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DarkXL Update 9 - DarkXL Alpha Released!
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GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 13, 2008 14:58    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
GreggD wrote:
Hey, Lucius. Long time no posting, on my end. The newest build is great, everything seems good. I'm especially happy that extra mouse buttons are supported for control mapping, considering that any game featuring a dash control I use one of my buttons on the left side, as well as for slowing down(in which case, I use the one next to it). One complaint I have is that the soundtrack changes every so often, but I'm not sure if this was part of the game already. Either way, it tells me when it changes, in the upper-left corner of the screen, where all the other game messages display. Also, and this can definitely be attributed to my PC being older, there is some substantial slow-down. Oh, one more thing, and this is a biggy, when I jumped onto those moving turbine platforms in the second mission(the ones surrounding the control panel that gets them moving, I think), and Kyle fell through and got stuck for a moment, until I jerked my way out of it. Could be problematic. Otherwise, great work, Lucius.


Thanks for trying the build. Some responses to your comments:
*The latest build is a compatibility test for the midi, it is not complete yet. The music in DF does change tracks while playing, but there are transitions whereas its an abrupt change in DarkXL right now. Also the text is just a debugging tool, it will not display anything when its finished (hopefully the next build). So how did it sound to you? Was it too fast? Did it play at a consistent speed?

*The renderer will be optimized much more for build 9, right now all the level geometry is treated as dynamic and the buffer management isn't as good as it should be. In addition there isn't much batching going on right now. I expect a large increase in speed for most people as of build 9 and even expect the lower-end GeForceFX cards to run decently.

*The bug with falling in the rotating turbine sectors has been reported. If you get stuck, hold 'G' and you should pass right through the edges. 'G' is a built in cheat that cause you to move through adjoins regardless of height differences.

Thanks again for the comments.Smile

The music doesn't sound bad, it's just the abrupt interrupt that gets to me, as well as the message. I'm running on a GeForce 5700 FX right now, which explains the slow-down. Thanks for the tip on the G key. I'll let you know if I run into any more issues like it.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 18, 2008 13:18    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
*The bug with falling in the rotating turbine sectors has been reported. If you get stuck, hold 'G' and you should pass right through the edges. 'G' is a built in cheat that cause you to move through adjoins regardless of height differences.



I have absolutely no experience at all in Dark Force modding so I am not sure what an adjoin is exactly, so, will it also work when I get stuck here?


I don't like jumping puzzles, because it always seem Kyle wants to jump too soon or not at all, and in this part of the sewers where we have to jump from platform to platform I always end up getting stuck there after a while. I'll miss a jump and need to go back to the lift, and then eventually during one of the jumps I'll fall through the platform and get stuck.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 18, 2008 15:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

Oh yeah, I had a similar problem with that area too. It seemed that whenever I jumped from one of those structures, I would somehow get "caught" and I wouldn't make a successful jump, almost like Kyle is jumping over an invisible rail. Then I'd fall in the water and have to do it over.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 18, 2008 18:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

There are two problems there:
1) somehow getting stuck inside the sub-sector - this is a essentially the same problem as the turbine blades issue, although its weird you're getting it when the sectors aren't moving.

and
2) The sewer bug's collision cylinder is way too tall, which causes it to get in the way when trying to jump sometimes.

Once the midi is finished, I'll be addressing some of these other issues.

Thanks for reporting the issues.Smile

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 18, 2008 22:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
There are two problems there:
1) somehow getting stuck inside the sub-sector - this is a essentially the same problem as the turbine blades issue, although its weird you're getting it when the sectors aren't moving.

and
2) The sewer bug's collision cylinder is way too tall, which causes it to get in the way when trying to jump sometimes.

Once the midi is finished, I'll be addressing some of these other issues.

Thanks for reporting the issues.Smile


Oh is that what that was? I couldn't figure out why that only worked part of the time and why I was getting caught.

LOL, Dianogas still impede my journey even when I'm 30 feet above them Razz

Edit: I also noticed with MIDI that Secbase worked okay (as far as I remember) but the intro, Talay and Sewers played really fast. Kinda weird sounding but in a good way, I found it rather amusing.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 19, 2008 00:54    Post subject: View user's profile Send private message Send e-mail Reply with quote

For some reason midi plays faster on Vista for me than XP. I have a Vista machine, so I can test this directly and hopefully figure out a nice fix, but the XP machine is my primary dev machine for DarkXL. (I use the other machine for other projects that can't be mixed up with hobby work). Anyway I'll get the speed problem fixed.Smile

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

vertex
Dianoga

Joined: 12 Sep 2008

PostPosted: Sep 21, 2008 03:21    Post subject: View user's profile Send private message Reply with quote

someone on vogons forum suggested good (aka beats the crap out of M$ GS midi)
playback using roland virtual sound canvas software. After much hunting down in uk
finally compared to microsoft GS and the difference is huge.. in a good way Very Happy

specs updated:
E6700 Core2Duo
3gb ram
soundcard = Auzentech X-Meridian
default midi device = Roland VSC
XP sp2

the hung note bug seams to be even more present with VSC, every song change
means another note hanging. interestingly theres some hung note solutions in the
help file which im planning to test out.

edit:
the default response time was 400ms after changing to
68 im only getting hung notes moving around (like M$ GS midi), music is ok staying still at the start.

hope it helps

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: Oct 02, 2008 20:57    Post subject: View user's profile Send private message Reply with quote

I think everyone has been getting the hung notes. I just got my new computer just yesterday afternoon ago and have recently been enjoying DarkXL although I do get the hung notes every time the music changed.

Anyway Lucius here are my new specs:
Computer: Dell OptiPlex GX280
OS: Microsoft Windows Vista Home Premium
Ram: 512 MB DDR2-RAM
HDD: 80 GB
Video Card: Intel 82915G/GV/910GL Express Chipset Family 122 MB of video Memory
CPU: Intel Pentium 4 3.00 GHz Processor

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Oct 03, 2008 01:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Oh, forgot to mention I get that issue to. Only pauses for about a second.

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 03, 2008 05:02    Post subject: New PC View user's profile Send private message Reply with quote

My new PC is en route, and should be here by Wednesday next week. Lucius, one of the first things I'm going to do when I get it set up is download DarkXL and install Dark Forces, so I can tell you if that framerate issue I've been having is still there. It shouldn't due to the specs (XP Pro, Core 2 Duo 3.0ghz, 2gb ram and a GeForce 8600 GT w/1gb vram Very Happy) but I'll let you know, regardless.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 03, 2008 07:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Sounds good. I mentioned this before but the engine should be much better optimized in the future.

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 07, 2008 20:27    Post subject: View user's profile Send private message Reply with quote

Well, my new PC arrived today, but I can't get it set up yet, due to a corrupt install of XP. I should have the problem resolved by the end of the week, and then I'll let you know how it runs.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Oct 09, 2008 02:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well you should always reinstall the OS on new PCs anyway. That's my rule of thumb.

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GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 09, 2008 15:55    Post subject: View user's profile Send private message Reply with quote

As expected, Lucius, it runs flawlessly on my new rig. Though, I wasn't able to get through the third mission, due to time constraints.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 09, 2008 15:57    Post subject: View user's profile Send private message Send e-mail Reply with quote

Cool, thanks for letting me know.Smile

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 15, 2008 05:10    Post subject: View user's profile Send private message Reply with quote

I'm going to try and finish the demo by the end of the week, Lucius. I'll let you know when I have results.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 15, 2008 05:34    Post subject: View user's profile Send private message Reply with quote

Alright, Lucius, am I supposed to be able to get to the fourth mission? If so, I'm not experiencing any damage when I fall from great heights. Of course, I'm not sure whether or not that was in the original version, so I don't have much in ways of a frame of reference.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 15, 2008 05:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

GreggD wrote:
Alright, Lucius, am I supposed to be able to get to the fourth mission? If so, I'm not experiencing any damage when I fall from great heights. Of course, I'm not sure whether or not that was in the original version, so I don't have much in ways of a frame of reference.


The fourth mission was a "preview." I had it loading so I could work on it while fixing other issues and decided to leave it in. Anyway its not completable and has various issues, such as no falling damage (which was definitely there in DF), some rendering issues, certain missing logics and so on.

It'll be fixed in a future build in the near future.

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 16, 2008 00:23    Post subject: View user's profile Send private message Reply with quote

Sounds keen.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: Oct 19, 2008 20:26    Post subject: View user's profile Send private message Reply with quote

Hey Lucius I'm sorry to ask but how is the status of this project?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 19, 2008 22:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ryuichi91 wrote:
Hey Lucius I'm sorry to ask but how is the status of this project?


Don't apologize, I was actually going to give a (hopefully) exciting update anyway. You'll see it as a new thread shortly.Smile

See http://df-21.net/phpbb/viewtopic.php_t=1360 for the update.

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

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Jun 07, 2009 00:05    Post subject: View user's profile Send private message Reply with quote

I just tested the current build of darkxl on my vista machine. It ran great!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 07, 2009 07:36    Post subject: View user's profile Send private message Send e-mail Reply with quote

Jimmy Chicken wrote:
I just tested the current build of darkxl on my vista machine. It ran great!

Thanks. Smile

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

eargosedown
Gamorrean

Joined: 12 Feb 2004

PostPosted: Jul 23, 2009 04:22    Post subject: View user's profile Send private message Reply with quote

Played through the first 3 levels (And a little of the unfinished fourth, just for old times sake ) Razz

Bugs:
*Note seems to hang on music, after a few music changes this gets fairly annoying.

*On the second mission, the one of the first bridges seems to have buggy walls; In the case if I jump I can see over them into a HoM.

*Cannot shoot through windows when you're against the wall with the adjoin.

Amazing work so far Smile

_________________
destroying an imperial base a day keeps the dark troopers away.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 23, 2009 07:36    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks. I'll be ramping up development again in the next few weeks and finally get the endless build out. Fortunately everyone has been very patient. Smile

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

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