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Build 9.01 Released
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Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 06, 2010 18:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well I finally got to play this on my brother's laptop. Everything came out looking weird. The lighting was screwy (the highest light level appeared black) and the weapon bms were non-transparent.
Also I don't understand why you haven't yet given the option for players to actually use the classic DF controls. I know I keep whining about this, but I cannot get used to the keys+mouse configuration, I've never liked it and I never will.
It seems strange to build a port of a classic game but not to allow people to play it in the way it was originally intended.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 06, 2010 20:32    Post subject: View user's profile Send private message Send e-mail Reply with quote

Barry Brien wrote:
Well I finally got to play this on my brother's laptop. Everything came out looking weird. The lighting was screwy (the highest light level appeared black) and the weapon bms were non-transparent.

Interesting. Did you try turning off dynamic lighting and bloom? If so, is there any way you can have him post his specs so we can figure out what's going wrong?
Barry Brien wrote:
Also I don't understand why you haven't yet given the option for players to actually use the classic DF controls. I know I keep whining about this, but I cannot get used to the keys+mouse configuration, I've never liked it and I never will.
It seems strange to build a port of a classic game but not to allow people to play it in the way it was originally intended.

To some people, playing as "intended" also includes duplicating the original look (resolution and color depth included) and things like texture filtering ruin the experience. I do plan on adding the controls but like the "pure renderer" I didn't see it as a high priority compared to other things. However I can make sure to add the control options in the near future.

I plan on better organizing and tabbing the in game options dialog, which means the controls will go on its own page, which will allow me to add additional controls slots without running out of space or making it cramped. I need to add secondary fire, the ability to cycle through weapons and probably other controls as well.

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

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Feb 06, 2010 23:45    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
and probably other controls as well.


Automap key!
Headlight toggle key!

Also, run, slow and crouch as toggles would be nice.

joel96
Ree-Yees

Joined: 31 Jan 2010

PostPosted: Feb 07, 2010 00:55    Post subject: SecBase run through View user's profile Send private message Reply with quote

I like the new visuals in the 9.01 build. Here's some stuff I've noticed in the Secret base level.
1. Secrets aren't counted in the F1 menu. I picked up the revive, the extra life, and the infrared goggles, but the secrets are still measured as 0%.
2. There is no icon next to a completed mission to show what difficulty I completed it on. This feature is present in the Steam version.
3. Yep, collisions were a problem for me too. The worst one is the door at the top of the elevator at the end of SecBase. I used F and G to get unstuck.
4. I don't know if there is supposed to be music in the cutscenes after Secret base, but there was only speech in every one of the cutscenes up to level 2.

Here's something that isn't a problem, so no one else should mention it. It's a gameplay thing unrelated to collisions. The secret door that opens up into the secret area with all the emblems is not opened by nudge. It's opened by nudging a wall deeper in the cave to reveal a switch. Nudge the switch, and the door opens. Not a collision thing.

_________________
Yes, I am that joeybuddy96.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 07, 2010 01:13    Post subject: Re: SecBase run through View user's profile Send private message Send e-mail Reply with quote

joel96 wrote:
Here's something that isn't a problem, so no one else should mention it. It's a gameplay thing unrelated to collisions. The secret door that opens up into the secret area with all the emblems is not opened by nudge. It's opened by nudging a wall deeper in the cave to reveal a switch. Nudge the switch, and the door opens. Not a collision thing.

That is the correct behavior. I just checked it, the door does not open with a nudge and you have to use the secret switch - that's the way it's supposed to work. Or are you saying that it didn't work this way for you?

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

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 07, 2010 01:24    Post subject: Re: SecBase run through View user's profile Send private message Reply with quote

joel96 wrote:
Here's something that isn't a problem, so no one else should mention it. It's a gameplay thing unrelated to collisions. The secret door that opens up into the secret area with all the emblems is not opened by nudge. It's opened by nudging a wall deeper in the cave to reveal a switch. Nudge the switch, and the door opens. Not a collision thing.


I just tested this in both DarkXL and the original DOS version of Dark Forces. Functionality is identical.

Edit: Laughing You beat me to the 'submit' button.

joel96
Ree-Yees

Joined: 31 Jan 2010

PostPosted: Feb 07, 2010 03:09    Post subject: View user's profile Send private message Reply with quote

I'm saying it's not a problem. Very Happy

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 07, 2010 03:53    Post subject: View user's profile Send private message Reply with quote

Barry Brien wrote:
...Also I don't understand why you haven't yet given the option for players to actually use the classic DF controls. I know I keep whining about this, but I cannot get used to the keys+mouse configuration, I've never liked it and I never will.
It seems strange to build a port of a classic game but not to allow people to play it in the way it was originally intended.


Keep in mind that it's not as simple as just mapping key commands to the movements. In addition to what lucius previously mentioned, until auto-aim is implemented, trying to hit anything using only keyboard controls is likely to be quite frustrating.

I'm sure lucius will get around to fully supporting key commands sooner or later, but I can't fault him for putting a higher priority on trying to make a robust renderer.

Mark Saffrey
Dianoga

Joined: 06 Feb 2010

PostPosted: Feb 07, 2010 17:22    Post subject: View user's profile Send private message Reply with quote

Hello all, this is the first time i've posted here but i've been following the project for a while now. Firstly hats off to lucius for all the hard work on getting the project this far, I look forward to the future developments.

Now regrettably on to the bad news. I can't get version 9.01 to work on my system. I am running windows vista home premium sp2 the graphics card uses the intel GMA 3100 Chipset. All I get at start up is the music and a black screen. I have tried using the -safe command and then all I get is a black window again with the music playing. I have checked all my direct x drivers are up to date and that openAL is properly installed. Version 8.05 works on my system no problem.

I believe the problem is graphics related and have checked the DXL_log and it all seems to work fine up to this point:

<Driver3D_DX9::LoadShaders 992> LoadShader "ps_texmask8" failed.
<Driver3D_DX9::LoadShaders 995> LoadShader "ps_texmask12" failed.
<Driver3D_DX9::LoadShaders 998> LoadShader "ps_texmask16" failed.
<Driver3D_DX9::LoadShaders 1001> LoadShader "ps_texmask24" failed.
<Driver3D_DX9::LoadShaders 1004> LoadShader "ps_texmask32" failed.
<Driver3D_DX9::LoadShaders 1007> LoadShader "ps_texmask48" failed.
<Driver3D_DX9::LoadShaders 1010> LoadShader "ps_texmask64" failed.
<Driver3D_DX9::LoadShaders 1013> LoadShader "ps_texmask96" failed.
<Driver3D_DX9::LoadShaders 1016> LoadShader "ps_texmask128" failed.

Apologies that this is a slightly lengthy post. If anyone has any ideas they would be gratefully received.

Thank you

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 07, 2010 17:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

klasodeth wrote:
Barry Brien wrote:
...Also I don't understand why you haven't yet given the option for players to actually use the classic DF controls. I know I keep whining about this, but I cannot get used to the keys+mouse configuration, I've never liked it and I never will.
It seems strange to build a port of a classic game but not to allow people to play it in the way it was originally intended.


Keep in mind that it's not as simple as just mapping key commands to the movements. In addition to what lucius previously mentioned, until auto-aim is implemented, trying to hit anything using only keyboard controls is likely to be quite frustrating.

I'm sure lucius will get around to fully supporting key commands sooner or later, but I can't fault him for putting a higher priority on trying to make a robust renderer.



Yeah fair enough, it's just frustrating not being able to play this.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 07, 2010 18:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

Lucius when I turned off the bloom everything was fine again. Not sure of his specs, its a Dell Inspiron 1501 running XP.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 07, 2010 21:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

Mark Saffrey wrote:
Hello all, this is the first time i've posted here but i've been following the project for a while now. Firstly hats off to lucius for all the hard work on getting the project this far, I look forward to the future developments.

Now regrettably on to the bad news. I can't get version 9.01 to work on my system. I am running windows vista home premium sp2 the graphics card uses the intel GMA 3100 Chipset. All I get at start up is the music and a black screen. I have tried using the -safe command and then all I get is a black window again with the music playing. I have checked all my direct x drivers are up to date and that openAL is properly installed. Version 8.05 works on my system no problem.

I believe the problem is graphics related and have checked the DXL_log and it all seems to work fine up to this point:

<Driver3D_DX9::LoadShaders 992> LoadShader "ps_texmask8" failed.
<Driver3D_DX9::LoadShaders 995> LoadShader "ps_texmask12" failed.
<Driver3D_DX9::LoadShaders 998> LoadShader "ps_texmask16" failed.
<Driver3D_DX9::LoadShaders 1001> LoadShader "ps_texmask24" failed.
<Driver3D_DX9::LoadShaders 1004> LoadShader "ps_texmask32" failed.
<Driver3D_DX9::LoadShaders 1007> LoadShader "ps_texmask48" failed.
<Driver3D_DX9::LoadShaders 1010> LoadShader "ps_texmask64" failed.
<Driver3D_DX9::LoadShaders 1013> LoadShader "ps_texmask96" failed.
<Driver3D_DX9::LoadShaders 1016> LoadShader "ps_texmask128" failed.

Apologies that this is a slightly lengthy post. If anyone has any ideas they would be gratefully received.

Thank you

I'll look into it, thanks for the log - that may help actually.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 07, 2010 21:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

Barry Brien wrote:
Lucius when I turned off the bloom everything was fine again. Not sure of his specs, its a Dell Inspiron 1501 running XP.

That's good to hear, thanks.

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

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 07, 2010 21:39    Post subject: View user's profile Send private message Reply with quote

Barry Brien wrote:
Yeah fair enough, it's just frustrating not being able to play this.


That's understandable. I guess I'm just used to dealing with that sort of thing because as a lefty, I'm always having to figure out how to adapt to right-handed crap. I have to admit that I didn't exactly embrace mouselook when it first started appearing in games, but once I got used to it there was no going back. And even then, there were bumps in the road. I always used to play shooters with the y-axis reversed, so that it acted more like airplane controls. But about a year ago, something weird happened, and suddenly that wasn't working for me anymore. I had to go into all the games I had been playing and set the y-axis back to normal. Once I did that, everything was fine again.

If I may ask, what specifically is it about mouselook that has caused you so much grief for so long? I'm genuinely curious.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 08, 2010 10:52    Post subject: View user's profile Send private message Send e-mail Reply with quote

klasodeth wrote:
Barry Brien wrote:
Yeah fair enough, it's just frustrating not being able to play this.


That's understandable. I guess I'm just used to dealing with that sort of thing because as a lefty, I'm always having to figure out how to adapt to right-handed crap. I have to admit that I didn't exactly embrace mouselook when it first started appearing in games, but once I got used to it there was no going back. And even then, there were bumps in the road. I always used to play shooters with the y-axis reversed, so that it acted more like airplane controls. But about a year ago, something weird happened, and suddenly that wasn't working for me anymore. I had to go into all the games I had been playing and set the y-axis back to normal. Once I did that, everything was fine again.

If I may ask, what specifically is it about mouselook that has caused you so much grief for so long? I'm genuinely curious.



Hey I'm a lefty too!
To be honest, I don't really play very many games (on PC anyway). Any time I have played any FPS games I've reconfigured the controls to be the same as DF, as that is what I am used to. I've just never gotten used to mouselook. I tried playing through DarkXL yesterday using mouselook and I was just awful. Could barely make it through Talay. Good thing Lucius abolished the number of lives a player can have.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 08, 2010 11:42    Post subject: View user's profile Send private message Reply with quote

Ah, for me it's the opposite. Much of my childhood was spent playing computer games, with comparatively little time spent on consoles. The older I got the more the PC won out over the videogame systems. The last time I bought a videogame console was in the 20th century. Laughing

I remember being wowed by Wolfenstein 3D and being floored when Doom came out. I turned into such a hopeless fan of first-person-shooters that there's no way I could let evolving control schemes keep me down for long. Only Bioshock has triumphed over me in that respect, placing a hard-coded key right in the middle of my usual control scheme. The annoyance and awkwardness of having to use the opposite side of the keyboard was enough that I decided not to bother playing it.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 08, 2010 20:11    Post subject: View user's profile Send private message Send e-mail Reply with quote

When we first got DF all those years ago I used to play it with one of those huge flight simulator joysticks. It wasn't long before the thing was destroyed and I started using the keys, and I haven't looked back since. Maybe I should just get a joypad altogether. It would certainly be easier for me to play stuff like DarkXL.
Consoles have come a long way since the last millenium. I was playing Call Of Duty on the Wii yesterday with the zapper addon. It was very enjoyable.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Feb 09, 2010 00:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hahah joysticks, how very 90s.

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tnoyce
Ree-Yees

Joined: 20 Sep 2009

PostPosted: Feb 09, 2010 01:10    Post subject: Old PCer here View user's profile Send private message Reply with quote

Yeah,

I grew up in the era before most of the consoles really took hold. Heck, I still remember the day we got our first 13" color tv. Big change from the old black and white, with vacuum tube technology.

Still remember Pong and the Atari 2600, though such things were seen as frivolous expenses in my house growing up. We never had a console of any type.

Pretty amazing when you think of what computer games used to be, vs where they are now. Very different expectations and implementations. Same goes for physical hardware of course.

I agree that mouse-look in games like this is a huge asset. I've tried playing the old DOS version a bit, and have a heck of a time hitting much of anything above eye-level, especially with Auto-aim disabled - my preferred setting.

Sometimes a joystick is a good option, though it doesn't really 'feel' quite right for this type of game. For those of us that have dealt with Carpal Tunnel, an option other than keyboard is a good thing to have on occasion.

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GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Feb 09, 2010 01:30    Post subject: View user's profile Send private message Reply with quote

I didn't have to turn on any of the arguments, but I did get stuck in a doorway on the Secret Base level.

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

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 09, 2010 17:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

Success! updated my graphics drivers and now it's working beautifully. I'll look forward to playing this properly.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 09, 2010 20:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

Barry Brien wrote:
Success! updated my graphics drivers and now it's working beautifully. I'll look forward to playing this properly.

Awesome!

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

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Feb 09, 2010 20:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

Totally. It's looking great Lucius.

joel96
Ree-Yees

Joined: 31 Jan 2010

PostPosted: Feb 10, 2010 21:54    Post subject: View user's profile Send private message Reply with quote

Can someone do a difficulty check on the latest build? Maybe it is because the Steam version is so difficult to use because of the horrible graphics and lack of mouse Y-axis, but it seemed to me like the enemies were easier on the DXL version. Enemy accuracy is tough to check, so just do a head count of enemies in the SecBase level. Keep in mind there are secret areas with additional enemies, and more enemies sometimes spawn in an area after you have left it. Steph Smith in the KLoepelmann FAQ did a count between difficulty levels. It can be used as a rough guide. Scroll about halfway down: http://www.gamefaqs.com/computer/doswin/file/3397/2031

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Yes, I am that joeybuddy96.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 10, 2010 22:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'm pretty sure the enemy count is correct, though the enemy activation and accuracy needs to be further tweaked.

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Feb 11, 2010 04:38    Post subject: View user's profile Send private message Send e-mail Reply with quote

The Steam version is identical to the original retail version except:

- The control scheme has been changed in setup to more closely match modern FPSs as much as possible.
- A no-cd crack has been applied to remove the need for a CD.
- Bundled with DOSBox, as it will not run properly in Windows' own DOS emulation. You are free to use your own solution such as virtualization of the MS-DOS OS or whatever.

No other differences AFAIK. LA lost the source code anyway long ago so it's not like they could change anything really if they wanted to.

I'm not sure why enemy count would be something brought into question. Other than enemy spawners, every enemy is explicitly defined in a level's .O file. Figuring out how many enemies and where to put them is the EASY pary.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 11, 2010 05:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

The MAZZTer wrote:
The Steam version is identical to the original retail version except:

- The control scheme has been changed in setup to more closely match modern FPSs as much as possible.
- A no-cd crack has been applied to remove the need for a CD.
- Bundled with DOSBox, as it will not run properly in Windows' own DOS emulation. You are free to use your own solution such as virtualization of the MS-DOS OS or whatever.

No other differences AFAIK. LA lost the source code anyway long ago so it's not like they could change anything really if they wanted to.

I'm not sure why enemy count would be something brought into question. Other than enemy spawners, every enemy is explicitly defined in a level's .O file. Figuring out how many enemies and where to put them is the EASY pary.

I'm pretty sure he was referring to the difficulty of DarkXL versus the Steam or CD version of the game, which I was responding to.

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

Mark Saffrey
Dianoga

Joined: 06 Feb 2010

PostPosted: Feb 12, 2010 10:28    Post subject: View user's profile Send private message Reply with quote

joel96 wrote:
Can someone do a difficulty check on the latest build? Maybe it is because the Steam version is so difficult to use because of the horrible graphics and lack of mouse Y-axis, but it seemed to me like the enemies were easier on the DXL version. Enemy accuracy is tough to check, so just do a head count of enemies in the SecBase level. Keep in mind there are secret areas with additional enemies, and more enemies sometimes spawn in an area after you have left it. Steph Smith in the KLoepelmann FAQ did a count between difficulty levels. It can be used as a rough guide. Scroll about halfway down: http://www.gamefaqs.com/computer/doswin/file/3397/2031



I think the main thing makes DXL easier compared to the original is the ability to aim with the mouse as opposed to relying on the keyboard. I remember playing the game the first time round before mouse support existed and even with auto aim it could still sometimes be quite difficult to hit anything straight off.

joel96
Ree-Yees

Joined: 31 Jan 2010

PostPosted: Feb 12, 2010 17:32    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
I'm pretty sure the enemy count is correct, though the enemy activation and accuracy needs to be further tweaked.


I don't understand why the accuracy would be different. It seems like if accuracy were changed at all from the Steam version, it would not work at all, i.e. enemies would not fire or they would fire, but no laser bolts would be drawn. I haven't noticed any difference in activation, but lucius did.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 12, 2010 18:33    Post subject: View user's profile Send private message Send e-mail Reply with quote

joel96 wrote:
I don't understand why the accuracy would be different. It seems like if accuracy were changed at all from the Steam version, it would not work at all, i.e. enemies would not fire or they would fire, but no laser bolts would be drawn. I haven't noticed any difference in activation, but lucius did.

Enemies in DarkXL have an accuracy rating. This accuracy determines how much their aim can deviate from their desired target point, the more inaccurate the more likely they are to miss a given shot. This doesn't change how fast the bolts travel, how often they shoot or anything like that. A higher difficulty could be implemented - or making all the difficulty levels greater - by making the enemies react faster and shoot more accurately. This may happen in the future, once the core game is complete and tweaked.

If you really wanted to, though, you could go into the "CoreLogics.as" file and increase the firing rate and accuracy of the Stormtroopers yourself just to see. Smile Just remember, though, that the script file will be replaced with each build until all the logics are implemented. (I really need to seperate it out into multiple files: one for items, enemies, weapons and so on).

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