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DarkXL Update 5 - Alpha Demo 1 Release!
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sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 25, 2008 01:28    Post subject: Re: Build 7d View user's profile Send private message Reply with quote

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).

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 01:47    Post subject: View user's profile Send private message Reply with quote

Good job Smile 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.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 25, 2008 02:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

- 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.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 25, 2008 04:21    Post subject: View user's profile Send private message Send e-mail Reply with quote

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 Very Happy

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.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 07:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 07:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

The_Mega_ZZTer wrote:
- 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.


Thanks for pointing out those issues. As for the FNT/FON fonts, I am planning on getting those in soon. In fact the menus were not meant to be in until the next build but since I put out another intermediate build to help find Blazing Phoenix's crash I figured there'd be no point in taking them out. That's why they are still incomplete - you cannot create/delete agents, the problem you mentioned, the proper fonts, no scroll limit on the briefing and the difficulty setting not doing anything. I figured enough is working though, to give people a good preview of the next major build. All these things will be fixed for the next major build.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 08:47    Post subject: Build 7e - Collision Hotfix View user's profile Send private message Send e-mail Reply with quote

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 14:35    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
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?



I know about the switches working that way in DF, I tested it out after I saw that in DarkXL . . . the sound plays normally, i think, but the door comes down way too fast Shocked. It should just immediately go back down at normal speed like in DF. But I think this probably has to do with the wrong elevator speeds (like the DS plans room).

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: May 25, 2008 16:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

7e crashes at level start-up(yet again..*sigh*..)
http://www.nomorepasting.com/getpaste.php_pasteid=16160

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 16:44    Post subject: View user's profile Send private message Reply with quote

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?

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 25, 2008 16:49    Post subject: View user's profile Send private message Reply with quote

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.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 17:53    Post subject: View user's profile Send private message Reply with quote

Ryuichi91 wrote:
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.


The elevator stuttering? Yeah, it's probably my computer, cause lucius just now said he fixed it. It shouldn't be a problem, I'll only be using this computer for a few more weeks. Just to be sure - you can jump and crouch in an elevator? The problematic ones are the two that lead up to the officer with the red key . . .

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 25, 2008 17:56    Post subject: View user's profile Send private message Reply with quote

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.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 18:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 19:45    Post subject: Build 7f View user's profile Send private message Send e-mail Reply with quote

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 Smile

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

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 25, 2008 19:51    Post subject: View user's profile Send private message Reply with quote

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)

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 20:03    Post subject: View user's profile Send private message Reply with quote

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 Smile 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.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 20:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

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 Smile 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 Smile

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 25, 2008 20:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

If you downloaded build 7f, redownload it - there was a minor issue fixed.

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 20:27    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
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.


Ok. What I meant by it got worse is that I used to only get it on those 2 elevators by the red key while going down. Now I get it on all elevators, even when going up. Which doesn't make sense according to what I've heard, that it's caused by the player dropping while the elevator is going down.

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: May 25, 2008 20:33    Post subject: View user's profile Send private message Send e-mail Reply with quote

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

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 25, 2008 20:36    Post subject: View user's profile Send private message Reply with quote

sheepandshepherd wrote:
lucius wrote:
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.


Ok. What I meant by it got worse is that I used to only get it on those 2 elevators by the red key while going down. Now I get it on all elevators, even when going up. Which doesn't make sense according to what I've heard, that it's caused by the player dropping while the elevator is going down.


I just looked at the video I uploaded to youtube not too long ago. The stuttering does happen when going up and down on the elevators but its not really harmful to the gameplay just annoying.

http://www.youtube.com/watch?v=ghz8vR14ZIo

Sorry that it's in low quality I was using Fraps and I couldn't increase the memory size too much

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 25, 2008 20:56    Post subject: View user's profile Send private message Reply with quote

Quote:
The stuttering does happen when going up and down on the elevators but its not really harmful to the gameplay just annoying.


The problem is that it prevents you from jumping . . . we'll rarely need to jump in an elevator, but I'm pretty sure some levels require this . . . Dark Tide 1 has some spinning grinder-like things that would require you to jump off onto a ledge . . .

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: May 25, 2008 21:07    Post subject: View user's profile Send private message Reply with quote

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

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: May 25, 2008 21:33    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:

I think it was more a matter of how fast progress has been made with just one person, which amazes me even. Building an engine by one's self in such short time is no easy feat.



I think the clue was in Lucius' very first post about DarkXL on this site:

Lucius wrote:
"I've been working on this project for a little while,"



Which could mean "a few months"... or it could mean "I started this round about the same time as the Duke Nukem Forever team..." Wink

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 26, 2008 01:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fenwar wrote:
Burning Gundam wrote:

I think it was more a matter of how fast progress has been made with just one person, which amazes me even. Building an engine by one's self in such short time is no easy feat.



I think the clue was in Lucius' very first post about DarkXL on this site:

Lucius wrote:
"I've been working on this project for a little while,"



Which could mean "a few months"... or it could mean "I started this round about the same time as the Duke Nukem Forever team..." Wink


Well if I told you how long I had been working on it, I don't think you'd believe me. Confused (Hint: not as long as it seems...) Smile

Anyway thanks for the testing. I will get the elevator issue fixed in a future build - but there are other features I'd like to start getting in, such as better AI (and missing AI) and others right now. As soon as BlazingPhoenix's crash is fixed I'll work on the next major build fully.

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

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: May 26, 2008 01:57    Post subject: View user's profile Send private message Reply with quote

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.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 26, 2008 01:58    Post subject: View user's profile Send private message Reply with quote

Yeah, good idea . . . you keep all your tasks organized, maybe that's why you get work done so quickly Smile
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 Smile

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: May 26, 2008 02:17    Post subject: View user's profile Send private message Send e-mail Reply with quote

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.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: May 26, 2008 02:33    Post subject: View user's profile Send private message Reply with quote

BlazingPhoenix wrote:
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.



Are you still doing the verbose logging? Maybe there is something in the log that will help lucius solve the problem.

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