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sweatervest Ree-Yees
Joined: 22 Apr 2008
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Posted: May 25, 2008 01:28 Post subject: Re: Build 7d |
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Cool the menus are working! Good job with that.
Everything else is the same, but I noticed that if you go to the landing pad before getting the plans and Kyle says his line (incorrectly) and everything then go back and get the plans, it says mission complete as soon as you pick them up, instead of waiting for you to get back to the landing pad. Maybe that can shed some light on what it is going wrong there.
Those AI bugs I pointed out earlier aren't in the bug list, so just to let you know in case you missed it I posted a couple of enemy bugs maybe a page or so up (from build 7c).
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 25, 2008 01:47 Post subject: |
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Good job I like the smoother scrolling on the new briefing screen, but it doesn't stop at the end, you can keep scrolling down forever.
This has been mentioned before, but I think it got worse. Certain elevators stutter (the ones by the red key officer when they're going down and the final elevator to the landing pad when it's going up.)
Also, I encountered a new bug that I didn't get before. In the room after the DS plans is a rotating secret door that used to work just fine in build 7a (i think). Now, when I activate it, it pulls me into the ground and stutters up and down.
Finally, the door at the end of the first hallway has two switches, one on the inside and one on the outside, to open it. Only the one you press turns blue. In DF, you could run and press the other one and it would simply make the door close right away. In DarkXL, pressing the other switch while the door is open makes wierd things happen . . . hard to explain, you should try it and see what it does.
Just a reminder, that door's ceiling texture is still stretched.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: May 25, 2008 02:01 Post subject: |
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- Weird/wrong lighting on some of the walls in the secret area that you get to outside.
- In the agent screen, you can press and hold a button using the mouse, but then move the mouse to change focus to other buttons. While you are holding the mouse button down it should not be possible to interact with any other buttons except the one you clicked on initially (Windows follows this rule too).
- You should implement bitmap FNT/FON fonts. They're the one critical piece missing right now. Except for iMUSE emulation.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 25, 2008 04:21 Post subject: |
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Cool, I'll give that build a test in a little bit, I'm getting ready to go to the local Fanime Convention so I'll be gone the next couple days.
I'm also pleased to announce that I was successfully able to extract all my old GOBs from my G3 and all work on my past projects are now back online
My hopes is that one if not all of them will be finished in time with the final product of Dark XL. Since we all know this will be a while, I figure I have plenty of time.
_________________ 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: May 25, 2008 07:03 Post subject: |
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sheepandshepherd wrote:
...
Finally, the door at the end of the first hallway has two switches, one on the inside and one on the outside, to open it. Only the one you press turns blue. In DF, you could run and press the other one and it would simply make the door close right away. In DarkXL, pressing the other switch while the door is open makes wierd things happen . . . hard to explain, you should try it and see what it does.
Just a reminder, that door's ceiling texture is still stretched.
As for this case, I tested it out and there is a problem, the sound doesn't stop at the correct time if you make the door come down early. But both switches aren't supposed to turn blue when you hit one. One stays blue until the door comes back down and you can hit the other one to make it come down early. This is how it works in DF too. Is there some other bug?
_________________ DarkXL....http://darkxl.wordpress.com |
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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: May 25, 2008 08:47 Post subject: Build 7e - Collision Hotfix |
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There's a new build that should fix the collision issues people are having at less then 60fps. Basically the rotating wall problem and bouncing more when riding down elevators.
_________________ DarkXL....http://darkxl.wordpress.com |
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sheepandshepherd Trandoshan
Joined: 01 Apr 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: May 25, 2008 16:44 Post subject: |
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Tested 7e and . . . the elevator stuttering has gotten worse. It now happens with all elevators, not just the few it used to happen with. The elevator (or the player, maybe) stutters up and down while riding up or down an elevator, and I can't jump or crouch.
Also, before you do build 8, at the landing pad, I killed all the enemies, then I walked out into the middle of it and somewhere, a stormtrooper said "There he is, stop him". It happens every time I just play through the level without going anywhere I don't absolutely have to go. So somewhere, an AI can detect me when they shouldn't be able to.
EDIT: and in the briefing screen, can you add support for using the mousewheel to scroll?
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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Posted: May 25, 2008 16:49 Post subject: |
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ok just tested the latest build and on this computer It felt more like Dark Forces speed wise. But I there were some things that are on my mind. One being the sprite frames for the enemies should be somewhat faster than what they are now. 2 stormtroopers glitched when they were near each other they kept turning around then colliding into each other. It looked like how the Storm troopers acted in Kyle wants Cake. I didn't get a screen shot but I will try next time. This was tested on my Vista Gateway Laptop with TexFilter 1 and resolution of 640x480. I'm transferring my Dark Forces to my XP computer and seeing how that will work. I'll post how well it went on that.
Specs for future reference:
OS: Windows XP Home Edition SP2
Ram: 384 MB
Video Card: Nvidia Vanta/Vanta Lt
EDIT: Ok my other computer can't play DarkXL because my video card can't handle the Shader needed for it.
sheepandshepherd wrote:
Tested 7e and . . . the elevator stuttering has gotten worse. It now happens with all elevators, not just the few it used to happen with. The elevator (or the player, maybe) stutters up and down while riding up or down an elevator, and I can't jump or crouch.
Also, before you do build 8, at the landing pad, I killed all the enemies, then I walked out into the middle of it and somewhere, a stormtrooper said "There he is, stop him". It happens every time I just play through the level without going anywhere I don't absolutely have to go. So somewhere, an AI can detect me when they shouldn't be able to.
EDIT: and in the briefing screen, can you add support for using the mousewheel to scroll?
sheepandsheperd I didn't have that problem when I tested it but it may be because of a certain device or devices on you're computer perhaps.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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sweatervest Ree-Yees
Joined: 22 Apr 2008
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Posted: May 25, 2008 17:56 Post subject: |
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In build 7e, I bounce down all of the elevators and with the door switches, if I push one side to open then hit the other side after the door is all the way open, it will close correctly but the sound will not end at the right time. If I manage to hit the other switch while the door is still opening (twas a bit of a challenge) both switches get stuck blue and you can't operate them. The door stays open for a little then closes by itself, reseting the swithches.
Also, in DF I tried crouching and jumping up into the alcove holding the plans, but I couldn't do it. Are we sure this is possible?
BlazingPhoenix, just out of curiosity, have you tried using different data files than the ones you have been using thus far? I read the log and noticed that it said it failed to load textures, so I thought maybe the GOB file had somehow been corrupted. Of course maybe everybody's log says the same thing about failing to load textures. Just a thought!
Oh I just remembered, the doors that open to the room with the plans open WAY too fast in DarkXL. In DF it takes a solid 5 or so seconds (maybe more) for those doors to open.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 25, 2008 18:08 Post subject: |
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sheepandshepherd wrote:
Tested 7e and . . . the elevator stuttering has gotten worse. It now happens with all elevators, not just the few it used to happen with. The elevator (or the player, maybe) stutters up and down while riding up or down an elevator, and I can't jump or crouch.
Also, before you do build 8, at the landing pad, I killed all the enemies, then I walked out into the middle of it and somewhere, a stormtrooper said "There he is, stop him". It happens every time I just play through the level without going anywhere I don't absolutely have to go. So somewhere, an AI can detect me when they shouldn't be able to.
EDIT: and in the briefing screen, can you add support for using the mousewheel to scroll?
Does the rotating wall still cause the viewpoint to be pushed into the ground?
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 25, 2008 19:45 Post subject: Build 7f |
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Blazing Phoenix, can you try build 7f? Let me know if it still crashes for you. No other changes have been made other then changing the way objects are allocated and freed.
Thanks 
_________________ DarkXL....http://darkxl.wordpress.com |
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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Posted: May 25, 2008 19:51 Post subject: |
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Aw and i just made a video too. Oh well it wasn't many changes I'll still download it. Oh lucius I was wrong the enemy sprites they didn't go slow instead they went kinda fast (a little faster than dark forces but I'm not sure I'm gonna do a small playthrough of the original and DarkXL again and see these enemy sprite state speeds)
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 25, 2008 20:03 Post subject: |
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I tried the crouch jump into the alcove, it works just fine in DF . . . are you doing it right? Hold down crouch, then press jump and forward, then let go of crouch . . .
The rotating door is fixed I no longer get pulled into the ground.
Ryuichi91 didn't have the problem where the elevators stuttered, so maybe it's just my computer . . . although it did the same thing on my other (broken) computer.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 25, 2008 20:07 Post subject: |
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sheepandshepherd wrote:
I tried the crouch jump into the alcove, it works just fine in DF . . . are you doing it right? Hold down crouch, then press jump and forward, then let go of crouch . . .
The rotating door is fixed I no longer get pulled into the ground.
Ryuichi91 didn't have the problem where the elevators stuttered, so maybe it's just my computer . . . although it did the same thing on my other (broken) computer.
They do stutter when going down a little, it probably looks worse on your system due to lower framerate. Its a known problem that will be fixed in a future build. What concerned me is that you said it became worse... However since the rotating wall problem is fixed I'll just worry about it when I fix the bug entirely.
The reason that I wanted to get the rotating wall issue fixed quickly is simply that I want to avoid regressions when possible 
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 25, 2008 20:26 Post subject: |
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If you downloaded build 7f, redownload it - there was a minor issue fixed.
_________________ DarkXL....http://darkxl.wordpress.com |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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Posted: May 25, 2008 21:07 Post subject: |
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EDIT: Ok for me you can't jump when elevators are going down but when going up you can. Also lucius got a stretched texture here.
This was also present in my video if you look closing when head out of the base and back in
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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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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: May 26, 2008 01:57 Post subject: |
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BlazingPhoenix wrote:
It crashed yet again with 7f, and I think it always crashes at the same place too. :S
http://www.nomorepasting.com/getpaste.php_pasteid=16165
BlazingPhoenix, this seems like a long shot, but did you have to install OpenAL to get DarkXL to work? If you didn't, maybe you should try installing the version lucius linked. I'm wondering if the changes to the sound system might have actually introduced the problem on your system. If installing the version of OpenAL that lucius linked doesn't help, it may still be worth seeing if he would be willing to make a build that lets you select the original sound system.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 26, 2008 01:58 Post subject: |
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Yeah, good idea . . . you keep all your tasks organized, maybe that's why you get work done so quickly
Anyway, only 3 more days of school and I'll be able to do more testing for DarkXL and more work on my new mission. That'll probably be one of the first missions we get to test once DarkXL supports addon levels 
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: May 26, 2008 02:17 Post subject: |
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OK, I installed OpenAL and now it doesn't crash, but it lags REALLY badly. It didn't do this on the very first DarkXL release.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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