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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: May 26, 2008 03:48 Post subject: |
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BlazingPhoenix wrote:
I just tried turning on verbose logging and also ended up with hideous lag. You might want to turn verbose logging off in the DXL_Settings.txt file and see if everything works normally.
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Jon`C Ree-Yees
Joined: 16 May 2008
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Posted: May 26, 2008 12:44 Post subject: |
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I know it probably goes without saying at this point, but DarkXL runs very well on a 2.8 GHz 8-core Xeon workstation, 2 GB RAM and an 8800 GT.
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Gez Gamorrean
Joined: 05 May 2008
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Posted: May 26, 2008 13:53 Post subject: |
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I finally remembered how to get to the super-secret area, and there are plenty of bonus items I can't pick up there:
Also, the torture droids do not move yet.
Finally, there's a little graphic glitch in the last elevator before the end of the mission:
Under certain angles, you can see a part of the door poking over the switch.
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: May 26, 2008 13:58 Post subject: |
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Ok, now it runs great.
Can't wait for the next build.
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sweatervest Ree-Yees
Joined: 22 Apr 2008
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Posted: May 26, 2008 18:27 Post subject: |
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BlazingPhoenix wrote:
Ok, now it runs great.
Can't wait for the next build.
Woohoo the crashing is fixed! That was the last major bug sans the lack of droid AI I'm pretty sure.
Oh and I tried again and was able to crouch into the alcove holding the plans. I was jumping and then crouching, instead of the the other way around.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 26, 2008 22:19 Post subject: |
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That really got annoying in DF. You could be using the headlamp or IR goggles and walk past 2 batteries, pick up the first one, and then automatically pick up the second, even though it would only be recharging 0.0000001% of the battery power. I think it's better the way lucius has it now - it'll prevent a major waste of batteries. By the way, lucius, did you do that on purpose, or is it really a bug?
One random question about the AI build (#8 ) - will it be finishing up all the AI LOGICs or just the ones used in SECBASE?
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 27, 2008 07:05 Post subject: |
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sheepandshepherd wrote:
That really got annoying in DF. You could be using the headlamp or IR goggles and walk past 2 batteries, pick up the first one, and then automatically pick up the second, even though it would only be recharging 0.0000001% of the battery power. I think it's better the way lucius has it now - it'll prevent a major waste of batteries. By the way, lucius, did you do that on purpose, or is it really a bug?
No its really a bug, I fixed it for the next build already. If someone wanted to change it so that you'd only pick up batteries if the amount of power was below a certain threshold, they could change the logic script and release it as a mod in the future.
sheepandshepherd wrote:
One random question about the AI build (#8 ) - will it be finishing up all the AI LOGICs or just the ones used in SECBASE?
It will be finishing AI logics needed for the levels that are supported but not every enemy logic in the game. Mainly so that logics can be tested by players, in their native environments. I will implement new logics as needed as I finish level support until they are all supported.
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 27, 2008 18:40 Post subject: |
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Do you plan on implementing a MOD loader like in Jedi Outcast and Academy when the final product is finished?
_________________ 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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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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Posted: May 27, 2008 19:21 Post subject: |
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Hey lucius did you check out that little minor texture stretch on some of the doors?
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 27, 2008 20:17 Post subject: |
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Where is the link to Build 7d? Or is it the same link for Build 7c?
_________________ 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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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 27, 2008 21:12 Post subject: |
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Shows how well I pay attention
Thanks for linking it for me
Udate: Still getting the dancing stormies (moving side to side rapidly). But that's really the only problem I noticed in this build.
_________________ 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 27, 2008 22:46 Post subject: |
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Burning Gundam wrote:
Shows how well I pay attention
Thanks for linking it for me
Udate: Still getting the dancing stormies (moving side to side rapidly). But that's really the only problem I noticed in this build.
That should be fixed next build.
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 27, 2008 23:58 Post subject: |
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Okay, I think I've got the hang of WDFUSE so I've got about half of the player movement level done. This may actually be faster to do than I originally thought.
The hardest one for me will be the weapons physics.
Anyway, off to Japanese II for a test.
_________________ I don't think outside the box... I customize it. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 28, 2008 15:25 Post subject: |
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Ryuichi91 wrote:
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
Actually, I just did a run-through of the original DOS version and the texture is stretched there as well. So while it technically is a bug, it's "normal" in a sense.
_________________ I don't think outside the box... I customize it. |
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Ryuichi91 Ree-Yees
Joined: 06 Aug 2007
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Posted: May 28, 2008 21:42 Post subject: |
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Oh crap i never knew it was in the original DOS version
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 29, 2008 06:31 Post subject: |
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So amidst building the calibration levels, I discovered some player properties that might help things along.
- Kyle is 6.8 DF units tall and 3.6 DF Units wide.
- Kyle's run speed in "water" is equal to that of his walk speed.
- Kyle can walk up walls that are 3.5 DF units tall, but has to jump over walls higher than that.
- Kyle's crouch height is 3 DF Units.
Don't know if that helps at all, but I thought it was interesting.
_________________ I don't think outside the box... I customize it. |
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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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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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