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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jan 22, 2010 16:31    Post subject: View user's profile Send private message Reply with quote

Seems nice enough. Smile

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Jan 22, 2010 20:34    Post subject: View user's profile Send private message Reply with quote

Shocked Awesome video! I'm really looking forward to playing this build.

dinohog
Dianoga

Joined: 02 Dec 2005

PostPosted: Jan 22, 2010 22:34    Post subject: View user's profile Send private message Reply with quote

That was awesome. I'm very excited about the next release. Thanks Lucius, it's gonna be great.

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Jan 22, 2010 22:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fantastic. I was unsure about the lighting on the blaster shots but coupled with the glow effect on the blaster shots it looks amazing and still very much has that Star Wars feel. Bravo!

Still not sure about the controls though - the movement still looks too "floaty". I think an option to switch off or alter the level of drift would be essential as it really doesn't suite mouse and keyboard controls.

All in all it looks amazing, thanks for all your hard efforts on this.

_________________
*ZaP*

tnoyce
Ree-Yees

Joined: 20 Sep 2009

PostPosted: Jan 22, 2010 23:58    Post subject: Preview Video View user's profile Send private message Reply with quote

Lucius,

Thanks for taking the time to put that together.

Looks really nice.

Keep up the good work!

_________________
Tim Noyce

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jan 23, 2010 00:21    Post subject: View user's profile Send private message Reply with quote

Shocked I'm impressed . . . the glow effects are definitely a nice addition, but I think the most amazing part was seeing Gromas in such high resolution. I never even really paid any attention to the mine structure before being able to look up and down like that.

I gotta agree with what Marley said though -- mouselook and faster movement make a big difference, so I'd suggest reducing the headwave a little (though it's certainly nothing close to JK's ridiculously exaggerated headwave) and also making the crouching go faster.

Really nice job with the colormap, too -- not sure how you did it, but it emulates DF pretty well and I could BARELY see those probe droids! Razz (If you want it to look even foggier, make it blur and scatter the glow effect on lights a bit Twisted Evil )

One bug I saw though (this happens to me with the current build too). When you were picking up the shields in the last secret door (at 4:01), the green and blue flashes lagged a bit. This happens when you pick up lots of goodies at once. The flashes get more and more behind, and eventually the entire screen bugs out. In one level I was testing, I had a hallway with about 20 blaster rifles, and after I walked through them, the screen would turn solid colors (usually turquoise, but often others like red, pink, or black) and stay that way for a while, until going back to normal a little later. I could still walk around and fire during this time, however. The solid color screen bug may be my computer's weak video card, but it looks like the lagging flashes happened in your video too.

Anyway, good work, and thanks for the "trailer" video. I can't wait for that textured map!

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jan 23, 2010 05:05    Post subject: View user's profile Send private message Send e-mail Reply with quote

Neat.

Some thoughts:

- The music is playing at too quick a tempo! I suggest downloading the GMID2MID converter and using a media player than can handle MIDIs such as Winamp to line up the tempo.
- The ammo counter looks like it needs to be shifted to the left a bit, easiest to see when it hits 500.
- Nice map. Smile

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jan 23, 2010 05:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

Nice video, really looking forward this soon.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 23, 2010 05:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

There are a few other minor issues as well but it's almost "good enough" for a release. Once I can release proper incremental builds, then I can solve a few smaller issues per build instead of worrying about them all at once.

Thanks for the nice comments. Smile

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

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jan 23, 2010 18:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Give yourself a pat on the Back Lucius. That's some really great work. Cheers!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 26, 2010 22:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

I finished the UI changes for the build, so the lighting and bloom can be toggled. In addition you can now select the reticle that you want to use - including an "empty" reticle which is default. I was going to setup a system where you can change the color and opacity of the current reticle but I'll save that for the next build, for now you'll have to deal with the slightly translucent green color. I've also expanded the number of texture filtering levels, allowing for point sampled textures with and without mipmapping in addition to all the existing modes. This will allow people to turn off bilinear filtering if they want something closer to the original look. You'll have to redo all your controls and video settings with the new build, but I've added versioning so you won't have to do that again. Smile

So now I have to do a slight optimization for most rotating/moving sectors and fix an oversight in my "complex polygon" clipper and the build will be ready to go (the case where interior vertices lie exactly on the clipping line). A complex polygon is one that may be concave, with any number of holes and edges. In this case the clipper splits a complex polygon into a variable number of complex polygons along an edge with an arbitrary 2D direction.

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

tnoyce
Ree-Yees

Joined: 20 Sep 2009

PostPosted: Jan 27, 2010 00:18    Post subject: Build progress View user's profile Send private message Reply with quote

Excellent news Lucius.

I see no compelling reason the opacity setting needed to be part of this build - obviously some may differ.

I'm keeping tuned...

_________________
Tim Noyce

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jan 27, 2010 05:12    Post subject: View user's profile Send private message Send e-mail Reply with quote

Will we still be able to kill Boba Fett at the beginning of the Imperial City level by laying a bunch of mines in front of the wall that he is behind?

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Jan 27, 2010 08:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Really can you do that? Laughing

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*ZaP*

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 27, 2010 10:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

More news - I fixed a problem with the Fuel Station level (you couldn't shoot and the first room ran really slow due to a small mistake - both these issues are fixed now). In addition crouch now works for a 3.0 sector height (or larger of course). This makes it possible to get inside the base on level 4 fairly. Next up are the two sector fixes and then the release.

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

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jan 27, 2010 11:45    Post subject: View user's profile Send private message Reply with quote

Very Happy

Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: Jan 27, 2010 13:39    Post subject: View user's profile Send private message Reply with quote

Barry Brien wrote:
Will we still be able to kill Boba Fett at the beginning of the Imperial City level by laying a bunch of mines in front of the wall that he is behind?

Tested. Works. (In the original, I mean.) I didn't even need to return to the landing pad in my speed run! Shocked

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jan 28, 2010 16:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

Cool, I'd like to see that. It's hilarious the way the Crow returns before the it's taken off. TIME PARADOX.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 29, 2010 19:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'm still working on a few things, but I wanted to mention that the stretched textures on some floors/ceilings are fixed. This occurred on the big switch door in the first hallway of Secbase as well as various other surfaces in a few of the later levels. Also I've adjusted the midi volume, since midi tends to be way too loud in Windows by default. Not only will does it not have the same hanging note obnoxiousness but it will not drown out the sound effects anymore. Smile At some point there will be UI for adjusting music and sound volume, but not in this build.

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

tnoyce
Ree-Yees

Joined: 20 Sep 2009

PostPosted: Jan 30, 2010 00:29    Post subject: Music/Midi volumne View user's profile Send private message Reply with quote

That is good news.

It will be nice to be able to control that in-game at some point.

_________________
Tim Noyce

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jan 30, 2010 01:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

I don't know if this is possible, but how about a decent in-built midi driver so the music actually sounds cool? The default midi driver in Vista is crap.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 30, 2010 02:32    Post subject: View user's profile Send private message Send e-mail Reply with quote

Barry Brien wrote:
I don't know if this is possible, but how about a decent in-built midi driver so the music actually sounds cool? The default midi driver in Vista is crap.

Eventually I'm planning on supporting FluidSynth and/or Timidity with sound fonts, but probably not until beta.

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

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jan 30, 2010 10:45    Post subject: View user's profile Send private message Reply with quote

There are many problems with midi and modern OSes. It's considered a somewhat obsolete standard, so the support code is left to rot. E.g.

Timidity has its own problems, by the way.

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Jan 30, 2010 19:26    Post subject: View user's profile Send private message Reply with quote

Is it any easier to change the default Windows midi instruments in 7 over XP? I've got the Fluid R3 GM soundfont that was easy to set in QuickTime prefs on the Mac side, but is a pain to set up to use on the Windows side.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 30, 2010 23:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'll look at both Timidity and FluidSynth and see which one I like better. If Timidity has too many problems - which it might since I don't think it's actively maintained anymore - then I won't use it. Smile

I do know that FluidSynth is a multi-platform software midi synthesizer which should bypass the modern OS midi problems.

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

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