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DarkXL Update 3 - Doors!

 
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 09:00    Post subject: DarkXL Update 3 - Doors! View user's profile Send private message Send e-mail Reply with quote

I've been working on the INF system for DarkXL. So far I'm parsing the INF file (though still not supporting everything) and supporting sectors with the door flag. I should have enough of the INF system for the first level to be beatable within the next couple of days. Here's some screenshots of various working doors:








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Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Mar 16, 2008 19:15    Post subject: View user's profile Send private message Reply with quote

Nitpick: Stormtroopers should be dropping blaster rifles, not ammo.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 19:33    Post subject: View user's profile Send private message Send e-mail Reply with quote

...Removed text, I was mistaken - see my post later on Smile

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Last edited by lucius on Mar 16, 2008 23:54; edited 1 time in total

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Mar 16, 2008 21:19    Post subject: View user's profile Send private message Send e-mail Reply with quote

Uhhh... your screenshots in PNG are larger in filesize than if you had saved them as BMP.

I resaved one of them as PNG and got the file size down from 1.3mb to 230kb... you should max out PNG compression in whatever library or app you're using. :X

Also I had another small idea for future extensions but I'll keep it to myself this time until you request such things or until a more appropriate time.

Maybe getting SECBASE playable would be a good spot to release a public alpha... Wink

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 21:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

Quote:

Maybe getting SECBASE playable would be a good spot to release a public alpha...



That was the idea. In some of my other posts I've mentioned that I've been working toward the "alpha demo 1" which would be Secbase fully playable and beatable. There are several reasons I wanted to do this, rather then just waiting until more levels are playable:

1) to show people this is really something that will get done.

2) to get early testing so I can fix core issues now before it gets harder to later - due to more code, greater complexities in the systems to support even more features, etc.

3) to get general feedback for the project as a whole: does it run well enough? Is it enjoyable and faithful enough? etc.

As for the picture sizes, I didn't max out the compression in order to maintain the quality. I didn't want people thinking that compression artifacts were actually rendering artifacts. If the screenshots are too big for people, I can compress future screenshots.

Out of curiosity, what is your idea? It is a bit early but I already have a list of extensions I'm planning on adding - or have already added (like the scriptable Logics, won't affect core gameplay but will affect user mods).

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The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Mar 16, 2008 21:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

PNG uses lossless compression. There are no rendering artifacts. There is no reason to not use maximum compression other than to speed up PNG generation (like when dumping video to individual PNG frames). For individual pictures there's no reason not to.

You're probably thinking of JPG's lossy compression, where lowering the "quality" setting decreases filesize but also discards picture information.

Think of PNG as using a similar compression to ZIP... if you use higher ZIP compression options you don't lose random paragraphs from the essay you put inside the ZIP, it just takes a little longer and you get a smaller file (full screen PNGs take a couple seconds to save on my five-year old computer with maximum compression settings).

I've heard conflicting reports of lossy compression modes for PNG but I was pretty sure the people who told me that didn't know what they were talking about. Even if it were true I doubt any library or program uses them simply because I don't ever remember running across a PNG with artifacts in it.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 21:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ok, the program I was using doesn't allow me to alter the compression settings - I just checked - so I'll have to use GIMP or something. Thanks for the heads up.

I haven't used PNG's before, but photobucket automatically converts other formats (such as BMP) to JPG but doesn't convert PNG's which is why I started using them. I just never looked into how their compression was accomplished. Looking at it now it turns out to be the exact same system as used by zlib (DEFLATE). I'm just so used to lossy block based compression schemes, especially in graphics, such as JPG and S3TC.

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Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: Mar 16, 2008 22:53    Post subject: View user's profile Send private message Reply with quote

Interesting. How are you dealing with floor triangulation, massive texture sizes and non-power of two textures?

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Mar 16, 2008 23:02    Post subject: View user's profile Send private message Reply with quote

PNG and TGA are usually used in situations where the image quality has to absolutely be maintained, such as in rendering out a sequence of video. A JPEG compression of about 60% - 75% will give you a good quality image while keeping file sizes down. Smile

Anyway, it's good to see the update! Kudos for consistently showing your progress.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Mar 16, 2008 23:22    Post subject: View user's profile Send private message Reply with quote

Darth Oosha wrote:
Nitpick: Stormtroopers should be dropping blaster rifles, not ammo.



I just confirmed this with the DOS version of Dark Forces through DOSBox. Every Stormtrooper and Commando I killed in the first two levels on hard dropped blasters instead of ammo pickups. The only Imperials I found that dropped ammo were the Officers.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 23:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

Quote:

Interesting. How are you dealing with floor triangulation, massive texture sizes and non-power of two textures?



I have triangulation routines that can take as input concave polygons with holes. For sectors that are stationary or just move up or down (such as doors and most elevators) I precompute the triangulation on load and just store the indices (I keep the original vertices) so there aren't any holes or seams. For moving and/or rotating sectors it's a little harder. In many cases their floor is above the main sector floor, so I can safely triangulate the sector without them, then triangulate those subsectors seperately and everything looks fine. There may be situations where I have to triangulate at run time, but I haven't found one of these cases yet.

As for non-power of two textures, these occur in the cases of hud, waxs or FMEs. In all these cases I use an atlasing system that concatenates all these together on load and remaps the sprites with the proper uv's. For example, all storm trooper images are stored in one texture, where each animation frame (of each action of each view) simply gets a set of uv's to define where it is in the texture. This is more efficient anyway since I have to set textures less often.

As for large textures, I haven't come across any larger then 512x512 - almost all hardware past the Voodoo3 era can handle that. So I just leave them alone.

Does this answer your questions?

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Last edited by lucius on Mar 16, 2008 23:47; edited 1 time in total

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 23:33    Post subject: View user's profile Send private message Send e-mail Reply with quote

As for stormtroopers dropping blaster rifles all the time, did you try other difficulties such as Easy?

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Mar 16, 2008 23:45    Post subject: View user's profile Send private message Reply with quote

Yes, it wasn't nearly as thorough a test, but I did try the first level on medium and easy. I shot some of the Stormtrooper outside and didn't see anything different (except for less of them). I can try a more thorough check on easy and medium.

Edited to add: I just ran all the way through the first level on medium, then easy and saw no difference. The Stormtroopers drop blasters on those difficulties as well. The run-through included the secret area with the Interrogation droids and the hidden armory behind the rotating wall.


Last edited by klasodeth on Mar 17, 2008 00:01; edited 1 time in total

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 16, 2008 23:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

Darth Oosha wrote:
Nitpick: Stormtroopers should be dropping blaster rifles, not ammo.



Well I apologize. I could swear I've seen stormtroopers drop ammo but looking into it more I was wrong. So thank you again for bringing this up, I will fix it right away. As I mentioned before I already have Commando's dropping the blaster rifles so this will be an easy change.

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Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: Mar 17, 2008 00:00    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
As for large textures, I haven't come across any larger then 512x512 - almost all hardware past the Voodoo3 era can handle that. So I just leave them alone.


If I recall correctly there are ridiculous 5000 pixel walls and other crap like that.

I started working on something like this a while ago but I didn't get very far. I might finish it one day. Jon`C on the Massassi forums came up with a few solutions for these problems, if I recall some stencil rendering trick to get around triangulation completely.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 17, 2008 00:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

The large texture sizes you are talking about may be outside of the game. The briefings and cutscenes may have these. I can handle that easily enough by splitting them up in managable chunks, I've done that kind of thing in the past to support hi-res textures on older hardware. If I do find rediculously large wall textures then I'll just have to split the walls as well as the textures to fit. However I've tried several levels of the game so far and not found any of these textures.

As for triangulation, I've thought about the stencil trick you mentioned but actually triangulating them properly will be faster on some (older) hardware. Although if I run into specfic cases that can't be solved otherwise then I can use it. In my case the stencil buffer is used to "clip" portals so it can handle rooms on top of each other and other weird affects without having to actually (in software) clip the geometry.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 17, 2008 00:55    Post subject: View user's profile Send private message Send e-mail Reply with quote

I just wanted to add that all the cases I've found so far are solvable using my triangulation system, which is why the stencil trick isn't necessary. The only areas that are tricky are those involving moving or rotating sectors. In many cases my previous solution should work fine. So my current system will handle almost all the cases now - and any case where this isn't true I can detect. So in those particular cases (when I find them - the first couple of levels don't have them at all), I can run some backup code, such as "stencil clipping" or run-time retriangulation to solve the problem.

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Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Mar 17, 2008 01:54    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
If I do find rediculously large wall textures then I'll just have to split the walls as well as the textures to fit. However I've tried several levels of the game so far and not found any of these textures.


The sandcrawler exterior in Dark Tide I, maybe?

lucius wrote:
I just wanted to add that all the cases I've found so far are solvable using my triangulation system, which is why the stencil trick isn't necessary. The only areas that are tricky are those involving moving or rotating sectors. In many cases my previous solution should work fine. So my current system will handle almost all the cases now - and any case where this isn't true I can detect. So in those particular cases (when I find them - the first couple of levels don't have them at all), I can run some backup code, such as "stencil clipping" or run-time retriangulation to solve the problem.


Wouldn't it be better to just make a quick level to test the backup code, rather than waiting to come across one? Unless you've already done/are planning to do that and I'm just misinterpeting your post.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 17, 2008 07:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

Quote:

Wouldn't it be better to just make a quick level to test the backup code, rather than waiting to come across one? Unless you've already done/are planning to do that and I'm just misinterpeting your post.



Just to be clear, I test everything I code. Even if I have to search for a test case or make one I will test it. That's not to say that I don't make mistakes - of course I do - but I always do some initial testing. On the other hand I won't catch every possible permutation myself, which is why I mention the need for testing when it's time. It's not that I don't do my own testing but that I can't catch all the corner cases.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 18, 2008 01:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

This is fantastic! Keep up the good work!

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 18, 2008 08:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

INF update: I have some of the elevators and doors controlled by switches working.

When you fall in the shaft in the beginning and hit the ground, the bars open up (triggered by the "land on floor"). When you leave that the door that needs the red key is closed but cannot be opened yet (you don't have the red key). The main doorway is opened using the switch on the wall (the one on the otherside works too). When you go outside the doors work, the ones that lead to the interior with the officer with the red key. Once inside you walk on an elevator and it automatically goes up (the enter sector flag, nudging also works). Then you can kill the officer and he drops the red key. At this point you can go back to the red key door, open it up and take the elevator to the top.

Anyway I'm still missing a few elevators, mainly the circular elevators and the giant walls outside (for the secret) but it's getting closer Smile

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 20, 2008 20:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

Another INF update: More INF classes work including ChangeLight Elevators. Messages and all the triggers work, so the red key door will now send a message to the elevator to goto the first stop, for example. The level is almost fully functional now Smile

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 23, 2008 19:43    Post subject: View user's profile Send private message Send e-mail Reply with quote

Another small update: the more complex INF systems work, for example the "iris" door in one of the secret areas work. I'm now finishing up "morphing" sectors (such as elevator doors), they are usable now but have a glitch that I'm working on. After this the INF will be complete (atleast enough for this level to work correctly).

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 25, 2008 09:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

The INF system is pretty much complete - all of the INF classes/sectors/lines in the first level work properly. This includes all the elevators, including those with the circular rotating doors. Even the "complete" elevator works, you can now actually get the Deathstar plans, take the final elevator and achieve the "mission complete" state. So while there is still more work to be done before the demo is released, the first level is now completely beatable and all secrets can be found as well. I'm now finishing some cosmetic issues with moving sectors/switches - basically handling anchored textures (almost complete) and properly changing/aligning switch textures.

Next up is sound, I'll make a full update (update 4) once that gets far enough along Smile

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CoinCollector
Dianoga

Joined: 10 Nov 2007

PostPosted: Mar 25, 2008 20:01    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
The INF system is pretty much complete - all of the INF classes/sectors/lines in the first level work properly. This includes all the elevators, including those with the circular rotating doors. Even the "complete" elevator works, you can now actually get the Deathstar plans, take the final elevator and achieve the "mission complete" state. So while there is still more work to be done before the demo is released, the first level is now completely beatable and all secrets can be found as well. I'm now finishing some cosmetic issues with moving sectors/switches - basically handling anchored textures (almost complete) and properly changing/aligning switch textures.

Next up is sound, I'll make a full update (update 4) once that gets far enough along Smile



Wow - sounds like a demo could get released pretty soon? Keep up the good work! I'm really looking forward to trying it out myself!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 25, 2008 21:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yes a demo should be available soon Smile

Update 4 will probably be the last update before the first alpha demo.

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CoinCollector
Dianoga

Joined: 10 Nov 2007

PostPosted: Mar 26, 2008 05:21    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Yes a demo should be available soon Smile

Update 4 will probably be the last update before the first alpha demo.



Cool! That's great to hear!

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