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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Oct 27, 2010 09:13 Post subject: Progress towards Build 9.08 Update. |
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This is also on the blog here.
DarkXL version 9.08 is well on it's way now. Once it is done Gromas Mines and the Detention Center (level 5 and 6) will be fully functional, the secret area in level 4 that uses a shoot switch will work properly, the central core will move up and down once you pick up the Phrik in level 4, Phase 1 Dark Troopers will be functional (needed to beat Gromas Mines), solid color 3DO's that should be textured (such as bridges and the shuttle in the Detention Center) will be textured correctly and more. In addition - due to fixes I'm making for Level 5 and 6 - Ramsees Hed and the Robotics Facility will most likely be completable. And Nar Shaddaa is already beatable for me in the current build I'm working on. This means that as of the next build - 9.08 - levels 1-9 will most likely be fully playable and completable. This build should be out in a few days.
Some screenshots of various features/fixes that I've already implemented for Build 9.08:
[3DO texturing fixes - now the various 3DO bridges in the game are properly textured]
[The shuttle in Detention Center is now rendered correctly and functions properly as well]
[Shoot switches now function properly]

_________________ DarkXL....http://darkxl.wordpress.com |
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Oct 27, 2010 10:05 Post subject: |
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Awesome news! Those switches look great with the glow effect. I can't wait to test it out.
By the way, are you actively reviewing the Codeplex site? I have some bugs from the latest builds and I do want to make sure you'd rather have them there than posted here.
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Oct 27, 2010 13:46 Post subject: |
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Ooh! I can't wait to play Detention Center. 
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Oct 27, 2010 17:25 Post subject: |
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I can't wait to beat detention center! 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Jimmy Chicken Gamorrean
Joined: 09 Dec 2003
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Posted: Oct 27, 2010 18:30 Post subject: |
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This is excellent news indeed. lucius, you should be commended at the rate you are popping out these updates.
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swaaye Dianoga
Joined: 14 Sep 2008
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Posted: Oct 27, 2010 20:30 Post subject: |
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Thanks for all of the hard work.
It's interesting how good some of the 'ol Dark Forces textures look with filtering. It's a shame that the DOS game couldn't do 640x480 like the Mac version. I always felt cheated over that. 
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tnoyce Ree-Yees
Joined: 20 Sep 2009
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Posted: Oct 27, 2010 23:51 Post subject: 9.08 Progress |
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Lucius, this is just awesome (As usual!). Looking forward to checking out the build when it's ready.
_________________ Tim Noyce |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Oct 29, 2010 08:51 Post subject: |
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So for the first time today I was able to complete the Detention Center with almost no cheating. The one area I had to cheat was with the force fields, since the INF isn't setting/clearing the wall bits (the message is being sent but not implemented) - but that's going to be implemented next. So I decided to take some screenshots of my journey, since I haven't actually seen many of these areas in DarkXL before due to not being able to cheat through the elevators. I fixed a major oversight that by itself fixes most of the INF in the game.
My journey (only showing areas not previously shown - so the initial areas before the primary elevator are skipped):

_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 29, 2010 10:29 Post subject: |
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Brilliant, my fortress level that I've been building for years on and off (mostly off) contains quite complicated force field switching. would be a good test of the engine. Are you planning to add custom level loading from the console for this build?
_________________ *ZaP* |
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Oct 29, 2010 10:43 Post subject: |
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Awesome. I was able to cheat up to Block N but not the other areas!
You know, after all these years I still don't know what triggers those force fields to be passable. Is it switched randomly? Can someone enlighten me?
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 29, 2010 20:39 Post subject: |
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It's a timer - you can see it happening by watching the light levels pulsating within the fields from what I remember. Whem it stops - you run. Took me ages to work out, very clever.
_________________ *ZaP* |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 29, 2010 20:51 Post subject: |
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Those images of Detention Center are amazing.
_________________ I don't think outside the box... I customize it. |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 29, 2010 20:56 Post subject: |
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oops, started posting before lucius. Good news about the console.
_________________ *ZaP* |
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 30, 2010 07:18 Post subject: |
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Don't forget code to make the floor mines render the correct fme down the road Those bright yellow lights kinda give them away in the dark.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Oct 30, 2010 07:20 Post subject: |
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DF4GL4ever wrote:
Don't forget code to make the floor mines render the correct fme down the road Those bright yellow lights kinda give them away in the dark.
They would render the FME but are disabled until I get the logic coded up. I'll do it before I release the build but I'm focusing on the INF right now.
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Oct 30, 2010 08:28 Post subject: |
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Think detention centre was my favourite level - the lift puzzel is just awesome, was stuck on it for ages, plus it has my favourite music (repeated in a few other levels too).
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Nov 01, 2010 18:12 Post subject: |
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I like how that floor texture glows, it's a bit too subtle, but you can notice it if you look closely at it. Very neat. 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Nov 01, 2010 18:48 Post subject: |
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BlazingPhoenix wrote:
I like how that floor texture glows, it's a bit too subtle, but you can notice it if you look closely at it. Very neat. 
It's pretty noticeable in motion. The idea is to enhance the look of Dark Forces without overdoing it or detracting from the original art. That said, values can always be made tweak-able in the future.
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Nov 04, 2010 09:15 Post subject: |
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Another update.
Detention Center is finished - fixed some non-critical INF issues. There may be bugs, but it's fully playable and "done" as far as the next build is concerned.
Ramsees Hed is also "finished" and fully playable and completable.
Robotics Facility is almost fully completable, the only remaining issue is the boss fight. But the teleport chute works, setting the charges works, the escape and end of level work (if you cheat past the door that opens once the bosses are dead).
And of course Nar Shaddaa is still completable.
I'm probably going to make Jabba's Ship completable as well since it's so close already.
In addition a variety of fixes and features have been implemented.
These include (but not limited to):
*Exploding walls - walls that are solid but you can blow up using explosives.
*Set/Clear bits for INF - making force fields function properly.
*Dynamically switching adjoins (obviously since DC works).
*Stop delays of less then 1 seconds now supported - this caused numerous bugs with lights flickering too fast, displays animating too fast and other problems.
*Non-player objects staying on second heights properly, so the Commando standing on the shuttle in the Detention Center works properly.
*Magnetically sealed walls with reflecting blaster bolts.
*Order of loading issues causing some objects to be assigned to incorrect sectors.
*Teleport chutes.
*Secret tracking, the proper percentage of found secrets is now displayed in your PDA.
And more.
So I have to get the boss fight working for the Robotics Facility, handle damage floors/sectors (including the gas mask), implement a few additional enemy logics (all very similar - melee) and get this thing out there. With this build, over 70% of the game will be completable and playable. 
_________________ DarkXL....http://darkxl.wordpress.com |
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Tsophika Gamorrean
Joined: 14 Jan 2008
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Posted: Nov 04, 2010 10:19 Post subject: |
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Sounds great! Thanks for the update. 
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Gez Gamorrean
Joined: 05 May 2008
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Posted: Nov 04, 2010 10:21 Post subject: |
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Excellent news! 
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: Nov 04, 2010 16:36 Post subject: |
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Wow, it's amazing how far we've come really and now it really seems like we're entering the end game. Woot 
_________________ *ZaP* |
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dinohog Dianoga
Joined: 02 Dec 2005
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Posted: Nov 04, 2010 20:12 Post subject: |
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Can't wait for the detention level complete. There are two rooms that I was never able to get into in that level and I really want to see what is in there.
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tnoyce Ree-Yees
Joined: 20 Sep 2009
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Posted: Nov 04, 2010 23:17 Post subject: Progress report.. |
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Lucius,
Again, it is just amazing how quickly things can progress.
Looking forward to the new release.
Keep the faith!
_________________ Tim Noyce |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Nov 07, 2010 08:58 Post subject: |
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Hey Lucius, those screenshots are looking tasty. Excuse my ignorance (and laziness), but when you are working on making a DF level "completable", does that mean you are acheiving that by making DarkXL compatible with those DF missions? If so, does it tend to get easier for each new level, as the next level you focus on benefits from code changes you made to run the previous levels? From your posts it seems to be true.
P.S. GLOW effect is a nice touch. Does that just get applied to any "bright-mapped" color in a .PAL file?
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Nov 07, 2010 09:29 Post subject: |
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Patrick Haslow wrote:
Hey Lucius, those screenshots are looking tasty. Excuse my ignorance (and laziness), but when you are working on making a DF level "completable", does that mean you are acheiving that by making DarkXL compatible with those DF missions? If so, does it tend to get easier for each new level, as the next level you focus on benefits from code changes you made to run the previous levels? From your posts it seems to be true.
P.S. GLOW effect is a nice touch. Does that just get applied to any "bright-mapped" color in a .PAL file?
Making a level "completable" means simply figuring out why it is not beatable and making the necessary fixes or adding the necessary features to make it work correctly. As more of these fixes are made or more features implemented, making newer levels completable takes less and less work. In fact, some levels became completable without me having to actually fix anything - such as Nar Shaddaa.
As for the glow, the palette already has a range of pixels that are full bright. To implement that in DarkXL, "emissiveness" is stored in the alpha channel (as is transparency). This "emissiveness" is used as an intensity value, which allows only "full bright" pixels to glow. I let the original art tell me which pixels should be glowing. So, yes, this is essentially deriving "brightmaps" from the original art.
And since you brought it up... my surprise...
It turns out that many levels became completable without any extra work, and for those that needed extra work it became increasingly minimal. So the next build will not have 10 levels completable but all of them. You will be able to play Dark Forces from beginning to end, though a few enemies and weapons will still be missing. I basically have to fix a few bugs and implement the bosses for the release to be finished.
The build after that will finish up the remaining enemies and logics. Finally the following build will be the first BETA build - with the package polished up for general consumption (no more editing text files) and a focus on optimization and bug fixes. This will also include preparing the source code for release and implementing the ScummVM version of iMuse - with a source code license that is compatible of course.
Once BETA is out, I'll start working on making sure all the user levels function correctly in DarkXL and run fast. And of course then comes the editor and other enhancements while working towards Release.
_________________ DarkXL....http://darkxl.wordpress.com |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Nov 07, 2010 10:42 Post subject: |
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That is a wonderful thing to hear. I really look forward to playing through!
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Dreadopp Dianoga
Joined: 11 Oct 2009
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Posted: Nov 07, 2010 11:40 Post subject: |
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Sounds great! 
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