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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 18, 2010 09:47 Post subject: DarkXL Build 9.06 Released |
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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 |
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Gez Gamorrean
Joined: 05 May 2008
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 18, 2010 13:46 Post subject: |
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Good good, will check this when I get home - haven't got the change to test 9.05 yet...
_________________ *ZaP* |
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Mark Saffrey Dianoga
Joined: 06 Feb 2010
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Posted: Oct 18, 2010 15:09 Post subject: |
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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
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lucius DarkXL Developer
Joined: 17 Feb 2008
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Gez Gamorrean
Joined: 05 May 2008
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 18, 2010 23:07 Post subject: |
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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?
_________________ I don't think outside the box... I customize it. |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 18, 2010 23:27 Post subject: |
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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?
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... 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 |
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Oct 19, 2010 01:09 Post subject: |
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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"
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 19, 2010 01:37 Post subject: |
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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.
_________________ DarkXL....http://darkxl.wordpress.com |
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 19, 2010 03:45 Post subject: |
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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 ) 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.
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Oct 19, 2010 04:15 Post subject: |
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Yeah the Fusion Cutter isn't totally implemented yet. It's equipable but causes a crash for me.
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 19, 2010 05:39 Post subject: |
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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 |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 19, 2010 08:03 Post subject: |
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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* |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 19, 2010 08:28 Post subject: |
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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 |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Oct 19, 2010 22:23 Post subject: |
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I'm extremely happy that this is still being worked on. Keep up the good work lucius!
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swaaye Dianoga
Joined: 14 Sep 2008
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Posted: Oct 20, 2010 01:35 Post subject: |
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I noticed that the music plays turbo-style, though I'm sure this is a known issue.
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!!
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 20, 2010 07:05 Post subject: |
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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 |
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Oct 20, 2010 11:40 Post subject: |
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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.
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lucius DarkXL Developer
Joined: 17 Feb 2008
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Oct 21, 2010 01:02 Post subject: |
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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?
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lucius DarkXL Developer
Joined: 17 Feb 2008
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 21, 2010 06:56 Post subject: |
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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
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 21, 2010 09:01 Post subject: |
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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 |
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The MAZZTer Death Star
Joined: 25 Sep 2003
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Posted: Oct 21, 2010 11:56 Post subject: |
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Hmm seems I missed a month's worth of updates... the new build should be interesting to try then...
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 21, 2010 14:44 Post subject: |
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I am actually genuinely excited that the inf is going in
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
_________________ *ZaP* |
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Oct 21, 2010 21:53 Post subject: |
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Marley wrote:
I am actually genuinely excited that the inf is going in
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
Fortunately I already know what the major problems are, so I'm good for now. 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 |
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Mark Saffrey Dianoga
Joined: 06 Feb 2010
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