time I saw which floor & ceiling textures Ari G used) but the worst crime would be the absence of the dimensional door... does Dark XL support infinite HOM planes? Because it has to. It just has to. (in all seriousness, I know Easter Attack and perhaps a couple more levels have "broken" adjoins where the walls don't line up exactly, so having an empty space option may be optimal.

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"So, how goes (X) ?"

"WORKIN' ON IT! I SWEAR!"

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 11, 2010 10:33    Post subject: View user's profile Send private message Reply with quote

Since the console is in now, I'm changing my vote to "in-game saves". Smile It would be helpful (perhaps more than screenshots) for reporting some glitches or other problems.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Oct 12, 2010 00:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

No classic controls yet? Smile

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 12, 2010 00:19    Post subject: View user's profile Send private message Send e-mail Reply with quote

Barry Brien wrote:
No classic controls yet? Smile


Not yet, I'll get them in when I update the control dialog next - which will be when I implement secondary fire.

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

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Oct 12, 2010 00:24    Post subject: View user's profile Send private message Send e-mail Reply with quote

No worries take your time Lucius. It's looking superb. I can't wait to try out some of the custom missions.

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