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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Sep 28, 2010 00:56 Post subject: What do you want to see next the most? |
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So the next build is obviously the culling/clipping part of the pure renderer and the improved "portal free" collision (i.e. also known as "no more getting stuck on adjoins or other surfaces").
After that the goal is to finish the gameplay and getting the game fully playable as fast as possible.
So my question is this: given those goals, if you could pick one or a few things that should get top priority and be implemented/fixed first - what would it/they be? If only one or two new features/fixes went into the following build - what would you pick?
It all has to get done, of course, I'm just trying to get an idea of where people's priorities would be.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Sep 28, 2010 01:36 Post subject: |
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Classic DF controls.
Implemented cheats for testing levels and not having to worry about getting killed.
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Sep 28, 2010 12:38 Post subject: |
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A console, for said cheats and tests.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Sep 28, 2010 17:47 Post subject: |
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Fair requests. I can add the keyboard turning and look up/down and make mouse look optional. It'll default to on, however, since most people are likely to prefer it.
Cheats and a console would be useful of course. The scripts could have a function to print to the console as well for debugging (there is already a function to print to the screen in the "message area" but that's usually only used for powerups, ammo, etc. and uses an index into the DF table of messages - not too useful for debugging).
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Sep 28, 2010 18:36 Post subject: |
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INF so I can start playing with my levels in Dark XL and getting ideas of what to do next and so I can see the original levels in all their glory.
_________________ *ZaP* |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Sep 29, 2010 00:59 Post subject: |
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Definitely INF -- the complex (and hence buggy/HOMing) areas of my level could use DarkXL for testing, but they're heavy on some of the INF that hasn't been implemented. Same with the original DF and custom levels, the INF is probably the biggest thing missing from them currently.
That console might also be useful, especially while some of the other features aren't yet complete. It would help bypass nonfunctional doors, elevators, etc. if all the INF isn't implemented yet.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Sep 29, 2010 03:52 Post subject: |
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I go with majority rule.
_________________ 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 02, 2010 21:22 Post subject: |
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Can anyone recommend the best level for testing as many INF features at once as possible? It would be easier to be able to test all at once rather then having to go through a dozen levels to see what's still broken. 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Oct 02, 2010 21:27 Post subject: |
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As for logics - I'm probably going to work on weapons, secondary fire and any missing powerups next. Then I'll get all the enemies roughed out with simple basic behaviors, then go back and tweak them one at a time. The goal is to get the whole game playable, but maybe not completely authentic quickly. Then to go back and make everything behave properly.
The goal is to get the game fully playable within the next couple of builds.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Oct 02, 2010 21:56 Post subject: |
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lucius wrote:
Can anyone recommend the best level for testing as many INF features at once as possible? It would be easier to be able to test all at once rather then having to go through a dozen levels to see what's still broken. 
Are you talking about the vanilla game only, or do user-made levels like the Dark Tide levels count? It seems like mods are likely to push the limits more than the original game levels.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Oct 02, 2010 22:43 Post subject: |
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Dark Tide pushes the engine in many ways. I'm hoping to find a level that uses the largest variety of INF functions without necessarily being complex in every other way too. Custom levels are what I was thinking of, since the current INF problems seem to be fairly evenly spread throughout all the vanilla levels (i.e. having to test a dozen or so levels just to make sure all the permutations are working).
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 03, 2010 01:58 Post subject: |
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I recommend Discovery at Ironfort and/or Mt. Kurek.
_________________ I don't think outside the box... I customize it. |
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Pumpkinetics Ree-Yees
Joined: 16 Oct 2007
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Posted: Oct 03, 2010 08:41 Post subject: |
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For complex INF, wouldn't Condition Red also be a good idea? (it would also be a good way to debug VUEs if there's any issues left there)
_________________ "So, how goes (X) ?"
"WORKIN' ON IT! I SWEAR!" |
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Oct 03, 2010 22:52 Post subject: |
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lucius wrote:
Can anyone recommend the best level for testing as many INF features at once as possible? It would be easier to be able to test all at once rather then having to go through a dozen levels to see what's still broken. 
Mines!
Seriously though, Mines could be like... the Acid 2 test of Dark Forces. You'd see how the engine reacts to a broken level!
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Posted: Oct 08, 2010 21:00 Post subject: |
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Indeed. With the emphasis on the word "acid".
I don't know about controls or cheat codes or anything like that, but if DarkXL doesn't barf on incorrectly sized floor and ceiling textures in exactly the same way DF does then a lot of people are going to be very disappointed...
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Pumpkinetics Ree-Yees
Joined: 16 Oct 2007
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Posted: Oct 09, 2010 11:09 Post subject: |
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Aye, I tried mines once on the last build and it was fairly standard (first time I saw which floor & ceiling textures Ari G used) but the worst crime would be the absence of the dimensional door... does Dark XL support infinite HOM planes? Because it has to. It just has to. (in all seriousness, I know Easter Attack and perhaps a couple more levels have "broken" adjoins where the walls don't line up exactly, so having an empty space option may be optimal.
_________________ "So, how goes (X) ?"
"WORKIN' ON IT! I SWEAR!" |
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Oct 11, 2010 10:33 Post subject: |
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Since the console is in now, I'm changing my vote to "in-game saves". It would be helpful (perhaps more than screenshots) for reporting some glitches or other problems.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 12, 2010 00:11 Post subject: |
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No classic controls yet? 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Oct 12, 2010 00:19 Post subject: |
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Barry Brien wrote:
No classic controls yet? 
Not yet, I'll get them in when I update the control dialog next - which will be when I implement secondary fire.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 12, 2010 00:24 Post subject: |
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No worries take your time Lucius. It's looking superb. I can't wait to try out some of the custom missions.
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