Author |
Message |
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: May 29, 2008 18:15 Post subject: |
|
|
He means the texture in general for the game is "incorrect" . DF has a hard time keeping textures for floors and ceilings greater than 64 pixels properly aligned or stretches them. Makes for some weird graphical issues sometimes too. In other words, a larger texture was used instead of a smaller one for the door which caused the texture to distort.
_________________ I don't think outside the box... I customize it. |
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: May 29, 2008 19:46 Post subject: |
|
|
Actually, I meant I've never seen it in WDFUSE, I forgot to clarify that in the original post. But I know why now, it's not a 64x64 texture. I didn't even know that was possible, DF wouldn't render the ceiling at all whenever I tried to use a non-64x64 texture.
|
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: May 29, 2008 22:00 Post subject: |
|
|
It's a 128x16 texture I believe.
_________________ I don't think outside the box... I customize it. |
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: May 29, 2008 22:44 Post subject: |
|
|
It's one of the door tracks, ZWSTRIP1.BM. 16x128, as Burning Gundam said. Very strange if you ask me . . . especially if you look at how it's rotated 90 degrees.
Random question - what is the "Ceili Tx #" field in Sector mode for? I've never messed with it, but it seems to be filled in automatically . . .
|
|
The MAZZTer Death Star
Joined: 25 Sep 2003
|
Posted: May 30, 2008 02:09 Post subject: |
|
|
Short Answer: It's basically an internal value used by the LEV format and handled entirely by WDFUSE that you don't need to care about and shouldn't modify.
Long Answer: The LEV file format does not specify full texture names in sector and wall definitions.
Instead, it has a list near the beginning of the file of all the textures the level uses. This is the only place in the file texture filenames are stored. The Tx # you see is an offset into this list, and it is that value instead of the full texture name that is saved in the sector/wall definitions.
Back when 66MHz was pushing it, this allowed for smaller level file sizes (less redundant data, IE no repeating of texture names) but mostly it gave Dark Forces a convenient list of all the textures it needed to load for a level (the same is done with sprites, 3dos, sounds, etc) and so it can just load the textures into an array and blindly use the "Tx #" values it finds as offsets into that array.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
|
Jon`C Ree-Yees
Joined: 16 May 2008
|
Posted: May 30, 2008 03:08 Post subject: |
|
|
That's still how things are done. Referencing assets by a string name is inefficient, and where it's not tabulated automatically by the toolchain it's invariably converted into something almost identical to this later in the content pipeline.
This is definitely what the DF team did. IIRC there are several resources pointing to a LEC network share and a number of comments referencing autocad in the level files themselves.
|
|
Marley Gamorrean
Joined: 30 Sep 2003
|
Posted: Jun 03, 2008 16:50 Post subject: Re: DarkXL Update 5 - Alpha Demo 1 Release! |
|
|
A) Did you make it through? You should get the mission complete text at the top of the screen.
Played, completed. Everything seemed to work fine except I had problems jumping to the secret little room that is off the floor in the first room you drop into.
B) How well did it ran and system specs. The engine is far from optimized, so this will get alot better. A rough guess is fine (smooth, slow, whatever).
Ran very smooth. AMD Athalon 2.0GHZ (I think) 2 Gig ram, GEFORCE GT 7600, Audigy2 ZS graphics card.
C) How did it feel? Does it feel like Dark Forces, and if not why?
As mentioned before it definately carries that DF feel in a way none of the sequals did.
D) Any bugs not mentioned or any comments.
The auto aim seems a little scewy, probably due to the mouse look - I know in the original game looking up always used to throw the aim off due to the perspective change. I think having the mouse look makes this problem worse - could purhaps correct by adding a crosshair or something.
All in all this is an outstanding piece of work - Keep it up - how long til we can play our own levels on it?
_________________ *ZaP* |
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jun 03, 2008 17:01 Post subject: |
|
|
Marley, is your resolution setting in DXL_Settings.txt set to your monitor's normal resolution? I know setting a wrong value in there tends to cause major stretching and perspective problems . . .
And I agree, a simple crosshair would help a lot
|
|
Marley Gamorrean
Joined: 30 Sep 2003
|
Posted: Jun 03, 2008 18:06 Post subject: |
|
|
Yeah, it was set the same, it's not a massive problem per se but does make aiming difficult - I think this is made worse by the auto aim not exactly working like it should and the collision detection needing tweaking - sometimes you can shoot throgh baddies without them being hit.
Also I think the way Kyle moves isn't quite right yet. On my computer if I'm running its far too fast and the strafing have the right feel that original game did.
_________________ *ZaP* |
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jun 03, 2008 18:22 Post subject: |
|
|
Hmmm . . . just out of curiosity, lucius, how are you doing the collision on the sprites?
|
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jun 03, 2008 18:49 Post subject: |
|
|
I'll check on it later when I'm not in a hurry
Just a thought . . . you could set the cylinders to automatically be resized to the height and width of the sprite . . .
|
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
Posted: Jun 03, 2008 18:57 Post subject: |
|
|
sheepandshepherd wrote:
I'll check on it later when I'm not in a hurry
Just a thought . . . you could set the cylinders to automatically be resized to the height and width of the sprite . . .
That would be a bit weird with movement. For example a Commando is walking near a wall, his feet spread out (part of his walking anim.) and his cylinder becomes wider which would push him out of the wall. Or his cylinder is already big enough and he just doesn't get too close to that wall.
Anyway adjusting the cylinder size is something I plan on doing while working on the AI anyway.
_________________ DarkXL....http://darkxl.wordpress.com |
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jun 03, 2008 19:22 Post subject: |
|
|
Ok, thanks . . . that's not really what I meant about the cylinders, just that you could get the approximate size of the cylinder from the size of the WAX, that way we won't have the problem of shooting through the sprite.
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jun 03, 2008 23:09 Post subject: |
|
|
Just figured I'd let you know that I upgraded my RAM (which I needed badly, 512mb just doesn't cut it). I now run 2gb of RAM and have no problems with DarkXL.
_________________ I don't think outside the box... I customize it. |
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
Marley Gamorrean
Joined: 30 Sep 2003
|
|
Nottheking Kell Dragon
Joined: 29 Sep 2003
|
|
klasodeth Trandoshan
Joined: 03 Mar 2008
|
Posted: Jun 04, 2008 18:09 Post subject: |
|
|
Nottheking wrote:
Burning Gundam wrote:
So amidst building the calibration levels, I discovered some player properties that might help things along.
Aren't these perhaps covered in the "DF Specs" help part for WDFUSE?
Also, as a note in case you were wondering, 1 DF Unit is equal to 0.25 meters, so that means that Kyle is 5'7" tall, he can crouch under 2'4.5" areas, can walk up 2'10.5" steps, and is 2'11.5" wide. Fat bugger.
You would be fat too if you were loaded down with a Bryar pistol, Stormtrooper rifle, thermal detonators, Imperial repeater, fusion cutter, proximity mines, mortar gun, concussion rifle, and a Darktrooper rifle.
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jun 04, 2008 22:49 Post subject: |
|
|
klasodeth wrote:
Nottheking wrote:
Burning Gundam wrote:
So amidst building the calibration levels, I discovered some player properties that might help things along.
Aren't these perhaps covered in the "DF Specs" help part for WDFUSE?
Also, as a note in case you were wondering, 1 DF Unit is equal to 0.25 meters, so that means that Kyle is 5'7" tall, he can crouch under 2'4.5" areas, can walk up 2'10.5" steps, and is 2'11.5" wide. Fat bugger.
You would be fat too if you were loaded down with a Bryar pistol, Stormtrooper rifle, thermal detonators, Imperial repeater, fusion cutter, proximity mines, mortar gun, concussion rifle, and a Darktrooper rifle.
Crap... That would have saved me a lot of time....
_________________ I don't think outside the box... I customize it. |
|
Magic_Al Gamorrean
Joined: 22 Mar 2005
|
Posted: Jun 09, 2008 06:23 Post subject: |
|
|
I finally got to try this. I took the data files from Dark Forces for Macintosh and put/renamed them where the DOS version would expect, and hilarity ensued:
I don't know why the weapon is a black box, but the giant HUD is because the Macintosh-version HUD bitmaps are higher resolution! If DarkXL scaled it correctly the Mac HUD would look better than the DOS HUD. Maybe Dark XL should have a settings toggle like Mac: 0 or Mac: 1 that chooses which HUD scaling to use and also deals with whatever's different about the weapon bitmaps (they are not higher resolution on the Mac).
Maybe a better idea: the high-res Mac HUD bitmaps could be built into DarkXL so everybody would get them, but there would have to be a way for add-on levels with custom HUDs to override. Maybe another settings toggle like HiResHud: 0 or 1 that would toggle whether bitmaps included with DarkXL override the game data or not.
The HUD in Mac DF:
_________________ ----- MagicAl`s DARK FORCES Niche -----
http://homepage.mac.com/anewmanagn/magic_al/
Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch.... |
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
Nottheking Kell Dragon
Joined: 29 Sep 2003
|
|
Magic_Al Gamorrean
Joined: 22 Mar 2005
|
|
Jimmy Chicken Gamorrean
Joined: 09 Dec 2003
|
Posted: Jun 09, 2008 13:33 Post subject: |
|
|
I'm using the mac data for darkxl and it's working fine so far! What I've done was move all the weapon bm's such as PISTOL1.BM into the SPRITES.GOB (using the conman tool found on this very site).
As for the oversized HUD, I downloaded the dark forces demo for dos and "barrowed" the left and right hud bm's from it. Sure, they may be lower resolution but the mac HUD was taking up half the screen!
I did have one problem though with "barrowing" the hud bm's from the dos demo... When lucas arts released the dark foces demo, they did not have the lighon.bm or lightoff.bm images made yet (i'm talking about that red thing on the right weapons HUD that lights up when you turn on the headlight). So unfortunately, that's still scaled up.
I guess if the WAIT.BM is higher res then you'd have to use that from the dos df demo too.
_________________ "if you see a wall with the blast marks DF 21 shot into it, I was there" |
|
The MAZZTer Death Star
Joined: 25 Sep 2003
|
Posted: Jun 09, 2008 15:17 Post subject: |
|
|
lucius should probably "acquire" the Mac version so he can make tweaks to DarkXL to support it.
He can probably fix the hud bug by scaling the hud to the final size for that screen resolution instead of assuming it's a certain size and scaling up by a constant.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
|
|