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DarkXL Update 10 - Current near term plans for DarkXL.
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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Dec 18, 2008 11:35    Post subject: View user's profile Send private message Reply with quote

I actually use a USB numpad instead of WASD or arrow keys. 8456 for movement, 12379/*-+.0 backspace and enter for misc. functions.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Dec 19, 2008 01:42    Post subject: View user's profile Send private message Reply with quote

That's interesting . . . I actually used to use the numpad on the regular keyboard before I got a laptop without them.

NightFright
Dianoga

Joined: 01 Nov 2004

PostPosted: Dec 19, 2008 14:43    Post subject: View user's profile Send private message Reply with quote

What I would also like to see is the menu graphics disappearing from the DarkXL folder, either into a resource file (zip or whatever) or hardcoded into the exe. Just a very cosmetic suggestion. Wink

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Dec 19, 2008 18:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

NightFright wrote:
What I would also like to see is the menu graphics disappearing from the DarkXL folder, either into a resource file (zip or whatever) or hardcoded into the exe. Just a very cosmetic suggestion. Wink


That's a suggestion for post-beta when doing a polishing pass.

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

NightFright
Dianoga

Joined: 01 Nov 2004

PostPosted: Dec 19, 2008 18:44    Post subject: View user's profile Send private message Reply with quote

Very well. Main goal is to be able to play through the whole game first, I guess. Wink

NewTownAnimal
Dianoga

Joined: 19 Dec 2008

PostPosted: Dec 23, 2008 15:46    Post subject: View user's profile Send private message Reply with quote

Hi everyone. I just joined, and I'm not a developer or anything. Dark Forces was the first computer game I ever played, when I bought my Mac 7500 (it came with a demo). I am really looking forward to playing DF again! One thing I loved about the game is that I could use the mouse to move, and not WASD. I haven't seen anyone mention this. Was that just a Mac thing? I know mouse look, but mouse move?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Dec 23, 2008 18:19    Post subject: View user's profile Send private message Send e-mail Reply with quote

Mouse move is currently not implemented, mainly because everyone I know (including myself) found it useless and prefer mouse look. However other features like this can still be implemented if there is interest. It'll probably be implemented eventually anyway, for the sake of completeness.

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

NightFright
Dianoga

Joined: 01 Nov 2004

PostPosted: Dec 23, 2008 21:54    Post subject: View user's profile Send private message Reply with quote

I never understood how one could try to seriously move through a shooter by rubbing the mouse over the pad all the time. IMHO it's kinda weird and exhausting. *LOL* But well, you never know.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Dec 24, 2008 02:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

I tried using mouse-move at one point but it was kind of a pain to do. I thought I was going to get carpel tunnel syndrome if I kept doing it.

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

Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: Dec 24, 2008 07:16    Post subject: View user's profile Send private message Reply with quote

Mouse move might make more sense on a trackball. There were also some strange, special FPS game controllers in the 90's that may have used such functionality.

klasodeth
Gamorrean

Joined: 03 Mar 2008

PostPosted: Dec 24, 2008 22:15    Post subject: View user's profile Send private message Reply with quote

NightFright wrote:
I never understood how one could try to seriously move through a shooter by rubbing the mouse over the pad all the time. IMHO it's kinda weird and exhausting. *LOL* But well, you never know.


I suppose it depends on what you mean by "move". Most people don't use the mouse to walk around, they only use it to aim and turn. Strafing and forward/back movements are still typically handled by keyboard keys. Killing a stormtrooper on a high ledge by "pointing and clicking" tends to be faster and more accurate than scrolling the screen up or down in a linear fashion by using keyboard keys.

Edited to add: I somehow overlooked the post that talked about mouse-move. I agree that actually moving with the mouse is a pain. I think joystick movement would work better than mouse movement, but I'll stick with keyboard keys myself for movement.


Last edited by klasodeth on Dec 25, 2008 19:01; edited 1 time in total

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: Dec 25, 2008 03:27    Post subject: View user's profile Send private message Reply with quote

Emon wrote:
Mouse move might make more sense on a trackball.



Whoa this makes me wonder... if one has mastered the trackball, could one use two trackballs, one for movement and one for looking? It would be more limited with buttons but totally analog movement with complete continuity could have its upsides.

Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: Dec 28, 2008 20:43    Post subject: View user's profile Send private message Reply with quote

I used to play JK with a joystick. You get a much finer degree of control over movement, but there's a slight decrease in response time for changing directions. Moving the stick from side to side is slower than tapping keys.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Dec 30, 2008 02:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hey! You know what would be a cool birthday present? A NEW RELEASE!!!!

Twisted Evil

Not gonna happen, but one can wish (And it really is my birthday tomorrow). That and I just got notice that I have a 75% chance of being laid off at the end of January...

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

NightFright
Dianoga

Joined: 01 Nov 2004

PostPosted: Dec 30, 2008 11:19    Post subject: View user's profile Send private message Reply with quote

I'm sorry to read that. I hope for a new release, too, but I would rather wait a bit longer and then get a version with all levels playable.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Dec 31, 2008 00:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

My birthday was two days ago, and I didn't get DarkXL, so why should you? :O

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Dec 31, 2008 07:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

because unlike you I asked Razz

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Dec 31, 2008 08:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

Sorry no birthday releases, unless your birthday is in January. Smile Due to some time issues, the next release before the beta will just be the editor preview. That should be out very soon.

The idea behind the editor preview is to show an incomplete version of the DarkXL editor (for Dark Forces & DarkXL). The initial version will contain geometry editing (there have been some videos showing this before), texturing (selecting textures, placing textures, aligning textures) and of course save/load functionality. It will not be complete, which won't happen until the beta (or shortly thereafter). The point is to allow people to get a feel for how its going to work and give feedback. And levels saved with the editor do load in WDFUSE, so you can use the editor for geometry and texturing and do everything else in WDFUSE until the editor is complete if you want. Twisted Evil I'll post a tutorial as well since it is quite a bit different then WDFUSE.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Dec 31, 2008 09:54    Post subject: Editor Preview Tutorial View user's profile Send private message Send e-mail Reply with quote

To accompany the Editor Preview, there will be a full tutorial describing what you need to know to start using the editor. Here is a link to the partially complete first draft, to give you an idea:
http://www.darkxl.df-21.net/dxl_preview_editor_tutorial1.html

Let me know what you think!

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

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Dec 31, 2008 15:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

Very useful. Smile

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Dec 31, 2008 20:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

Latest public build has started crashing on startup for me due to a null pointer error inside ntdll.dll.

Last log file entry is for initializing the sound system.

Also Word 2007 can't read your RTF log since DarkXL crashes before it closes all the RTF tags. Can we just get a simple text file?

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Dec 31, 2008 22:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

Can't wait to give the editor a whirl. Looks like more of what I was used to.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Dec 31, 2008 23:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

The_Mega_ZZTer wrote:
Latest public build has started crashing on startup for me due to a null pointer error inside ntdll.dll.

Last log file entry is for initializing the sound system.

Also Word 2007 can't read your RTF log since DarkXL crashes before it closes all the RTF tags. Can we just get a simple text file?


Sorry about that. If its the sound system, it seems like there might be an OpenAL problem. Have you changed or removed OpenAL?

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jan 03, 2009 06:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

Not that I know of.

ALut.dll and OpenAL32.dll are still there sitting in system32. 4/13/2005 versions though. :X Hmm I shall seek out newer builds.

Edit: This fixed it, wrap_oal.dll was gone for some reason.

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NightFright
Dianoga

Joined: 01 Nov 2004

PostPosted: Jan 03, 2009 12:33    Post subject: View user's profile Send private message Reply with quote

I think it's more like "ALut.dll" was replaced by "wrap_oal.dll" in newer OpenAL versions, which wasn't the case with your old version you had installed. Remember: Graphics and sound drivers should always be up-to-date! Wink

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jan 03, 2009 15:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

They were, something I installed downgraded them. Who knows what. I blame the World of Warcraft Trial.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jan 03, 2009 18:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

The_Mega_ZZTer wrote:
I blame the World of Warcraft Trial.



NOOOOO!!!!

World of Warcraft has claimed another soul!

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

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jan 04, 2009 03:54    Post subject: View user's profile Send private message Send e-mail Reply with quote

Nah I played it 2 days and got bored with the dying, respawning and walking all the way back, and 1/2 of the features not being implemented in the demo, and the fact I couldn't really play with my friends (you can't trade with anyone or use voice chat).

I never really liked MMOs. At least with my SW Galaxies trial it took longer before it started feeling repetitive, but then again I'd never played an MMO before then.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 04, 2009 05:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

Glad you got it resolved, I figured it had to be OpenAL. Smile

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jan 05, 2009 09:22    Post subject: An update. View user's profile Send private message Send e-mail Reply with quote

Sorry for the large screenshots... Anyway:

Due to various issues, I haven't been able to update as often as I'd like lately. So I'd like to change that by showing various features of the editor preview for the next build.

So first I'll show some screenshots of "stateless" editing in action:

Making a selection by right clicking inside a sector. Notice that a wall, vertex and sector are highlighted and movement handles show up. In addition you can see the indices of each of the selected features listed in the UI (Sector X; Wall X; Vertex X).


This shot shows using the movement handle on the selected wall to move it.


Now moving the vertex.


And finally moving the entire selected sector.


If you want to see the properties of one of the selected features, click on either "Sector", "Wall" or "Vertex" in the UI and then the properties shows up. Notice that the properties are embedded in the view, so it won't show up behind the window or other oddities like the WDFUSE windows. The properties UI stays open (you can continue editing) until you close it or select another feature to view properties.


Notice that the textures are shown in the dialog. Next time I'll show how to assign textures. Also notice that the flags are enumerated via text (checkboxs) so novices can easily set the flags they want (no more looking up numbers or ORing the values manually). The Sys Light is the System Message light level (flags 3). INF support is not shown because it won't be in the preview.

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

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