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DarkXL Update 10 - Current near term plans for DarkXL.
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 18, 2009 01:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

Weregoose, there are 2 effects at work here. The glow and dynamic lighting. You will only see the glow if an emissive (self-illuminated or full bright) pixel is visible on the screen. Lights have a radius but will have analytical shadows from the sector geometry. This visibility computation is done in 2D but gives plausible results. So the answer is you shouldn't see any light through a thin wall, unless its a transparent portal (adjoin) texture. The green affect you're seeing in the Executor from the shield packs is actually from the dynamic light, which should be visible since it is hitting the nearby walls.

If sector the item belongs to is not visible through the portal system, then the item will not get drawn at all of course.

Edit:
In your example, if the item has a light attached (like the shield packs) and the light is large enough, you may see it affecting the wall behind the item - assuming you can see that wall.

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DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 18, 2009 08:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Thanks for sticking around guys, despite the slow progress lately.


As long as it keeps the community alive, I doubt it really matters how long it takes.

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I don't think outside the box... I customize it.

Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 18, 2009 15:10    Post subject: View user's profile Send private message Reply with quote

Thanks, that answers my question pretty conclusively. The main thing I was worried about was that secrets containing items might be revealed prematurely, but I see now that it wouldn't be an issue.

ZOmegaZ
Dianoga

Joined: 28 Jan 2005

PostPosted: Jun 18, 2009 15:42    Post subject: View user's profile Send private message Reply with quote

I hope this isn't a question that has already been answered, but will you be using any pixel art scaling algorithms on textures? The sky textures looked particularly blocky in one of the screenshots, is the only reason I ask...

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Jun 18, 2009 16:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
. So the answer is you shouldn't see any light through a thin wall, unless its a transparent portal (adjoin) texture.



What about a destroyable wall, like in Detention centre?

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 18, 2009 17:38    Post subject: View user's profile Send private message Send e-mail Reply with quote

ZOmegaZ wrote:
I hope this isn't a question that has already been answered, but will you be using any pixel art scaling algorithms on textures? The sky textures looked particularly blocky in one of the screenshots, is the only reason I ask...

Here's a link to my last post about that, on the previous page in this thread: Post (in case it doesn't scroll right, its the post made at: Jun 09, 2009 17:35)

Marley wrote:
What about a destroyable wall, like in Detention centre?

Right now they still default to "open" (already blown up), but when that is fixed it'll be treated as a special case and be considered "solid" when it looks like the normal wall.

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DarkXL....http://darkxl.wordpress.com

ZOmegaZ
Dianoga

Joined: 28 Jan 2005

PostPosted: Jun 18, 2009 18:34    Post subject: View user's profile Send private message Reply with quote

Well, that'll teach me to scan instead of reading. Smile

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 19, 2009 09:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

'Nother one for the FAQ? Laughing

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I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 19, 2009 18:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
'Nother one for the FAQ? Laughing

Quote from the FAQ regarding one of the upcoming features:
lucius wrote:
*High quality texture upscaling and high quality edge filtering on transparencies (such as sprites).


Razz

Or where you talking about the glow/lighting question?

_________________
DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 19, 2009 18:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

Uuuummmmmm............... yes? Embarassed

(No, I wasn't referring to the lighting)

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I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 20, 2009 15:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Right now you select the cross hair you want and all the weapons use it. Individual weapon reticles will come later.



Make sure that the level author can have some control over reticles (IE for custom weapons). Color, size, and of course the image should be controllable IMO. You may want to make it possible for user reticles to override. I think the user's options should look like this:

Code:
+-----------------------------------------------+
| ( ) Let weapons use default reticles          |
| (o) Use the following reticle for all weapons |
|     +---+ Shape: [Plus (The MAZZTer)       V] |
|     | | | Size:  [Large                    V] |
|     |- -| Color: [XXXXXXXXXXXXXXXXXXXXXXXXXV] |
|     | | |                                     |
|     +---+                                     |
|                                               |
| [X] Allow mods to override my weapon reticle  |
|     choice.                                   |
+-----------------------------------------------+


(All the Xs would be a block of color that represents the crosshair color, and the drop down would open to a color picker of some sort.)

You could make the crosshair selection work like CSS, if you've played it. That's partly what I based my idea off of.

The default radiobutton option would be the first, and the box at the bottom would be checked by default.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 20, 2009 18:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

For now you just pick which reticle to use (or none) and a color from a palette - with a slider for transparency (so you can make reticles more solid or transparent). Right now they are scaled 1:1. Anyway more options, like you're describing The_Mega_ZZTer, will come later when weapon scripts are implemented.

_________________
DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 30, 2009 22:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

Just a heads up, I plan on an update sometime this week before the Fourth of July holiday. Although I obviously won't be around at all during the weekend. Smile

_________________
DarkXL....http://darkxl.wordpress.com

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 30, 2009 22:45    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Just a heads up, I plan on an update sometime this week before the Fourth of July holiday. Although I obviously won't be around at all during the weekend. Smile

Nice, man.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 01, 2009 08:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

Goin' to Moto GP? cuz that's where I'm at this weekend Mr. Green

Can't wait for to read the next update, surely it will be good news?

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 01, 2009 17:20    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Goin' to Moto GP? cuz that's where I'm at this weekend Mr. Green

Can't wait for to read the next update, surely it will be good news?

It'll be progress which is always good news, I think. Smile

_________________
DarkXL....http://darkxl.wordpress.com

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 02, 2009 18:42    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Burning Gundam wrote:
Goin' to Moto GP? cuz that's where I'm at this weekend Mr. Green

Can't wait for to read the next update, surely it will be good news?

It'll be progress which is always good news, I think. Smile

Well, great. Looking forward to it.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 06, 2009 17:39    Post subject: View user's profile Send private message Reply with quote

I just saw this. I think I love you.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 06, 2009 18:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks, don't worry I'm still working on DarkXL. In fact the two projects will share some code so when I work on one, oftentimes I'm working on both anyway. Anyway my time restrictions are loosening so you'll see more progress here too these coming weeks. Smile

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DarkXL....http://darkxl.wordpress.com

Jon`C
Ree-Yees

Joined: 16 May 2008

PostPosted: Jul 06, 2009 22:41    Post subject: View user's profile Send private message Reply with quote

daggerxl is more interesting than darkxl tbqh

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jul 06, 2009 23:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

Jon`C wrote:
daggerxl is more interesting than darkxl tbqh

Unfortunately the general reactions I've seen from people support this statement. I intend to continue with this project but I have to admit I'm having a lot of fun with DaggerXL. I wanted to do DaggerXL way back when I started DarkXL, but logically could only pick one. However I had the itch recently and with my free time coming back I just couldn't resist the urge to work on the other one too. But working on 2 projects will keep me from getting burned out on one, if I get stuck or get annoyed I can just work on the other project. It'll help keep them both fresh. And having the massive response behind DaggerXL helps motivate. And as I mentioned before code will be shared between the projects, they both share many core engine elements such as sound system (just with a different sound loader plugin), scripting system, core DirectX/OpenGL layer, core texture handling system, much of the player control code, and so on.

_________________
DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 07, 2009 08:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
Jon`C wrote:
daggerxl is more interesting than darkxl tbqh

Unfortunately the general reactions I've seen from people support this statement. I intend to continue with this project but I have to admit I'm having a lot of fun with DaggerXL. I wanted to do DaggerXL way back when I started DarkXL, but logically could only pick one. However I had the itch recently and with my free time coming back I just couldn't resist the urge to work on the other one too. But working on 2 projects will keep me from getting burned out on one, if I get stuck or get annoyed I can just work on the other project. It'll help keep them both fresh. And having the massive response behind DaggerXL helps motivate. And as I mentioned before code will be shared between the projects, they both share many core engine elements such as sound system (just with a different sound loader plugin), scripting system, core DirectX/OpenGL layer, core texture handling system, much of the player control code, and so on.


Unforunately I'd never heard of Daggerfall until reading this post so I can't appreciate it the way the others can. Sorry Sad

_________________
I don't think outside the box... I customize it.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jul 07, 2009 08:52    Post subject: View user's profile Send private message Reply with quote

Whoah, I'm definitely interested now. I always considered looking for some of the older ES games after slowly running out of ideas with Morrowind and Oblivion . . . this just might make it worth it Very Happy
I'll definitely be keeping up with both projects in the future. Good luck, and have fun with DaggerXL. I agree about having two projects to work on, btw. I rarely finish a mod for one game without moving on to another in between, and the DF/DXL level I've been working on for almost a year now is proof of that Razz

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 07, 2009 17:06    Post subject: View user's profile Send private message Reply with quote

If the core D*XL engine can manage an exterior world made of as many cells as Daggerfall has, it could be a very interesting springboard for indie games as well.

And it could allow interesting Dark Forces mods, too. Wanna make an entire continent from a heightmap? With some areas modified by hands, but most of it generated procedurally?

Jon`C
Ree-Yees

Joined: 16 May 2008

PostPosted: Jul 08, 2009 00:02    Post subject: View user's profile Send private message Reply with quote

It's not that huge of a deal given the kind of data. The original team (arguably) managed to get Daggerfall working on a 66 MHz 486. It'll always be easier to roll your own than trying to kitbash.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jul 10, 2009 04:15    Post subject: View user's profile Send private message Send e-mail Reply with quote

http://www.joystiq.com/2009/07/10/bethesdas-classic-the-elder-scrolls-ii-dagerfall-goes-free/

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jul 10, 2009 08:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

Wow talk about good timing.

_________________
I don't think outside the box... I customize it.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 10, 2009 17:59    Post subject: View user's profile Send private message Reply with quote

Personally, I'd like to see both ports come to fruition.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 11, 2009 09:00    Post subject: View user's profile Send private message Reply with quote

Ditto, but DarkXL seems to be in the last stretch before a beta release while DaggerXL seems to still have a while before an alpha release...

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Jul 11, 2009 17:50    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Unforunately I'd never heard of Daggerfall until reading this post so I can't appreciate it the way the others can. Sorry Sad



Never heard of it either. DarkXL FTW!

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