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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Nov 15, 2010 19:56 Post subject: Switching to the DarkXL Editor |
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I'm sure you've all seen the thread about the DarkXL level editor. Once Beta hits I plan on spending a lot more time on the map editing side of things (to start with), including - as I've posted elsewhere - adding Outlaws features such as slopes, dual adjoins, vertical adjoins, per-sector gravity and so on.
There are several things that need to be added before you can really use it for making Dark Forces / DarkXL (and eventually Outlaws) levels:
* The ability to place objects, including the start point.
* The ability to pack the files into a GOB file so you can run it outside the editor.
* The ability to edit the sector name as well as other properties that are currently read-only (needed for INF functionality).
* Fix 3D mode.
So the question is: what features do you need in order to use DarkXL as the primary map-editing tool for Dark Forces, rather than WDFUSE (that aren't already listed)? Once this minimum set of functionality is met, does anyone want to volunteer to test it by making a simple but playable map?
_________________ DarkXL....http://darkxl.wordpress.com |
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Nov 15, 2010 20:09 Post subject: |
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Will we be able to customize our controls? Because that's one thing it suffers from right now. It would be great to have Doom Builder-like controls.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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