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DarkXL Update 5 - Alpha Demo 1 Release!
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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 30, 2008 00:46    Post subject: View user's profile Send private message Reply with quote

By the way, I checked out the CoreLogics.as file and started figuring out how to tweak things . . . so far, I know how to change what an enemy drops when he dies, and I've put the mousebots on steroids by making them 4 times as fast as normal Laughing
Just make sure you back up the file before messing with it.

And about that explosion sprite - I think what sweatervest means is that the sprite should always face the player, not just stay vertical like the stormtrooper sprites. When you shoot at the ground, you should see exactly the same view of the sprite as if you shot at a wall.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 00:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
By the way, I checked out the CoreLogics.as file and started figuring out how to tweak things . . . so far, I know how to change what an enemy drops when he dies, and I've put the mousebots on steroids by making them 4 times as fast as normal Laughing
Just make sure you back up the file before messing with it.


Just keep in mind that some of the logics are still in code, although I will move them over too. All the AI is in the script but some of the items are in code. The reason is that the scripts came along later so I could quickly tweak things and to make moding better (custom logics for example), but I still have some less complex items to switch over (such as shield powerups).

Also keep in mind that this file will be changing alot as I tweak the AI and move the remaining logics over. Unfortunately that means that any tweaking you do will get overwritten in future versions - so it's just for fun Laughing

And lastly, if enemies stop moving then you've broken the scripts...

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

ZelRS
Dianoga

Joined: 23 Apr 2008

PostPosted: Apr 30, 2008 01:11    Post subject: View user's profile Send private message Reply with quote

Well the things listed in my last post were all the issues I could find for the moment. Overall a great job and can't wait to play more of it.

I'll keep checking back for future builds and give them the once over (more like the 300 hundred over, debugging is a hobby? Razz) as well. Also be sure to check my last post occasionally for future issues as I will probably play through it casually a few times and update as necessary until the next build.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 01:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

ZelRS wrote:
Well the things listed in my last post were all the issues I could find for the moment. Overall a great job and can't wait to play more of it.

I'll keep checking back for future builds and give them the once over (more like the 300 hundred over, debugging is a hobby? Razz) as well. Also be sure to check my last post occasionally for future issues as I will probably play through it casually a few times and update as necessary until the next build.


Ok thanks for the information Very Happy

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

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Apr 30, 2008 01:24    Post subject: View user's profile Send private message Reply with quote

sheepandshepherd wrote:

...-Also, I still can't jump while I'm running, which has kept me from most of the secret areas, including the one with the interrogation droids...



That's a known problem with keyboard hardware. Because of the way most keyboards are designed, not all three-key combinations are supported. It seems to vary between keyboard models.

For a workaround, map your run key or your jump key to a mouse button. That way you only have to hold down two keyboard keys during a running jump.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Apr 30, 2008 01:39    Post subject: View user's profile Send private message Reply with quote

I just tested the third build on my HP tx2000z, which has integrated Realtek HD audio, and sounds are playing just fine. Due to performance issues with the computer that are unrelated to DarkXL, I haven't played very far through the build.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 30, 2008 02:35    Post subject: View user's profile Send private message Reply with quote

klasodeth wrote:
That's a known problem with keyboard hardware. Because of the way most keyboards are designed, not all three-key combinations are supported. It seems to vary between keyboard models.



It works fine with my other games, including DF with Dosbox . . . are you sure it works? I know in build 2, you couldn't strafe while running, I thought lucius just forgot to fix the running and jumping thing when he fixed the running and strafing bug . . .

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: Apr 30, 2008 03:32    Post subject: View user's profile Send private message Reply with quote

sheepandshepherd wrote:
And about that explosion sprite - I think what sweatervest means is that the sprite should always face the player, not just stay vertical like the stormtrooper sprites. When you shoot at the ground, you should see exactly the same view of the sprite as if you shot at a wall.



Precisely. I figure it isn't really a bug as much as it is a rendering feature that has yet to be implemented. Just worth noting.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Apr 30, 2008 04:47    Post subject: View user's profile Send private message Reply with quote

sheepandshepherd wrote:
klasodeth wrote:
That's a known problem with keyboard hardware. Because of the way most keyboards are designed, not all three-key combinations are supported. It seems to vary between keyboard models.



It works fine with my other games, including DF with Dosbox . . . are you sure it works? I know in build 2, you couldn't strafe while running, I thought lucius just forgot to fix the running and jumping thing when he fixed the running and strafing bug . . .


What key bindings are you using? Some keys don't seem to be supported currently such as Right ALT. Have you checked to make sure each function works individually?

Edited to add: I use "I" to move forward, "U" to jump, and "Space" to run. I think "Space" wasn't documented in the list, but if you type it as "KEY_SPACE" it should work.

Anyway, I can hold down all three of those keys at the same time to perform a run jump. I tested it everywhere in the level that I recall requiring a running jump, and had no problems.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 08:17    Post subject: Alpha Demo Build 4 View user's profile Send private message Send e-mail Reply with quote

There is a new build, the original link has been updated - and I updated the website this time Smile
Make sure you're downloading Build 4

The major change is that now software mixing is the default sound mode, you'll be able to change it to hardware in the future. Given the wide range of hardware and drivers, I think this will stay the preferred mixer unless performance is an issue, in which case I will allow hardware to be chosen.

Everyone with sound problems, please test and let me know if it helps.

Now for the list of other bug fixes in no particular order:
*No weapon switching animation - fixed
*Widescreen is now properly supported - I even tried 1280x600 Smile
*Mousebots no longer collide with players.
*Mousebots had a collision radius that is too small allowing them to get into areas that they shouldn't -- fixed
*Stormtroopers played the wrong death animation - fixed.

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

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Apr 30, 2008 10:23    Post subject: View user's profile Send private message Reply with quote

So the stormtrooper has two death animations, one for lasers and one for fists. I see you actually had this implemented in B3, they were just reversed!

bak1977
Dianoga

Joined: 28 Apr 2008

PostPosted: Apr 30, 2008 10:40    Post subject: View user's profile Send private message Reply with quote

sound is working fine with build4 on Realtek HD Audio
PS.: please add option to invert mouse in next build

bak1977
Dianoga

Joined: 28 Apr 2008

PostPosted: Apr 30, 2008 12:11    Post subject: View user's profile Send private message Reply with quote

here you can find a program to invert mouse:
http://www.download.com/SakasaMouse/3000-2056_4-10553398.html?tag=lst-3

i have a german DF and some longer sound sampels (voice) didnt play to the end

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 20:01    Post subject: Sound View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd (and anyone else that had sound problems), can you test with the new build and let me know if your sound works now when you get a chance? I'd like to verify that the software mixing does work on multiple different Realtek HD devices.

bak1977, thanks for testing the sound. I'm not sure why the longer voices don't play completely - I don't have German sounds (and wouldn't understand them if I did) - but atleast it works now.

Thanks Smile

In other news I think I've figured out BlazingPhoenix's rendering issue - hopefully I can fix that tonight. I'll also add a screenshot key, invert mouse option and mouse sensitivity option.

While I'm posting, I'd like to ask for your opinions on something:
Which remaining bugs/issues do you think should be addressed before working on Demo 2 features, such as Midi Music, VUE support, menus, mission briefing and improved AI?
Of course all the bugs will be fixed eventually - its just a matter of priority.

Also, would you like me to get another level working for the next demo (Talay) - bearing in mind that there is a lot less work to do then for the first because all the features in the first level are implemented? Or would you rather I hold off and just work on those other features?

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 30, 2008 22:49    Post subject: View user's profile Send private message Reply with quote

klasodeth wrote:
What key bindings are you using?



I'm using the up arrow key for forward, shift for run, and numpad 1 for jump (really weird configuration, isn't it?). I just checked with a different configuration and it worked just fine . . . so it must be my combination. Strange that it works perfectly fine in all of my other games . . .

Lucius: Sound works now! Very Happy

I think adding level 2 would be a good idea, it has a few new things that level 1 didn't (the hydroelectric generator, for example - I forgot what that kind of elevator was called, I haven't dealt with INF in a looong time).

And if you do add level 2, you should probably add a map so we can identify where in the level bugs occur, since level 2 is a lot bigger and less "baseish" than level 1.

As for the major bugs, I'm still having quite a bit of trouble with those adjoin portals - I mentioned earlier that I kept getting stuck on the stairs leading down to the DS plans room, even when going down them. Also, right next to the DS plans room, there is a particularly annoying adjoin that I get stuck on for no reason. I have it outlined in red here:


And finally, someone mentioned that you can get stuck inside a door by standing under it when it closes. I tried it with the base's front door, and it's true. That could be a MAJOR problem when we get to the later levels that have "crusher" sectors. I think the problem is that the door logic doesn't know to go back up when it hits the player. Also, the door's ceiling texture looks really stretched from the bottom - that shouldn't happen, it's not stretched in DF.

I know there's a lot of bugs that you're not ready to fix right now - should we start another topic to list those less important bugs so you can go back to them later and won't have to read through many pages of posts again?

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 30, 2008 23:04    Post subject: View user's profile Send private message Reply with quote

I ran through the level again and ran into a really strange bug . . . I was in the DS plans room, got the plans, killed everyone, and then I ran to the door. Once I got into the little sector adjacent to the door sector (before opening the door) the whole sector behind me disappeared. It turned black, I couldn't move or shoot back into it, and it only came back once I opened the door and moved into the next sector. I can't get the screenshot uploaded because photobucket is being rude.

Also, lately I've been having a problem of AI's noticing me through doors that I haven't opened. One of them was the big round elevator - I understand that one, since there is a little space between the door and the wall, but it's happened by normal doors too . . .

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 23:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Lucius: Sound works now! Very Happy


Thanks for letting me know. This means that once I fix the rendering problem on Blazing Pheonix's machine then I won't have any big computer specific bugs. I know there are bugs, but I'd rather everyone have the same bugs Smile

sheepandshepherd wrote:
I know there's a lot of bugs that you're not ready to fix right now - should we start another topic to list those less important bugs so you can go back to them later and won't have to read through many pages of posts again?


This isn't necessary, I've been jotting them down as we go along. Right now I've just been working on bugs and was trying to guage when I can shift more towards the new features and next level. Of course all the bugs need to be fixed eventually but for now I just want to know what bugs people think I should fix now to the exclusion of new features/next level.

Of course some "bugs" will be fixed for the next demo anyway - for example I'm planning on enhancing/fixing the AI, fixing remaining collision bugs and implemented all those features I listed before (including VUEs, inventory, etc) and the map (I forgot to mention it but it'll be in for the next build).

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 23:19    Post subject: Most important bugs View user's profile Send private message Send e-mail Reply with quote

So to recap on people's opinions of the most important issues right now before working on Demo2 (so far):
*Render issue on ATI X1300 GPUs (and NVidia FX cards) - problem on BlazingPhoenix's machine.
*Collision @ adjoins.
*Doors closing around players.
*AI? Should I finish it now or hold on for the next demo?
*Any others?

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


Last edited by lucius on Apr 30, 2008 23:36; edited 1 time in total

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Apr 30, 2008 23:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

I say work on getting the second level to work would be neat. Smile

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 30, 2008 23:47    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
I ran through the level again and ran into a really strange bug . . . I was in the DS plans room, got the plans, killed everyone, and then I ran to the door. Once I got into the little sector adjacent to the door sector (before opening the door) the whole sector behind me disappeared. It turned black, I couldn't move or shoot back into it, and it only came back once I opened the door and moved into the next sector. I can't get the screenshot uploaded because photobucket is being rude.


Well I thought about what could cause that problem and realized that its the same problem causing the adjoin collision issue... In fact it turns out to be a boneheaded mistake Embarassed Suffice it to say that I'll fix the adjoin collision problem tonight too...
BlazingPhoenix wrote:
I say work on getting the second level to work would be neat. Smile


Yeah it would be pretty cool to have a new level to play and test Very Happy

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 01, 2008 02:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Also, right next to the DS plans room, there is a particularly annoying adjoin that I get stuck on for no reason. I have it outlined in red here:



I got stuck in the same spot.

And yay for new build.

But you do need to stop bundling the Direct3D DLL. I deleted it and DarkXL still functions the same. And if it didn't work, that would be an indication that the user's DirectX needs to be updated. With the DLL the problem could still occur with a different DirectX DLL, or in a more obscure way that is harder for the user to diagnose.

I was typing up a big post but I lost it. GRR.

OK, basically you have a problem when you move forward and strafe, your overall speed is increased more than if you're moving forward. I do not think this is how DF does it... the rule of thumb usually is your speed vector should be the same when moving and strafing as it is moving forward. You should use some basic trig stuffs to limit the total speed vector.

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ZelRS
Dianoga

Joined: 23 Apr 2008

PostPosted: May 01, 2008 08:31    Post subject: View user's profile Send private message Reply with quote

DarkXL Alpha - Build #4
Last updated: May 02, 2008 at 1:28am CDT.


BUGS
1. Had a stormtrooper trying to hit me when he was in a different area completely. Not sure if this is related to the non-finished AI but, it was in the nook to the left in the starting area. A stormtrooper from the top story was shooting at the ground trying to hit me.
2. Two shield units in the secret area cannot be picked up. (Picture included.)

NOTES
1. Sounds now work for me as well. Very Happy

IMAGES

Image #1 - Reference Bugs-2



Last edited by ZelRS on May 02, 2008 06:28; edited 2 times in total

bak1977
Dianoga

Joined: 28 Apr 2008

PostPosted: May 01, 2008 12:25    Post subject: View user's profile Send private message Reply with quote

[quote="ZelRS"]DarkXL Alpha - Build #4
Last updated: May 01, 2008 at 3:28am CDT.


BUGS
1. Had a stormtrooper trying to hit me when he was in a different area completely. Not sure if this is related to the non-finished AI but, it was in the nook to the left in the starting area. A stormtrooper from the top story was shooting at the ground trying to hit me.

i have the same problem

for next build music and a new level would be nice

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 01, 2008 17:05    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
BlazingPhoenix wrote:
I say work on getting the second level to work would be neat. Smile


Yeah it would be pretty cool to have a new level to play and test Very Happy


But theoretically, wouldn't having finishing the first level make doing the others that much easier?

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I don't think outside the box... I customize it.

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: May 01, 2008 17:05    Post subject: Re: Most important bugs View user's profile Send private message Reply with quote

lucius wrote:
So to recap on people's opinions of the most important issues right now before working on Demo2 (so far):
*Render issue on ATI X1300 GPUs (and NVidia FX cards) - problem on BlazingPhoenix's machine.
*Collision @ adjoins.
*Doors closing around players.
*AI? Should I finish it now or hold on for the next demo?
*Any others?



I don't know if anyone else is having this problem (I think I mentioned it earlier), but the blaster pistol waits too long to start the shoot animation and everything (it's not the same as the timing issue before when the projectile was spawned at the end of the firing animation... that is fixed). It's like I hit the mouse button, and a half-second later the thing starts shooting and animating (maybe not a half-second but I compared back and forth with DF and the DarkXL blaster is noticably more sluggish than the DF one). The fist and blaster rifle do not seem to suffer from this, although those both were more responsive than the pistol in DF too. I think this is less important than the rendering and collision stuff but should precedence over AI improvement (assuming of course this is not a problem specific to me).

Also I think I mentioned this earlier too but the laser blasts seem to have too large of a collision area because if you try to shoot out over the ledge looking over the spiral stairs the laser collides with the wall until you are looking above straight ahead. I don't know if this should be included in the collision problems or considered separately. One more thing about collisions is that in the secret room with all the blasters you can jump out of the level and get stuck.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 01, 2008 18:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
But theoretically, wouldn't having finishing the first level make doing the others that much easier?


Of course, but some bugs are level dependent or make testing the level more difficult. These include things like Collision issues and Doors closing around the player. Things like the AI or speed of specific animations don't depend on the level itself but are general problems that need to be addressed.

Now all these issues need to be fixed and I'll work on fixing some of them each day I work on this. However it seems that also progressing with the levels, and giving people a chance to test for new level specific bugs as well as test old bugs with "new" stuff might be more interesting for people than to spend too long fixing low priority bugs and not making any other kind of progress.

Or I take the approach that I simply work on the existing bugs, to the exclusion of all else, until they are all fixed. This is beneficial in that everything is correct for each step in the process and could potentially keep problems from being bigger issues later (although in this case it'd be time to stop and fix whatever it is anyway).

I can understand the argument either way. It's all a matter of timing. How is progress made versus how is it percieved and how interesting is it? Is it more interesting to have every bug fixed when it's discovered or is it more interesting for people to have continual percieved progress - as long the most important and level specific bugs are fixed - in both bug fixing and "new" content at the same time.

Just remember that all the bugs will be fixed eventually - it's just a matter of when and priority.

And this is why I asked the question, what are your opinions? Which issues do you feel are vital before implementing any new features or levels? (Even if the answer is all of them)
This is your chance to help determine how development may progress Smile

Note: I'm referring to everyone here. Everyone's opinions are welcome.

Anyway, thanks for testing everyone.

I didn't get a chance to put out a build last night, so it'll happen tonight. The build will fix the Collision, the rendering bug on certain GPUs, add a screenshot key, an invert mouse option, a mouse sensitivity option, fix AI Line of sight and fix the bug where strafing and moving forward actually moves you faster. So when I ask which bugs are important to fix, I'm not including these because they're going to be fixed next build. And upon request, I will not include the D3DX dll Smile

And there will be atleast one more Demo 1 build after that to fix the door closing bugs and elevator speed and probably other bugs in the list too.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 01, 2008 18:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam, did you ever try the demo? Did it work for you or do you have the same rendering bug as BlazingPhoenix (which will be fixed in the next build)? Does sound work? And so on...

Thanks.

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 01, 2008 21:43    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
And there will be atleast one more Demo 1 build after that to fix the door closing bugs and elevator speed and probably other bugs in the list too.


Yay!

Hmmm . . . I'm having a problem with the rotating secret area door in the room after the DS plans . . . in Dark Forces, you had to be basically touching it to activate it, but in DarkXL, I can trigger it even outside the sector it rotates in . . . I think the range for nudging triggers is too long. (Just imagine Kyle with a ten foot long arm opening doors and pressing switches Laughing )

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: May 01, 2008 23:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

I seriously hope the rendering bug is fixed in the next build. D:

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 01, 2008 23:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

BlazingPhoenix wrote:
I seriously hope the rendering bug is fixed in the next build. D:


Fortunately I actually have a computer with an older GPU that exhibits the same bug. Unfortunately it was the one computer I never tested DarkXL on until too late... figures, doesn't it Smile
Anyway, thanks for waiting.

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