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GrandAdmiralThrawn Dianoga
Joined: 11 Feb 2010
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Posted: Feb 12, 2010 17:10 Post subject: DarkXL, first experience |
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Hello!
I hope my post here won't count as spam.
A friend of mine showed this site to me recently, and I was like "OMG FINALLY" when I saw this. I have been waiting for a 3D accelerated Dark Forces for so long now, playing other ported games using the Doomsday Engine (Doom, Doom 2, Heretic, Hexen), or that Duke Nukem 3D OpenGL port, different Glide Ports etc.
All this time I have been waiting and hoping for a Dark Forces port, and here it finally is!
So, i installed Dark Forces from my CD yesterday using DosBox (since my WinXP x64 edition doesn't like 16-Bit code outside of DosBox), and tried to run DarkXL, and even though so much seems to be still missing, the experience was great nonetheless. Like the first Days with GLDoom.
I would like to thank you people for doing this, no matter if it will take 1, 2 or 5 years to "complete" it, this is GREAT!
For an early Alpha it was even surprisingly easy to configure and run, and it even accepted my german version showing german text and playing my german sound files.
Ran it on Windows XP Professional x64 Edition, SP2, 2 x 285 GTX in SLI, Core i7 920, X-Fi XtremeMusic, and it flew!
I hope you people keep developing this, I love what I've seen so far!
Again: Thanks a lot!
_________________ [XIN.at Homeserver Project]
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Feb 12, 2010 18:43 Post subject: |
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I am glad you enjoyed DarkXL.
The project is well on it's way to Beta so it'll be fully playable in the near future. Read this for more information.
_________________ DarkXL....http://darkxl.wordpress.com |
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GrandAdmiralThrawn Dianoga
Joined: 11 Feb 2010
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Posted: Feb 12, 2010 19:55 Post subject: DarkXL |
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Thanks, I just tried Alpha 9.01. Found a strange bug with FSAA requiring compatibility bits set in nVidia drivers to work (usually only the case with engines using FP16 or FP32 HDR Rendering?!). Will open a new thread for that, including workaround.
Besides that: Alpha 9.01 is SO much better than the version I got from [here], thanks!
_________________ [XIN.at Homeserver Project]
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The MAZZTer Death Star
Joined: 25 Sep 2003
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Posted: Feb 12, 2010 22:27 Post subject: |
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Hi, we're light on images here, could you kindly remove the honkin' big image from your sig? Thanks.
Oh yeah welcome.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 12, 2010 23:36 Post subject: Re: DarkXL, first experience |
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GrandAdmiralThrawn wrote:
Hello!
I hope my post here won't count as spam.
Actually, based on your signature graphic I was expecting you to tell us that you couldn't get DarkXL to run on a 3Dfx card.
Welcome!
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GrandAdmiralThrawn Dianoga
Joined: 11 Feb 2010
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Posted: Feb 13, 2010 12:15 Post subject: Sig etc. |
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I think a fixed function rendering pipeline was planned, I read that somewhere here? Maybe I'm wrong but if so, it might work on my Voodoo5 6000 then.
I removed the 380x92 banner from my signature, is this smaller picture ok?
_________________ [XIN.at Homeserver Project]
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Gary Dianoga
Joined: 01 Dec 2010
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Posted: Dec 03, 2010 20:22 Post subject: |
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I hope this is all right, when i use this thread, because it is also my first experience with DarkXL. And for the first look, it ist great, really!
But, how can it be otherwise, i have two little questions.
One is, why play the music so fast? Explicit at mission two and following... It is strange, because in the first mission it plays in the right frequency.
And the second is, have you anything testing with the german version? I think not... Because the sound is stuttering and not complete by the "speak-sounds" and cutscenes. I must at this time mix the two versions, english cutscenes and german text or sounds (for the enemy speaking).
When you will, i can send you the sound file or a *.lfd-file for example to testing it, so you can better see it.
Okay, that's it for now. Please carry on with your project.
Regards from germany! (I hope you could understand me.)
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Dec 03, 2010 21:51 Post subject: |
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Gary wrote:
I hope this is all right, when i use this thread, because it is also my first experience with DarkXL. And for the first look, it ist great, really!
But, how can it be otherwise, i have two little questions.
One is, why play the music so fast? Explicit at mission two and following... It is strange, because in the first mission it plays in the right frequency.
And the second is, have you anything testing with the german version? I think not... Because the sound is stuttering and not complete by the "speak-sounds" and cutscenes. I must at this time mix the two versions, english cutscenes and german text or sounds (for the enemy speaking).
When you will, i can send you the sound file or a *.lfd-file for example to testing it, so you can better see it.
Okay, that's it for now. Please carry on with your project.
Regards from germany! (I hope you could understand me.)
I admit that I have not tested with German sounds - mostly because I do not speak German. However I will look into the German sound issue in the future.
Just to be clear, you're saying that all the German speech is incorrect (stutters or doesn't play fully)?
_________________ DarkXL....http://darkxl.wordpress.com |
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Gary Dianoga
Joined: 01 Dec 2010
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Posted: Dec 03, 2010 22:19 Post subject: |
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Wow, this answer comes very fast.
But yes, it is with any sounds, and i can not understand why. There can not be so different adverse the english, mh.
It is not so critical, but when you have time for this, let me now, when you need some one or help.
And the music? Is it so normal, that it play so fast?
...now i have played until "Gromas Mines", but i have forgotten to read it, that i should not use the "Plasma Cutter"...
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Hazekel Dianoga
Joined: 25 Nov 2010
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Posted: Dec 03, 2010 22:43 Post subject: |
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I too was impressed by DarkXL. Believe it or not, however, the thing I missed most from the original Dark Forces is the ability to blow up those lights! The ones conspicuously placed on the floor for no other reason than to trap me, or sabotage the troopers (if you are smart).
Any chance you can fix that in the future build?
Anyway. Thanks for letting me play a great old game again without getting a head ache (the 320 resolution did that to me).
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lucius DarkXL Developer
Joined: 17 Feb 2008
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Posted: Dec 03, 2010 23:01 Post subject: |
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Hazekel wrote:
I too was impressed by DarkXL. Believe it or not, however, the thing I missed most from the original Dark Forces is the ability to blow up those lights! The ones conspicuously placed on the floor for no other reason than to trap me, or sabotage the troopers (if you are smart).
Any chance you can fix that in the future build?
Anyway. Thanks for letting me play a great old game again without getting a head ache (the 320 resolution did that to me).
You welcome, thanks for the compliments.
As for the lights, if you can destroy it in Dark Forces then you'll be able to destroy it in DarkXL in the future too.
Gary wrote:
But yes, it is with any sounds, and i can not understand why. There can not be so different adverse the english, mh.
It is not so critical, but when you have time for this, let me now, when you need some one or help.
And the music? Is it so normal, that it play so fast?
The music playback is being reworked for the Beta. So yes, the music playback isn't correct yet but it will be fixed soon. Also the missing weapons (and Plasma Cutter) will work correctly in the next build.
_________________ DarkXL....http://darkxl.wordpress.com |
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