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DarkXL Build 9.06 Released
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 18, 2010 09:47    Post subject: DarkXL Build 9.06 Released View user's profile Send private message Send e-mail Reply with quote

A new build is up, this one dealing with a bunch of little things that needed to be implemented or fixed - such as preserving momentum when jumping or falling, falling damage, death animation, checkpoints and so on.

Read about it and download it here.

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

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 18, 2010 10:18    Post subject: View user's profile Send private message Reply with quote

Quote:
The console key now uses the proper key ID – it should work on non-QWERTY keyboard layouts.


No, unfortunately. Sad

Quote:
In Windowed mode, the window is no longer resizable.


But it still starts maximized.

Also, I get stuck a lot in Anoat City sewers. In places with strong currents, like the main collector with the lift exit, if you get in one of the barred secondary exits, you can't get out.

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Oct 18, 2010 13:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Good good, will check this when I get home - haven't got the change to test 9.05 yet...

_________________
*ZaP*

Mark Saffrey
Dianoga

Joined: 06 Feb 2010

PostPosted: Oct 18, 2010 15:09    Post subject: View user's profile Send private message Reply with quote

Hi Lucius,

Sorry to sound like a broken record but this build is not working for me either. I am still getting the same blank screen issue which starting it up in safe mode does not fix.

My system is a compaq running windows vista sp2, intel celeron E1200 Dual core processor @ 1.6GHZ, and the graphics use the intel GMA 3100 chipset. The last version of dark xl I have been able to run is 8.05 The log file is as follows

DarkXL Alpha, Build 9.06
<System::InitLogFile 93> Log File Open
<WinMain 284> Initialize Game.
<Driver3D_DX9::Init 195> Using Sofware Vertex Processing.
<Driver3D_DX9::Init 201> Using Pixel Shader 2.0+.
<Driver3D_DX9::Init 222> Video Mode Count [X8R8G8B8]: 59.
<Driver3D_DX9::Init 251> Mode[4]: 640 x 400, Ref: 70, format: 22
<Driver3D_DX9::Init 251> Mode[5]: 640 x 480, Ref: 59, format: 22
<Driver3D_DX9::Init 251> Mode[6]: 640 x 480, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[7]: 640 x 480, Ref: 70, format: 22
<Driver3D_DX9::Init 251> Mode[8]: 640 x 480, Ref: 73, format: 22
<Driver3D_DX9::Init 251> Mode[9]: 640 x 480, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[10]: 640 x 480, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[11]: 800 x 600, Ref: 56, format: 22
<Driver3D_DX9::Init 251> Mode[12]: 800 x 600, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[13]: 800 x 600, Ref: 72, format: 22
<Driver3D_DX9::Init 251> Mode[14]: 800 x 600, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[15]: 800 x 600, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[16]: 1024 x 768, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[17]: 1024 x 768, Ref: 70, format: 22
<Driver3D_DX9::Init 251> Mode[18]: 1024 x 768, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[19]: 1152 x 864, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[20]: 1152 x 864, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[21]: 1152 x 864, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[22]: 1280 x 600, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[23]: 1280 x 720, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[24]: 1280 x 720, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[25]: 1280 x 720, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[26]: 1280 x 768, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[27]: 1280 x 768, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[28]: 1280 x 768, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[29]: 1280 x 960, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[30]: 1280 x 960, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[31]: 1280 x 960, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[32]: 1280 x 1024, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[33]: 1280 x 1024, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[34]: 1280 x 1024, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[35]: 1400 x 1050, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[36]: 1400 x 1050, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[37]: 1400 x 1050, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[38]: 1600 x 900, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[39]: 1600 x 900, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[40]: 1600 x 900, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[41]: 1600 x 1200, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[42]: 1600 x 1200, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[43]: 1600 x 1200, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[44]: 1680 x 1050, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[45]: 1792 x 1344, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[46]: 1792 x 1344, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[47]: 1800 x 1440, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[48]: 1856 x 1392, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[49]: 1856 x 1392, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[50]: 1920 x 1080, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[51]: 1920 x 1080, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[52]: 1920 x 1080, Ref: 85, format: 22
<Driver3D_DX9::Init 251> Mode[53]: 1920 x 1200, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[54]: 1920 x 1200, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[55]: 1920 x 1440, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[56]: 1920 x 1440, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[57]: 2048 x 1536, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[58]: 2048 x 1536, Ref: 75, format: 22
<Driver3D_DX9::LoadShaders 1670> LoadShader "ps_texmask8" failed.
<Driver3D_DX9::LoadShaders 1673> LoadShader "ps_texmask12" failed.
<Driver3D_DX9::LoadShaders 1676> LoadShader "ps_texmask16" failed.
<Driver3D_DX9::LoadShaders 1679> LoadShader "ps_texmask24" failed.
<Driver3D_DX9::LoadShaders 1682> LoadShader "ps_texmask32" failed.
<Driver3D_DX9::LoadShaders 1685> LoadShader "ps_texmask48" failed.
<Driver3D_DX9::LoadShaders 1688> LoadShader "ps_texmask64" failed.
<Driver3D_DX9::LoadShaders 1691> LoadShader "ps_texmask96" failed.
<Driver3D_DX9::LoadShaders 1694> LoadShader "ps_texmask128" failed.
<Driver3D_DX9::Init 285> Direct3D Device Created.
<Driver3D_DX9::Init 401> Fonts created.
<Driver3D_DX9::Init 414> Line drawing system created.
<Game::Init 561> Initializing Sound System.
<Driver3D_DX9::Destroy 614> Direct3D Device Destroy.
<System::CloseLogFile 104> Log File Close

Any suggestions would be appreciated.

Thanks,

Mark

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 18, 2010 17:22    Post subject: View user's profile Send private message Send e-mail Reply with quote

Gez wrote:
Quote:
The console key now uses the proper key ID – it should work on non-QWERTY keyboard layouts.


No, unfortunately. Sad

Strange, I'll have to look into it a bit more.

Gez wrote:
Quote:
In Windowed mode, the window is no longer resizable.


But it still starts maximized.

What OS are you running? The window is the correct size on all the systems I tested on.

Gez wrote:
Also, I get stuck a lot in Anoat City sewers. In places with strong currents, like the main collector with the lift exit, if you get in one of the barred secondary exits, you can't get out.

This must be because of the jumping change. I should probably allow the player to control the jump right up until they leave the water. I'll make the change in the next build.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 18, 2010 17:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

Mark Saffrey wrote:
Hi Lucius,

Sorry to sound like a broken record but this build is not working for me either. I am still getting the same blank screen issue which starting it up in safe mode does not fix.

My system is a compaq running windows vista sp2, intel celeron E1200 Dual core processor @ 1.6GHZ, and the graphics use the intel GMA 3100 chipset. The last version of dark xl I have been able to run is 8.05 The log file is as follows

...

Any suggestions would be appreciated.

Thanks,

Mark

Alright, sorry it still doesn't work for you. I'll go through and make sure I'm not getting any D3D warnings or other issues. I also need to figure out if/why software vertex processing causes a problem.

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


Last edited by lucius on Oct 18, 2010 18:02; edited 1 time in total

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Oct 18, 2010 17:49    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
What OS are you running? The window is the correct size on all the systems I tested on.



Vista 32 Home Premium SP2.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Oct 18, 2010 23:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

Wow, dude, you're churning these out faster than I can get around to checking them out. Making up for a bunch of time aren't ya? Very Happy

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 18, 2010 23:27    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Wow, dude, you're churning these out faster than I can get around to checking them out. Making up for a bunch of time aren't ya? Very Happy

I'm making a push for the BETA. I'm intent on having the game fully playable and completable in the very near future. It's actually closer then it seems, due to having a few issues blocking a lot of content - once they are dealt with... Twisted Evil Of course having the game completable doesn't mean bug-free or perfect... but after that it's basically just tweaks and bug fixes.

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

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Oct 19, 2010 01:09    Post subject: View user's profile Send private message Reply with quote

Jumping feels much better now!

I was able to reproduce a similar Nar Shaddaa Crow bug that I had with 9.04. It only shows up when Talay is loaded before playing Nar Shaddaa.



Nar Shaddaa also crashes for me after Anteevy is loaded.

Code:
DarkXL Alpha, Build 9.06
<System::InitLogFile 93> Log File Open
<WinMain 284> Initialize Game.
<Driver3D_DX9::Init 190> Using Hardware Vertex Processing.
<Driver3D_DX9::Init 201> Using Pixel Shader 2.0+.
<Driver3D_DX9::Init 222> Video Mode Count [X8R8G8B8]: 30.
<Driver3D_DX9::Init 251> Mode[0]: 640 x 480, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[1]: 640 x 480, Ref: 59, format: 22
<Driver3D_DX9::Init 251> Mode[2]: 640 x 480, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[3]: 720 x 480, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[4]: 720 x 480, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[5]: 720 x 576, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[6]: 720 x 576, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[7]: 800 x 600, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[8]: 800 x 600, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[9]: 1024 x 768, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[10]: 1024 x 768, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[11]: 1152 x 864, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[12]: 1280 x 720, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[13]: 1280 x 720, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[14]: 1280 x 720, Ref: 59, format: 22
<Driver3D_DX9::Init 251> Mode[15]: 1280 x 768, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[16]: 1280 x 800, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[17]: 1280 x 960, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[18]: 1280 x 1024, Ref: 75, format: 22
<Driver3D_DX9::Init 251> Mode[19]: 1280 x 1024, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[20]: 1360 x 768, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[21]: 1600 x 900, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[22]: 1600 x 1024, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[23]: 1600 x 1200, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[24]: 1680 x 1050, Ref: 59, format: 22
<Driver3D_DX9::Init 251> Mode[25]: 1680 x 1050, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[26]: 1920 x 1080, Ref: 59, format: 22
<Driver3D_DX9::Init 251> Mode[27]: 1920 x 1080, Ref: 60, format: 22
<Driver3D_DX9::Init 251> Mode[28]: 1920 x 1200, Ref: 59, format: 22
<Driver3D_DX9::Init 251> Mode[29]: 1920 x 1200, Ref: 60, format: 22
<Driver3D_DX9::Init 285> Direct3D Device Created.
<Driver3D_DX9::Init 401> Fonts created.
<Driver3D_DX9::Init 414> Line drawing system created.
<Game::Init 561> Initializing Sound System.
<Driver3D_DX9::ResetDevice 2211> Reset the device.
<Driver3D_DX9::ResetDevice 2214> DeviceNotReset.
<Driver3D_DX9::ResetDevice 2227> Reset successful!
<Game::LoadMap 697> Loading Map: NARSHADA.LEV
<GOB_Reader::OpenFile 136> Failed to load narshada.cmp from "C:/DARK/DARK.GOB"
<Game::LoadMap 753> Map loaded successfully.
<Game::LoadMap 697> Loading Map: ROBOTICS.LEV
<GOB_Reader::OpenFile 136> Failed to load RWDANGER.BM from "C:/DARK/TEXTURES.GOB"
<GOB_Reader::OpenFile 136> Failed to load ZWDIRTY1.BM from "C:/DARK/TEXTURES.GOB"
<Game::LoadMap 753> Map loaded successfully.
<Game::LoadMap 697> Loading Map: NARSHADA.LEV
<GOB_Reader::OpenFile 136> Failed to load narshada.cmp from "C:/DARK/DARK.GOB"


lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 19, 2010 01:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks for the information. I didn't realize the problem was based on level loading order, that explains why I didn't see it (I was loading Nar Shaddaa directly).

I'll look at the crash, thanks for the info. Smile

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

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Oct 19, 2010 03:45    Post subject: View user's profile Send private message Reply with quote

Wow that was quick! Latest bugs I'm seeing are: I think the falling yell starts about a half second after you go off a cliff (should silence when you hit the ground Very Happy ) Enemies kept blasting at the dead Kyle as well (and his shields were still there, being depleted). Also, the VUE of the departing Crow at the beginning of Testbase was followed in quick succession by the VUE of the returning Crow... not sure what the state of VUEs is right now so I'm not worried about it. While crouched in the tunnel into the base, I had a crash while shooting the fusion cutter in that confined area.

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Oct 19, 2010 04:15    Post subject: View user's profile Send private message Reply with quote

Yeah the Fusion Cutter isn't totally implemented yet. It's equipable but causes a crash for me.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 19, 2010 05:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

Sorry about the Fusion Cutter, it is not fully implemented. I starting working on the weapons then decided it would be better to work on some other things first.

The VUE issue needs to be looked at, though I believe it's INF related rather then VUE related.

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

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Oct 19, 2010 08:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hmm, from what I remember when the crow flies away at the begining of Talay it goes behind a wall and shrinks down to that size - could this issue be due to 3dos taking up the last position on the vue they were in on the previous level?

_________________
*ZaP*

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 19, 2010 08:28    Post subject: View user's profile Send private message Send e-mail Reply with quote

Good news. I found the cause of the various crashes, including the one above. I also figured out the issue with the Crow as well. The next build should also fix Gez's problem with the window being maximized (though I can't be sure since I can't repro) and fix the problem with getting stuck in the currents due to the jumping change. In Dark Forces, you build up momentum right up until you reach the water surface, which has been replicated and fixes the problem.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 19, 2010 08:32    Post subject: View user's profile Send private message Send e-mail Reply with quote

Marley wrote:
Hmm, from what I remember when the crow flies away at the begining of Talay it goes behind a wall and shrinks down to that size - could this issue be due to 3dos taking up the last position on the vue they were in on the previous level?

Yes and no. It was a memory problem, where objects were not being recycled back into the object pools correctly. The result was that an object had stale data - the Crow being shrunk from Talay. However this also led to crashes when going between levels, memory corruption and all sorts of nastiness. It's amazing that the symptoms were so relatively mild. This being fixed will be a big improvement in the general stability and behavior of DarkXL - though it will mostly be unnoticed. Razz

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

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Oct 19, 2010 22:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'm extremely happy that this is still being worked on. Keep up the good work lucius! Very Happy

swaaye
Dianoga

Joined: 14 Sep 2008

PostPosted: Oct 20, 2010 01:35    Post subject: View user's profile Send private message Reply with quote

I noticed that the music plays turbo-style, though I'm sure this is a known issue. Wink

Another thing is I couldn't get the game to play on my Audigy's synth. It would only play on the MS softsynth even when I changed the default MIDI device in Win7 here. Maybe there needs to be a MIDI device selection box.

Thanks for all the work Lucius!!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 20, 2010 07:05    Post subject: View user's profile Send private message Send e-mail Reply with quote

Just a heads up. I put the weapon and enemy work on hold in order to work on the INF and switch issues. I realized (as someone already mentioned either here or on the blog) that there are enough logics implemented (as well as collision and movement issues fixed) that many (most?) of the levels will be completable once the INF and switch issues are worked out.

Once I figure out what's going wrong with the logics on level 4 I'll put out another build - which will include the previously mentioned fixes (jumping in liquids, crashes, Crow issues, window starting out maximized).

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

Lionel Fouillen
Gamorrean

Joined: 27 Sep 2003

PostPosted: Oct 20, 2010 11:40    Post subject: View user's profile Send private message Reply with quote

Still not working for me. I get a blank background in the DarkXL window. Somebody with a similar problem mentioned that the last working version on his PC was release 8.05. Would it still be possible to download it from somewhere? I would like to test that version. As I mentioned earlier, release 9.03 is the first version I ever tried to run on my PC.

Thanks.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 20, 2010 19:05    Post subject: View user's profile Send private message Send e-mail Reply with quote

Lionel Fouillen wrote:
Still not working for me. I get a blank background in the DarkXL window. Somebody with a similar problem mentioned that the last working version on his PC was release 8.05. Would it still be possible to download it from somewhere? I would like to test that version. As I mentioned earlier, release 9.03 is the first version I ever tried to run on my PC.

Thanks.

As mentioned above the next version fixes various memory problems, it would be interesting for you to test on that one once it comes out. If that doesn't work then find out where version 8.05 is uploaded.

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

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Oct 21, 2010 01:02    Post subject: View user's profile Send private message Send e-mail Reply with quote

I've been wondering something. In the original Dark Forces you could punch an enemy such as a stormtrooper or an officer while running and they'll go flying just a bit backwards, but you can't do that in DarkXL. Will this be changed later on?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 21, 2010 01:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

BlazingPhoenix wrote:
I've been wondering something. In the original Dark Forces you could punch an enemy such as a stormtrooper or an officer while running and they'll go flying just a bit backwards, but you can't do that in DarkXL. Will this be changed later on?

Yes. Once all the major details are out of the way, I'll go back to begin polishing, tweaking values, tweaking AI, etc.. Once the project reaches BETA then it's time to go through and make sure all the smaller details are right and feel good. Smile

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

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Oct 21, 2010 06:56    Post subject: View user's profile Send private message Reply with quote

The most fun to be had is crouching and aiming up all the way...when you land the deathblow they fly way up in the air. Yay Razz

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 21, 2010 09:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

Just dropping by to mention that I've been having good progress debugging the INF issues. As expected, fixing issues not only affects the level I'm currently looking at but other levels as well.

The first major problem is that there was a bug when setting up the initial stop - basically this would cause the first stop to be wrong sometimes. Examples: in Talay, there is a rotating bridge with a small room in the middle. The doors usually close and open based on the current state of the bridge, previously in DarkXL they'd always be open. In Talay, there is a small alcove opened by a switch near the ground that would start out open (thus making the switch redundant) previously. In "Test Base" - the level 4 Research Facility - the doors blocking the player from entering the base from the back entrance would start out open instead of closed, allowing you to skip most of the level.

Another problem was that I somehow neglected to implement "elevator move_fc" which caused the final puzzle to work incorrectly.

Finally custom events where not supported properly, also affecting that same puzzle.

So level 4 is nearly completable (without cheating) - I still have to figure out why some switches aren't appearing and why the door next to the keycode input area works incorrectly.

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Oct 21, 2010 11:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hmm seems I missed a month's worth of updates... the new build should be interesting to try then... Smile

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

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Oct 21, 2010 14:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

I am actually genuinely excited that the inf is going in Very Happy

Stil haven't had change to properly test the last few builds - being Uber busy with work. Probably won't be for a couple of weeks now the way work is going Sad

_________________
*ZaP*

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 21, 2010 21:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

Marley wrote:
I am actually genuinely excited that the inf is going in Very Happy

Stil haven't had change to properly test the last few builds - being Uber busy with work. Probably won't be for a couple of weeks now the way work is going Sad

Fortunately I already know what the major problems are, so I'm good for now. Smile However once all the major problems are out of the way and the game is fully playable, DarkXL will need lots of testing of course.

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

Mark Saffrey
Dianoga

Joined: 06 Feb 2010

PostPosted: Oct 22, 2010 19:03    Post subject: View user's profile Send private message Reply with quote

Lionel Fouillen wrote:
Still not working for me. I get a blank background in the DarkXL window. Somebody with a similar problem mentioned that the last working version on his PC was release 8.05. Would it still be possible to download it from somewhere? I would like to test that version. As I mentioned earlier, release 9.03 is the first version I ever tried to run on my PC.

Thanks.



Hi you can download build 8.05 if needed by following this link:

http://www.darkxl.df-21.net/Builds/DarkXL_Alpha_b8_05.zip

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