| Author |
Message |
lucius DarkXL Developer

Joined: 17 Feb 2008
|
Posted: Oct 22, 2010 09:20 Post subject: DarkXL Build 9.07 Released |
|
|
I've release Build 9.07, which you can read about on the blog.
It fixes crash issues when loading multiple levels, switch alignment, a variety of INF issues, jumping in liquids and more. Level 4 can be completed fairly as well.
In the next build the next level (or 2) will be completable. Then we'll see where we are, but generally I'll keep fixes problems until the whole game is completable. 
_________________ DarkXL....http://darkxl.wordpress.com |
|
Gez Gamorrean
Joined: 05 May 2008
|
Posted: Oct 22, 2010 10:52 Post subject: |
|
|
Console key still is QWERTY-only, window still start maximized. Otherwise, much better. A little problem I've noticed is that now you can get stuck in dianogas when you fall upon them (if they were lurking just at the bottom of a sludge fall, or, but it's more difficult to achieve, when you jump above them).
|
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Oct 22, 2010 18:25 Post subject: |
|
|
I know this has been answered numerous times, but how do I load a level beyond testbase? Can I do that from the console or do I have to do it outside the program?
_________________ I don't think outside the box... I customize it. |
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
|
Jimmy Chicken Gamorrean
Joined: 09 Dec 2003
|
Posted: Oct 22, 2010 18:34 Post subject: |
|
|
Holy Dark Forces batman! I just stopped by today and saw that progress has begun again on DarkXL!
Having just finished playing build 9.07 and I must say, things are looking good. I didn't notice any problems other than whats already been mentioned. However, (not sure if this one has been mentioned), my memory might be hazy, but I seem to recall when picking up the prink metal in level 4 that the platform your standing on goes downward like an elevator. Then you have to swim to this door which takes you out of the chamber. Unfortunately, the elevator didn't go down in darkxl, but I was still able to backtrack and complete the level anyway.
Other then that, nice work! A lot of the bugs I remember (like collision, etc.) seems to be fixed. Keep it up!
|
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
Posted: Oct 22, 2010 18:37 Post subject: |
|
|
Yes the central platform lowering is still missing but it's not critical to the playability of the level so I decided to make a release even with that missing. I want to get all the "broad strokes" work done, get the game fully playable and completable, then I'll go back and finish the less critical details afterwards.
_________________ DarkXL....http://darkxl.wordpress.com |
|
joel96 Ree-Yees
Joined: 31 Jan 2010
|
Posted: Oct 24, 2010 06:17 Post subject: |
|
|
Is there a console command to show current xyz coordinates in 9.07? I'm playing through it on Hard. Level 6 is nigh on impossible to find all of the secrets when following a guide that gives their locations out in xyz format (e.g. blow open the following four walls at these four coordinates). So far, I haven't encountered many issues. The red door on level 4 that is opened normally by shooting the moving vertical wall does not open, so I had to clip through it. You can't aim straight up yet, which makes things hard when you get to ceiling turrets and floating 2D probot sprites. Little rocks on the ground on level one won't let you walk over them, you have to jump over the four inch rocks or walk around them.
_________________ Yes, I am that joeybuddy96. |
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
Posted: Oct 24, 2010 08:13 Post subject: |
|
|
joel96 wrote:
Is there a console command to show current xyz coordinates in 9.07? I'm playing through it on Hard. Level 6 is nigh on impossible to find all of the secrets when following a guide that gives their locations out in xyz format (e.g. blow open the following four walls at these four coordinates). So far, I haven't encountered many issues. The red door on level 4 that is opened normally by shooting the moving vertical wall does not open, so I had to clip through it. You can't aim straight up yet, which makes things hard when you get to ceiling turrets and floating 2D probot sprites. Little rocks on the ground on level one won't let you walk over them, you have to jump over the four inch rocks or walk around them.
You can see the coordinates by using the t_showrenderstats 1 in the console. Be warned though, the coordinates are transformed a little... (but it's just a change in coordinate system, not to hard once you see the pattern). For help in the console just type help and for a command list type cmdlist.
Shoot switches are working for the next build, so the secret in level 4 will work properly.
I think all sprites are given collision by default, unless a logic overrides it. Obviously this will have to be changed.
Thanks for trying it out. The next build will have a few more levels completable and more stuff working correctly in the existing levels (such as shoot switches and the core moving up and down after getting the Phrik), so get ready to try that one out in a couple of days. 
_________________ DarkXL....http://darkxl.wordpress.com |
|
joel96 Ree-Yees
Joined: 31 Jan 2010
|
|
Marley Gamorrean
Joined: 30 Sep 2003
|
Posted: Oct 24, 2010 18:52 Post subject: |
|
|
Just had a change to properly play this and it's a real piece of work. Outstanding. Still buggy without all the inf and logics but now lots of fun to play. Did notice one thing though - after playing gromas mines all the sprites maintain the same red hue in the next level regardless of which ever level you play after it. Can't wait for the next build, gonna play with the editor soon...
_________________ *ZaP* |
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
|
Marley Gamorrean
Joined: 30 Sep 2003
|
|
|