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Darth Oosha Trandoshan
Joined: 24 Sep 2003
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 05, 2008 02:15 Post subject: |
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Thanks for the tips
As for the music, the INF extension is so that you can have music triggers. Currently when people want digital music in their levels or want to play different pieces of music, they do it through INF commands. But currently they have to shutoff all the sound (by playing 8 silent sounds) then play their digital music. With the new system they will be able to set the music track to play whatever OGG file they want. I will also have some other way of setting a default track for a level so you don't have to use INF commands. The only problem is that without INF commands it won't be "dynamic" (change based on area or situation).
I was planning on applying the extensions Outlaws made to the Jedi engine and doing them the same way in the level format. In fact that's how I decided what many of my initial extensions would be. There will be extensions beyond that but I will keep some compatibility.
I've read the Lesser known DF Facts already, but thanks for pointing it out Also I will certainly make sure the Showcase levels work and the Hall of Fame levels since they are some of the best user levels available.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 05, 2008 11:23 Post subject: |
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The first update is up: http://df-21.net/phpbb/viewtopic.php_t=1188
3D objects are rendering now. Any general questions can still be posted here.
Next up: Finish enemy logics for the enemies on level 1 (AI).
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Geoffrey S Gamorrean
Joined: 29 Jan 2005
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Posted: Mar 06, 2008 01:46 Post subject: |
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Hey, this looks awesome. I've absolutely no demands, just thrilled to see someone finally working on this kind of thing seriously!
If I understand it correctly, if I have all the files used by the original Dark Forces I can in theory use this under Windows? If so, this is even better news!
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 06, 2008 02:03 Post subject: |
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Yes, this is a native Windows app. All you'll need is the original DF files and a decent GPU to run.
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milo_antu Gamorrean
Joined: 19 Oct 2006
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Posted: Mar 06, 2008 15:34 Post subject: |
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srry if I am late to reply, but yes it's looking the part, i wanna say it looks better than JKs. Only the wepon and the units still look the same despite the anti asilis or whatever the anti pixilation word is. But if you ever get this avalable for Download, id be all over it. Good Job!
PS id like to see the thermal detonator, and Kell Dragon!!!
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 06, 2008 16:59 Post subject: |
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This is an ongoing project, so you're definitely not late to reply As for sprites - I'm going to try to "vectorize" the edges and do a high quality upsampling for the extended mode which should help them look sharper and more hi-res, while still using the old art (and being able to turn it off if desired). But that will come a little later.
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milo_antu Gamorrean
Joined: 19 Oct 2006
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Posted: Mar 06, 2008 19:41 Post subject: |
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Still, in my opinion it looks better than the "square headed" JK sprites, one other think that you might want to consider altering are those laser turets which look VERY plane on DF
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Mar 07, 2008 00:36 Post subject: |
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So just to be clear here...
In theory, if I were to continue working on some of my old projects, I would be able to run them in the new engine?
_________________ 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: Mar 07, 2008 01:16 Post subject: |
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Exactly. If they don't work then it's a bug and will be fixed (if someone points it out to me of course). The same is true for existing mods and levels - unless they exploit some odd DF bug that I just can't reproduce for some reason (I'm not sure what that would be off hand though).
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Mar 07, 2008 06:18 Post subject: |
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Well, then I just might have to resume some old projects then 
_________________ 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: Mar 07, 2008 08:31 Post subject: |
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If you do then go ahead and let us see 
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Darth Oosha Trandoshan
Joined: 24 Sep 2003
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Posted: Mar 09, 2008 05:14 Post subject: |
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Next question: Are you going to send a press release around when the alpha demo is out? I imagine a lot of people outside the usual DF-21 regulars will want to know about it; but on the other hand it might be better to wait til it's been tested by more people and can play the full game.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 09, 2008 07:13 Post subject: |
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I won't be talking about it much outside here probably until the Beta or atleast until all the core levels are playable. However hopefully there are enough people around here interested in playing it to give it enough of a test That is why I started talking about it a little early, so there'd be enough people who know and are interested that I can get some reasonably quick and useful feedback when I release the demo. In addition it'll be nice to have the files hosted here, Fenwar seems willing, so I don't have to use Rapidshare or something like that.
If possible I'd like this to be the main site for this project. I'd like to see a resurgence in DF editing and projects as well as people being able to enjoy the game with today's technology.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Mar 09, 2008 08:47 Post subject: |
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Heh, asking us if we're interested is like presenting a lot of food to the homeless saying "Are ya hungry?"
FEED US MOAR!!!!!!! 
_________________ 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: Mar 10, 2008 00:09 Post subject: |
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There's a new update talking about collision and logics here: http://df-21.net/phpbb/viewtopic.php_p=13753#13753
As I mention there I have to finish up the enemy logics (I've only done Stormtroopers and have to finish shooting) and then I'll move on to goals and INF.
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 11, 2008 01:35 Post subject: |
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The FTP login sounds great.
As for parenthood, career and mortages - I have all that too
I was thinking that a dedicated forum for DarkXL might be a good idea. So I think I'll have to take you up on that once things are a farther along. Once people know what it is, I don't think people who are interested will miss anything.
_________________ DarkXL....http://darkxl.wordpress.com |
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Jackson Dark Trooper Phase 2
Joined: 24 Sep 2003
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mrpiddly Dianoga
Joined: 28 Apr 2007
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Posted: Mar 12, 2008 02:55 Post subject: |
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Just for future reference, if i were ever to attempt to recreate dark forces within another engine which would be more desirable:
A modern adaptation of dark forces with the same plot, level structure, and gameplay but with vastly updated graphics. Things like normal and glow maps would be applied to the textures, modern openGl shaders would be used, multiplayer would be included, and all objects would be 3d instead of sprites.
or
A classic adaptation that tries to recreate the original "aged" dark forces look and feel. This would provide an original dark forces feel on a modern computer.
I would think that a more original dark forces port to a modern engine would be most desirable, but i could be wrong.
For reference, i was thinking of using the open source cube 1 or 2 engines for this port. Also please not that there is a large chance nothing will come of this inquiry.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Mar 12, 2008 08:54 Post subject: |
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I think just 3D acceleration is enough to get excited about!
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lucius DarkXL Developer

Joined: 17 Feb 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 12, 2008 21:39 Post subject: |
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I am considering using a scripting system for logics. Basically I would write all the core logics for the game (and rewrite the ones I already have implemented) and include it with the program. Then user mods can optionally include a logic script file for new logics and possibly to override old ones. This would include describing behavior, animations/states, weapon(s) used, item drop when killed (if any) and sound effects.
Think of a file that lists functions for all the logics, for example (incomplete pseudocode):
| Code: |
Logic_Mousebot_Update()
{
//decide on movement pattern
//p0 = current pos
//p1 = desired new pos
if ( Map_Collide(p0, p1, ...) )
{
//Collision response.
//current pos automatically updated to new loc
}
}
Logic_Mousebot_HandeMsg(msg)
{
if ( bAlive )
{
switch (msg)
{
case MSG_DAMAGE_MELEE:
//take damage
//possible switch states.
//play a sound effect...
PlaySound3D("MouseBotHit");
break;
//etc.
}
}
}
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So my question is, how much desire is there for this kind of system? Would people take advantage of it to make new logics? Or would a simpler system be preferrable (maybe one that lists toggable features or something)?
_________________ DarkXL....http://darkxl.wordpress.com |
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ACE Ree-Yees
Joined: 10 Nov 2007
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 12, 2008 23:50 Post subject: |
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Thanks for the comments
Your Digg.com idea is good when things are further along.
Did you have any reponse to the question about scriptable logics?
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Mar 13, 2008 01:48 Post subject: |
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Actually, having looked at that example, I like it. I have never seen any kind of code before and I understood practically everything that was listed there. I say leave it.
But then again I'm no programmer, what do I know? 
_________________ 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: Mar 13, 2008 02:10 Post subject: |
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Well I'd make it as simple as possible while still being able to script the Logics. And you'd really only have to worry about it if you want to create new logics or modify existing logics for your mod/level. This should allow people to make friendlies or logics for droids and stuff like that.
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Mar 13, 2008 10:04 Post subject: |
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So I'm about 75% of the way through implementing the storm trooper (Storm1) logic through the script system. Once that's complete all my logics will be converted over, since most necessary functionality will be complete. So there are several functions that must be implemented per-logic:
| Code: |
/*Setup logic message masks, this determines which messages this logic is interested in.*/
void L_Storm1_SetupLogic()
{
//Example setup, from Storm1 logic.
Logic_AddMsgMask(MSG_NRML_DAMAGE);
Logic_AddMsgMask(MSG_MELEE_DAMAGE);
}
/*Setup the object that uses this logic, sets up HP,
object flags and other things*/
void L_Storm1_SetupObj()
{
//Example setup, partial listing from Storm1.
obj_HP = 30;
Obj_SetFlag(OFLAGS_COLLIDE_PLAYER);
Obj_SetFlag(OFLAGS_COLLIDE_PROJECTILE);
}
/*Main update, called every frame if object is activated or in an active sector*/
void L_Storm1_Update()
{
//Partial listing from Storm1, near the end.
//Most functionality is left out for space.
float ground_height = Map_GetFloorHeight();
if ( obj_loc_z > ground_height )
{
obj_loc_z -= 0.1f;
if ( obj_loc_z < ground_height )
{
obj_loc_z = ground_height;
}
Obj_UpdateLoc();
}
}
/*Messages that this logic can recieve. Includes things like damage and sound/player notifications.*/
void L_Storm1_SendMsg()
{
/*shows the general structure from Storm1, but the implementation is left out for space.*/
if ( obj_Alive == 1 )
{
switch (obj_uMsg)
{
case MSG_NRML_DAMAGE:
obj_HP -= msg_nVal;
if ( obj_HP <= 0 )
{
obj_HP = 0;
obj_Alive = 0;
//...more stuff...
}
else
{
//...state/anim stuff...
}
break;
case MSG_MELEE_DAMAGE:
//...similar to above...
break;
}
}
}
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This is the script code, which is parsed and compiled at runtime - so you'll be able to adjust scripts for logics then hit a button and have the game reload them, for iterative testing. Notice that each set of functions is self-contained, all the obj_XXX variables automatically refer to the object being processed, similarly all functions automatically refer to that object. So all you have to worry about is implementing these functions - of course there will be plenty of examples (all the core game logics) and I'll write a tutorial when it comes time for that.
This should be finished by tomorrow, so it won't impact progress much
One more thing, to avoid confusion, I use (x,y) as the horizontal plane and z as height (up/down). All Dark forces data is converted to this format on load so all level editing and INF data is the same, you really only need to worry about it here.
Any thoughts?
_________________ DarkXL....http://darkxl.wordpress.com |
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Mar 13, 2008 10:04 Post subject: |
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Please can we merge all stuff related to DarkXL in a single thread ?
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