| Author |
Message |
lucius DarkXL Developer

Joined: 17 Feb 2008
|
Posted: Jun 18, 2009 01:23 Post subject: |
|
|
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.
_________________ DarkXL....http://darkxl.wordpress.com |
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
|
Weregoose Gamorrean
Joined: 05 May 2008
|
Posted: Jun 18, 2009 15:10 Post subject: |
|
|
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
|
Posted: Jun 18, 2009 15:42 Post subject: |
|
|
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
|
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
|
ZOmegaZ Dianoga
Joined: 28 Jan 2005
|
Posted: Jun 18, 2009 18:34 Post subject: |
|
|
Well, that'll teach me to scan instead of reading. 
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jun 19, 2009 09:50 Post subject: |
|
|
'Nother one for the FAQ? 
_________________ I don't think outside the box... I customize it. |
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jun 19, 2009 18:44 Post subject: |
|
|
Uuuummmmmm............... yes?
(No, I wasn't referring to the lighting)
_________________ I don't think outside the box... I customize it. |
|
The MAZZTer Death Star

Joined: 25 Sep 2003
|
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
Posted: Jun 20, 2009 18:06 Post subject: |
|
|
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

Joined: 17 Feb 2008
|
Posted: Jun 30, 2009 22:39 Post subject: |
|
|
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. 
_________________ DarkXL....http://darkxl.wordpress.com |
|
GreggD Gamorrean
Joined: 05 May 2008
|
Posted: Jun 30, 2009 22:45 Post subject: |
|
|
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. 
Nice, man.
_________________ ----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien
 |
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jul 01, 2009 08:30 Post subject: |
|
|
Goin' to Moto GP? cuz that's where I'm at this weekend
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

Joined: 17 Feb 2008
|
Posted: Jul 01, 2009 17:20 Post subject: |
|
|
Burning Gundam wrote:
Goin' to Moto GP? cuz that's where I'm at this weekend
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. 
_________________ DarkXL....http://darkxl.wordpress.com |
|
GreggD Gamorrean
Joined: 05 May 2008
|
Posted: Jul 02, 2009 18:42 Post subject: |
|
|
lucius wrote:
Burning Gundam wrote:
Goin' to Moto GP? cuz that's where I'm at this weekend
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. 
Well, great. Looking forward to it.
_________________ ----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien
 |
|
Gez Gamorrean
Joined: 05 May 2008
|
Posted: Jul 06, 2009 17:39 Post subject: |
|
|
I just saw this. I think I love you.
|
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
Posted: Jul 06, 2009 18:14 Post subject: |
|
|
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. 
_________________ DarkXL....http://darkxl.wordpress.com |
|
Jon`C Ree-Yees
Joined: 16 May 2008
|
Posted: Jul 06, 2009 22:41 Post subject: |
|
|
daggerxl is more interesting than darkxl tbqh
|
|
lucius DarkXL Developer

Joined: 17 Feb 2008
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Jul 07, 2009 08:52 Post subject: |
|
|
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
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 
|
|
Gez Gamorrean
Joined: 05 May 2008
|
Posted: Jul 07, 2009 17:06 Post subject: |
|
|
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
|
Posted: Jul 08, 2009 00:02 Post subject: |
|
|
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

Joined: 25 Sep 2003
|
|
Burning Gundam Kell Dragon
Joined: 28 Sep 2003
|
Posted: Jul 10, 2009 08:39 Post subject: |
|
|
Wow talk about good timing.
_________________ I don't think outside the box... I customize it. |
|
GreggD Gamorrean
Joined: 05 May 2008
|
Posted: Jul 10, 2009 17:59 Post subject: |
|
|
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
|
Posted: Jul 11, 2009 09:00 Post subject: |
|
|
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
|
|
|