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DarkXL Update 7 - Replanning and Upcoming Alpha Release.
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Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Jul 22, 2008 21:20    Post subject: View user's profile Send private message Reply with quote

I'm sold. top one, nice one, get sorted!

Quote:
And what makes the HoF levels great? Is it just the graphics and features? I don't think so... its the gameplay, story, level balance, texturing and so on. I don't think new features will make these levels look bad or even outdated, because they are great in the ways that matter, just like Dark Forces.



I will make mention here of Nar Shaddaa Water Treatment Plant by Michael Messer, which owes its 5 star rating* in part to some ingenious internal work - including a another double-adjoin-type effect, as well as numerous bits of true 3D level design.

(Actually, once you come to mod compatibility, that will be a good one to test DarkXL's .lev parser on. IIRC it leaves out a lot of "unnecessary" data, and if you open it up in WDFUSE it looks like walls are missing...)

[* Note that most of the ratings here were given by me, and this particular one was certainly from an editor's perspective.]

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 22, 2008 21:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fenwar wrote:
I'm sold. top one, nice one, get sorted!

Quote:
And what makes the HoF levels great? Is it just the graphics and features? I don't think so... its the gameplay, story, level balance, texturing and so on. I don't think new features will make these levels look bad or even outdated, because they are great in the ways that matter, just like Dark Forces.



I will make mention here of Nar Shaddaa Water Treatment Plant by Michael Messer, which owes its 5 star rating* in part to some ingenious internal work - including a another double-adjoin-type effect, as well as numerous bits of true 3D level design.

(Actually, once you come to mod compatibility, that will be a good one to test DarkXL's .lev parser on. IIRC it leaves out a lot of "unnecessary" data, and if you open it up in WDFUSE it looks like walls are missing...)

[* Note that most of the ratings here were given by me, and this particular one was certainly from an editor's perspective.]



Thanks for bringing up this level, I'll have to make sure it works correctly down the road.

Anyway I'm glad I was able to explain my point of view well enough and thanks for supporting this project.Smile

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 22, 2008 22:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Fenwar wrote:
I'm sold. top one, nice one, get sorted!

Quote:
And what makes the HoF levels great? Is it just the graphics and features? I don't think so... its the gameplay, story, level balance, texturing and so on. I don't think new features will make these levels look bad or even outdated, because they are great in the ways that matter, just like Dark Forces.



I will make mention here of Nar Shaddaa Water Treatment Plant by Michael Messer, which owes its 5 star rating* in part to some ingenious internal work - including a another double-adjoin-type effect, as well as numerous bits of true 3D level design.

(Actually, once you come to mod compatibility, that will be a good one to test DarkXL's .lev parser on. IIRC it leaves out a lot of "unnecessary" data, and if you open it up in WDFUSE it looks like walls are missing...)

[* Note that most of the ratings here were given by me, and this particular one was certainly from an editor's perspective.]



Thanks for bringing up this level, I'll have to make sure it works correctly down the road.

Anyway I'm glad I was able to explain my point of view well enough and thanks for supporting this project.Smile


Point taken and you bring up an excellent argument, it opened up my eyes much more than I had orignally thought.

Kudos!!! Very Happy

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 28, 2008 20:37    Post subject: Update time again. View user's profile Send private message Send e-mail Reply with quote

Just stopping by to let everyone know that progress is still being made. The sewer bugs are working (good enough for now anyway) and ReeYees are mostly done, I just have to work out the proper thermal detonator trajectory - or rather the initial velocity - so that they can hit players. After that the AI will be pretty much complete.

Once that is done I have to wrap up some rendering issues and then start the build wrap up process. Which basically means fixing some small bugs and doing some pre-testing.

I will coordinate the release with a website update, using Magic_Al's new art - thanks Magic_Al. In addition I'm thinking of announcing the project at various websites, if you have any ideas let me know. Now that its more polished - title screen, integrated options, cutscenes, saves, etc. - I think it'll be better recieved.Smile

Anyway Build 8 will be followed by another build shortly that'll incorporate Test Base (level 4) and various other features. The time to next build will be much smaller after Build 8.

Thanks for waiting. Very Happy

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 28, 2008 21:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

No problem Smile

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

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Jul 28, 2008 21:28    Post subject: View user's profile Send private message Reply with quote

The anticipation is building!

_________________
----- MagicAl`s DARK FORCES Niche -----
http://wayback.archive.org/web/*/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....

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 28, 2008 23:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

So just to be clear, there will be minimal mod support in the coming build?

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

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Jul 28, 2008 23:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Awesome, can't wait for build 8. Smile

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 28, 2008 23:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
So just to be clear, there will be minimal mod support in the coming build?


You'll be able to load user levels from gobs. For example I made a small ai test level in WDFUSE, for me to load it I use DarkXL.exe -uai_test.gob on the command line (or setup a shortcut). Level names, custom cutscenes and stuff like that don't work yet though. This is how I've been doing the "Guess that Level" thread, you'll get the same functionality. Basically the way it works is that it'll load content from the user gob first, if its not found in there then it'll load it from the core DF gobs (such as DARK.GOB or whatever is appropriate).

The only other difference is that right now, because not everything in all the mods works correctly, I've enabled some "cheats" when using a custom level. Basically a key to cause Kyle to float upwards in the air and another key that allows Kyle to pass through any adjoin, whether the door is closed, it has a large height difference or whatever.

Does that answer your question? Mod support will get much better in the future, see previous discussions about loading files directly, multiple mods at once and so on, but its not "unofficially" supported right now - meaning I won't be fixing mod specific bugs yet (unless they affect an existing supported level).

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jul 29, 2008 16:34    Post subject: View user's profile Send private message Reply with quote

Good job, lucius Very Happy
This build has obviously made tons of progress, it will certainly be worth the wait. Oooh, the integrated options screen sounds interesting . . . that'll be the first thing I check out when you release it Laughing
Question - you mentioned saves, what do you mean by that? It just saves what levels you've completed, or actual in-game saving?
About announcing DarkXL on other websites, sounds like a good idea to me. More beta-testers means quicker bug discovery and fixes. But I think you should keep the discussions and DarkXL forums inside DF-21 only, I wouldn't want to go check multiple websites all the time for the project. It'll cause confusion.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 29, 2008 17:57    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Good job, lucius Very Happy
This build has obviously made tons of progress, it will certainly be worth the wait. Oooh, the integrated options screen sounds interesting . . . that'll be the first thing I check out when you release it Laughing
Question - you mentioned saves, what do you mean by that? It just saves what levels you've completed, or actual in-game saving?
About announcing DarkXL on other websites, sounds like a good idea to me. More beta-testers means quicker bug discovery and fixes. But I think you should keep the discussions and DarkXL forums inside DF-21 only, I wouldn't want to go check multiple websites all the time for the project. It'll cause confusion.


By saves I mean you create an agent and it saves which levels you've beaten at what difficulty. It also saves your equipment at the end of each level so you have the proper stuff when you go on to the next one. Basically DF's system.

As for forums - this will remain the main forums for DarkXL. When I mention the project in other forums, it just means telling people about it, showing some screenshots and then giving links to the website and these forums. Also CodePlex links to these forums as well. So there's one website for discussions (these forums), one project website http://www.darkxl.df-21.net and CodePlex for Issue Tracking.

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 29, 2008 23:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

Good call. We need to bring more people back to this community anyway Smile

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Aug 01, 2008 08:48    Post subject: VUE System View user's profile Send private message Send e-mail Reply with quote

Another update about the build. The VUE system is almost finished. It works pretty much like in DF except that the orientation, scale and translation are interpolated between frames - so the movement will look smooth rather then a little clicky like DF. Its not bad in DF, but under higher framerates would be even more noticable.

I forgot that I hadn't actually coded the VUE system yet so I coded it up tonight (I'm Pacific time) - it didn't take too long.Smile The AI is pretty much done, all the generators work now (including Wandering) so now I just have some rendering issues and bug fixes to deal with.

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Aug 01, 2008 12:08    Post subject: View user's profile Send private message Reply with quote

Ummm . . . this is probably a stupid question, but what do you mean by "Wandering"?

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Aug 01, 2008 15:25    Post subject: Re: VUE System View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Another update about the build. The VUE system is almost finished. It works pretty much like in DF except that the orientation, scale and translation are interpolated between frames - so the movement will look smooth rather then a little clicky like DF. Its not bad in DF, but under higher framerates would be even more noticable.

I forgot that I hadn't actually coded the VUE system yet so I coded it up tonight (I'm Pacific time) - it didn't take too long.Smile The AI is pretty much done, all the generators work now (including Wandering) so now I just have some rendering issues and bug fixes to deal with.



Sweet Very Happy

Keep it up man! And pacific time huh? Where are you out of, Lucius? I also happen to live on the west coast Smile

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Aug 01, 2008 15:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

I think that's where generated enemies start moving around immediately?

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http://www.mzzt.net/ | I am a respectable admin with a respectable sig.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Aug 01, 2008 15:50    Post subject: View user's profile Send private message Reply with quote

The_Mega_ZZTer wrote:
I think that's where generated enemies start moving around immediately?


Yeah, I thought I was being retarded Laughing

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Aug 01, 2008 17:21    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yes Wandering is where the enemies start wandering around as soon as they are generated rather then standing still in their idle pose.

As for as my location - Southern California (OC).

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Aug 01, 2008 21:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Osnap! Santa Cruz County for me Very Happy

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

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Aug 02, 2008 04:38    Post subject: View user's profile Send private message Reply with quote

Oh cool, OC. I'm from Huntington Beach although now I've been up in Berkeley/Oakland last 5 years...

Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: Aug 02, 2008 06:26    Post subject: View user's profile Send private message Reply with quote

Been through Oakland many times myself...

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Aug 06, 2008 10:17    Post subject: The final stretch... View user's profile Send private message Send e-mail Reply with quote

I'm in the bug fixing, final phase for this release. The new titlescreen has been implemented, the save system is done, the system font is done (used for the agent menu and text entry). If I didn't mention it before, VUEs are done (for now atleast). I've been fixing some sound issues with the cutscenes and have some rendering issues to fix.

So the release should happen later this week.

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

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Aug 06, 2008 11:44    Post subject: Re: The final stretch... View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
So the release should happen later this week.



Wahoo! I've been so excited about this since June - great stuff.

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*ZaP*

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Aug 06, 2008 14:31    Post subject: View user's profile Send private message Reply with quote

I knew the quiet around here was just the calm before the storm. Cool

_________________
----- MagicAl`s DARK FORCES Niche -----
http://wayback.archive.org/web/*/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....

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Aug 07, 2008 01:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

Awesome! I've been waiting for a long time. Smile

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Aug 09, 2008 09:48    Post subject: Last few items... View user's profile Send private message Send e-mail Reply with quote

I'm on the last few items of my list, the release is mere days away. Very Happy

Here is a new screenshot from the cutscenes to tide you over:


Thanks for waiting, the build is coming real soon...

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Aug 09, 2008 12:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

A long time ago in a galaxy far, far away, text flies through space and no one finds it odd in the least!

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Aug 09, 2008 18:46    Post subject: View user's profile Send private message Reply with quote

The_Mega_ZZTer wrote:
A long time ago in a galaxy far, far away, text flies through space and no one finds it odd in the least!


Have you watched Star Warpd by any chance? It's a ripoff parody of a bunch of scifi movies and tv series . . . starts out with the Star Wars style text crawl, and you see it flying through space randomly throughout the entire movie Laughing

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Aug 09, 2008 20:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Looking great! Can't wait until the build is released Very Happy

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

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Aug 10, 2008 01:55    Post subject: View user's profile Send private message Reply with quote

It's neat seeing the crawl in high res. Dark Forces DOS resolution is so low the text is illegible by the time it gets halfway up the screen.

_________________
----- MagicAl`s DARK FORCES Niche -----
http://wayback.archive.org/web/*/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....

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