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Force Crystal - Level 1 - in DarkXL...

 
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 03, 2008 08:48    Post subject: Force Crystal - Level 1 - in DarkXL... View user's profile Send private message Send e-mail Reply with quote

In order to foster the mod revival I promised to show some of the new levels rendered in DarkXL. So here are some shots from Burning Gundam's first Force Crystal level. Not all the doors seem to work, so I could only get through so far... and it crashes in DOS box (although it runs fine in DarkXL).

Anyway here you go:






Other projects that people are working on can get the same treatment Smile

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 03, 2008 15:44    Post subject: View user's profile Send private message Reply with quote

Cool Very Happy
Does the scrolling water work yet?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 03, 2008 17:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Cool Very Happy
Does the scrolling water work yet?


Yes, I mentioned it in the latest update. Smile

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 03, 2008 18:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

Shocked

It's... so... beautiful!!

Hopefully the final product won't crash in DOSBox, but I find it strange that it did. I'll have to go through my INF scripts to see what went wrong.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 03, 2008 18:27    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Shocked

It's... so... beautiful!!

Hopefully the final product won't crash in DOSBox, but I find it strange that it did. I'll have to go through my INF scripts to see what went wrong.


The crash might be my install or some data issue because it also crashes on Dark Tide IV. I'll have to re-copy the data files from the CD and see it that fixes it. Its funny that the regular game works fine for me though. Confused

Anyway, glad you like the screeshots.Smile If showing DarkXL screenshots of people's work helps keep people motivated, then I'll be happy to do it for other levels/mods as well.

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

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Jun 03, 2008 18:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

Are there any updates you could do to it that would allow users to load up their own levels like a DarkXL -uUsergob.gob type switch?

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*ZaP*

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 03, 2008 19:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

Marley wrote:
Are there any updates you could do to it that would allow users to load up their own levels like a DarkXL -uUsergob.gob type switch?


The problem is that things are still incomplete. Occasionally levels don't load in DarkXL - it may even crash, like Dark Tide IV, and sometimes the INF still doesn't fully function. For example in the Sewers I still have to fix a switch that has 5 settings and uses a "scrolling wall" elevator to show the textures.

I'm not sure if I should release an incomplete feature like that and get swamped with bug reports that I don't want to deal with yet. Basically I'm trying to take a steady structured approach to this project with focused testing. This allows me to have a manageable bug list and to keep the project solid and stable throughout development.

Of course I could just say that I'll do focused testing on the main levels and people can load user levels at their own risk. Of course this means that bugs specific to these mods won't even be looked at yet unless they also exist in a level that is currently supported. Once we reach beta then I expect mods to be fully supported and then testing of user levels will be important.

Any comments or suggestions about this? Should people be able to load user levels at their own risk - knowing that there will be no support yet? This is purely a matter of perception (does the project feel buggy) and support, technically I already support loading user levels as you can see above.

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 03, 2008 19:24    Post subject: View user's profile Send private message Reply with quote

I think it'd be a nice thing to know, but we should seriously refrain from talking about problems caused by custom levels in this forum until it's officially supported. That way you won't be distracted by bugs that you're not even working on at the moment.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 03, 2008 19:47    Post subject: View user's profile Send private message Reply with quote

btw, I just tried it in DosBox, and it crashed on mine, too . . . maybe I didn't install it right. What do I do with the TEXT.MSG and JEDI.LVL files? They're supposed to be in the GOB, aren't they?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 03, 2008 20:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
btw, I just tried it in DosBox, and it crashed on mine, too . . . maybe I didn't install it right. What do I do with the TEXT.MSG and JEDI.LVL files? They're supposed to be in the GOB, aren't they?


Well if it is happening to you too, then this may be the problem:
http://df-21.net/phpbb/viewtopic.php_t=1139&highlight=dosbox
I'll try it when I get home, I forgot that I'm using default memory settings now (I had played other mods on a different computer in the past).

As for the TEXT.MSG and JEDI.LVL files, DF will read them directly from disk before reading them from the GOB files. This is why some mods include them - so they can have unique messages and name their own levels. In order to go back to normal, make sure those files are not in that directory (copy them somewhere else then delete them). Some mods include batch files that handle all this for you.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 03, 2008 20:32    Post subject: User levels View user's profile Send private message Send e-mail Reply with quote

I've started the discussion about loading user levels in DarkXL here: http://df-21.net/phpbb/viewtopic.php_p=14902#14902. This is supposed to be a showcase and not about DarkXL issues Smile

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

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Jun 21, 2008 04:11    Post subject: View user's profile Send private message Reply with quote

I find the screenshots fascinating because it's the first chance to see DarkXL on a cleansed pallet, and by that I mean it's not a level we've seen and played dozens or hundreds of times and also seen re-imagined and modernized in the Dark Forces Mod for Jedi Academy. I've seen those levels so many times and ways I'm not sure I really "see" them anymore.

Since these are new, I had a new reaction: DarkXL makes the environment look real, not like the real world but like somebody lovingly built and painted a physical model of a Dark Forces level out of hobby materials and filmed it with a tiny camera. Which would be a really weird thing to do, but I'd go see it!

As for the level itself, it looks fun and like a fresh environment for Dark Forces. DarkXL really helps those long views down the canyon.

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----- MagicAl`s DARK FORCES Niche -----
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Armed only with a blaster pistol and an intimate knowledge of
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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Oct 27, 2008 23:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

Just thought I'd mention to those that tried to play this in DOSBox and had it crash, I was able to play through the whole level without it crashing. Of course I was playing it through my project GOB, so it could still be a problem with the file currently available. I'll humor you guys later and use the one I uploaded here and see what happens. If there is a problem, I'll be sure to fix it promptly.

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

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