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tnoyce Ree-Yees
Joined: 20 Sep 2009
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Posted: Nov 07, 2010 12:40 Post subject: Progress |
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Lucius,
That is all excellent news!
Keep the fixes coming..
_________________ Tim Noyce |
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Fish Gamorrean
Joined: 29 Sep 2003
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Posted: Nov 07, 2010 12:46 Post subject: |
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Fantastic stuff, Lucius! I am so eager to replay those classic levels, and look forward to the upcoming enhancements.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Nov 07, 2010 17:56 Post subject: |
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Awesome news, the progress you're making is amazing (as always!)
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Nov 08, 2010 03:41 Post subject: |
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So I've been in contact with the ScummVM team, it looks like incorporating their iMuse implementation won't be a problem. So iMuse issues will be ignored for the next two builds, but the be fully implemented for Beta.
In addition I've been implementing important enemies such as the "Ree Yees 2" (punching only variety), the Gammoreans, various missing generators. Next up are the transhodans, Kell Dragons, phase 1 dt, phase 2, Boba Fett, and finally General Mohc. There maybe other enemies missing (Remotes are the only one I can think of off hand) and missing weapons - but it's enough to finish the game. It sounds like a lot, but I now have shared routines for ranged and melée enemies. I basically have to add one more type that'll cover dt 2/3 and Boba Fett.
Almost there.
Edit - The Transhodans and Kell Dragons are in, and the BOSS attribute is working correctly. The Kell Dragons are missing their jump, but I'll worry about that later.
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Nov 08, 2010 09:00 Post subject: |
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Woot! Does that mean the concussion rifle will be ready for the next build?
_________________ *ZaP* |
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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: Nov 08, 2010 14:17 Post subject: |
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Oh great, you mean I have to face them without the best weapon to use against them! Oh noes... (jokes, keep up the good work - haven't been as excited about a game release in YEARS)
_________________ *ZaP* |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Nov 08, 2010 14:28 Post subject: |
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This is outstanding news! You've come a long way with this, Lucius
_________________ I don't think outside the box... I customize it. |
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Nov 08, 2010 17:30 Post subject: |
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Can't wait until Beta!
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Nov 08, 2010 18:53 Post subject: |
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I put up a video showing me playing through parts of many of the levels. It is in two parts, the first part being available now, the second part later tonight. Due to time constraints I could only show parts of the levels, not the whole process of completion. I realized too late that I skipped the Robotics Facility, but oh well - I'll show that one off later.
http://www.youtube.com/watch?v=6osnUL_ekWs&hd=1
_________________ DarkXL....http://darkxl.wordpress.com |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Nov 09, 2010 00:32 Post subject: |
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A note about the Mohc logic...
I recall members here reporting that when they ran DF on "modern" machines, his behavior was different than it was originally. Specifically, I think it was that Mohc's rockets no longer homed in on the player. It would be great to see that working again as intended. Can anyone confirm this?
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Nov 09, 2010 00:57 Post subject: |
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Yeah, I noticed that too. I thought it was a Mac-Specific thing since the only time I remember that happening was on my old G3. But ever since playing the DOS version on my newer computers I can confirm this.
_________________ 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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Posted: Nov 09, 2010 01:08 Post subject: |
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That's unfortunate. Fortunately a friend of mine has an actual old-school DOS machine that can play Dark Forces. So I'll check it out there if the missiles don't act properly using DosBox.
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Nov 09, 2010 08:41 Post subject: |
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I think for later in the development when tightening the logics it would be useful to use a DOS machine for comparision. The game was significantly more fluid in dos as opposed to dos box for me.
_________________ *ZaP* |
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Nov 09, 2010 09:41 Post subject: |
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I remember that issue with Mohc's missiles, they're supposed to home in on you. They kind of just float there on modern machines, even in DosBox. I think the last time I remember them behaving correctly was on a Windows 98 machine.
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Pumpkinetics Ree-Yees
Joined: 16 Oct 2007
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Posted: Nov 09, 2010 15:33 Post subject: |
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Funnily enough, on my version of dosbox, they do home in on you for a change. They're completely brutal about it too, damn them...
_________________ "So, how goes (X) ?"
"WORKIN' ON IT! I SWEAR!" |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Nov 09, 2010 15:34 Post subject: |
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I haven't tried it, but I think that's what DOSBox's config file is supposed to be able to fix. Maybe if someone were to try it with slower CPU cycles...something akin to an old x86 machine. I have no idea what rate that would be though. It is fortunate Lucius has a vintage PC for testing!
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Geoffrey S Gamorrean
Joined: 29 Jan 2005
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Posted: Nov 10, 2010 21:07 Post subject: |
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Doing a great job on this Lucius, good to check back every now and then and see more and more features implemented.
Looking forward to playing this again one day!
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Nov 13, 2010 10:00 Post subject: |
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I tried using my legacy MS-DOS machine to test Mohc's missiles. Unfortunately, the PC is still exceptionally fast by DOS standards (450MHz), and because of that, the missiles Mohc fires tend to remain stationary. Since the issue seems to be speed related, I tried running Dark Forces in DOSBox with CPU cycles cranked all the way down to 5%. Once I did that, Mohc's missiles homed in on me just fine. I cranked the CPU cycles up to 15% and they still worked, so it's just a matter of finding a range of CPU cycles that's high enough for Dark Forces to run smoothly, while still being low enough to avoid causing speed-related glitches. Running Dark Forces in DOSBox with CPU cycles set to maximum pretty much guarantees that Mohc's missiles won't work.
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Nov 14, 2010 09:20 Post subject: |
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It looks like the 9.08 Build will be coming out tomorrow. I tried to make a release for tonight, but there are still a couple of issues that I should look at first.
The DT's and Boba Fett have simple "first-pass" AI. They are pretty easy to kill right now but that's ok because you have limited weaponry to fight them with. The next build (9.09) will focus on implementing the remaining weapons and logics, at which point the AI can be finished and they can fight at full power. All the Boss elevator stuff is working, though, so the levels are still completable.
There will be some other issues, a couple of rendering glitches, etc. - but the important ones will be sorted out by Beta.
A variety of other things implemented:
*fixed jumping/falling so that you can jump onto very skinny ledges (needed for the Arc Hammer),
*implemented all the damage floors, walls, and gas,
*implemented the gas mask
*all enemies except Remotes and Welders are implemented (including generators)
*all the briefing screens now show up correctly - including the Jabba Ship level (which uses a different background)
*Ree Yees now have limited range for their Thermal Detonators
*A lot of INF fixes.
*Everything I've already mentioned in previous posts and things I'm forgetting.
So Build 9.09 is intended to fill in the remaining missing blanks (Remotes, Welders, missing logics such as Ice Cleats, missing weapons, secondary fire). In addition AI, especially with bosses such as Dark Troopers, will be tweaked and improved (or finished). So Dark Forces should be fully playable and almost feature complete as of this build. Also the UI will be modified to support secondary fire, keyboard turning, key board look up/down, make mouse look optional ( for the 3 people that don't want it ), add auto-aim for those that want it and so on. The last item is pretty small but important - the text file is going away, when you launch DarkXL it'll bring up a file dialog to get the Dark Forces path data if it doesn't have it already (or files are missing) and store it in the config file. This means that DarkXL will not longer ship with a config file or settings file - since if it doesn't exist it'll be generated on the users machine. No more having the current path overwritten when getting a new build or having to manually edit files. This also means that any valid Windows path will work properly.
Finally Build 10.0 will be the Beta. This will replace the current iMuse system with the more fully developed ScummVM system. This build will focus on optimizations and source code release. Finally this will tackle any remaining rendering glitches are restore proper perspective vertical looking (though the current method will be available as an option). Finally the pure-renderer stuff will be implemented, such as low resolution support and palette emulation.
Getting closer...
_________________ DarkXL....http://darkxl.wordpress.com |
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dinohog Dianoga
Joined: 02 Dec 2005
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Posted: Nov 14, 2010 11:47 Post subject: |
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That is great news, Lucius. Your progress is fantastic. Keep up the great work. Any update on the editing functions? I am particularly interested in being able to apply textures in a 3d window similar to JED. MTFBWY.
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lucius DarkXL Developer
Joined: 17 Feb 2008
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joel96 Ree-Yees
Joined: 31 Jan 2010
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Nov 16, 2010 17:07 Post subject: |
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The other common factor between the developers being the quality of the final product
_________________ *ZaP* |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Nov 16, 2010 18:55 Post subject: |
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Yes, sorry about that. A few last minute issues came up - there was a completion issues at the very end of the Executor and an elevator issue on Arc Hammer. Those have been fixed.
In addition, last night I discovered that the switch that is supposed to turn off conveyor belts in Arc Hammer makes them scroll much faster instead (to the point that you can walk on them at all) so I need to figure that out.
_________________ DarkXL....http://darkxl.wordpress.com |
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tnoyce Ree-Yees
Joined: 20 Sep 2009
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Posted: Nov 17, 2010 00:34 Post subject: Progress |
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I'm certain you'll figure it out quickly.
Thanks for the update.
_________________ Tim Noyce |
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