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Gez Gamorrean
Joined: 05 May 2008
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Posted: Dec 18, 2008 11:35 Post subject: |
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I actually use a USB numpad instead of WASD or arrow keys. 8456 for movement, 12379/*-+.0 backspace and enter for misc. functions.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Dec 19, 2008 01:42 Post subject: |
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That's interesting . . . I actually used to use the numpad on the regular keyboard before I got a laptop without them.
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NightFright Dianoga
Joined: 01 Nov 2004
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Posted: Dec 19, 2008 14:43 Post subject: |
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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. 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Dec 19, 2008 18:31 Post subject: |
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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. 
That's a suggestion for post-beta when doing a polishing pass.
_________________ DarkXL....http://darkxl.wordpress.com |
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NightFright Dianoga
Joined: 01 Nov 2004
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Posted: Dec 19, 2008 18:44 Post subject: |
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Very well. Main goal is to be able to play through the whole game first, I guess. 
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NewTownAnimal Dianoga
Joined: 19 Dec 2008
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Posted: Dec 23, 2008 15:46 Post subject: |
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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?
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Dec 23, 2008 18:19 Post subject: |
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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.
_________________ DarkXL....http://darkxl.wordpress.com |
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NightFright Dianoga
Joined: 01 Nov 2004
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Posted: Dec 23, 2008 21:54 Post subject: |
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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.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Dec 24, 2008 02:59 Post subject: |
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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.
_________________ I don't think outside the box... I customize it. |
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Emon Ree-Yees
Joined: 10 Aug 2007
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Posted: Dec 24, 2008 07:16 Post subject: |
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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.
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klasodeth Gamorrean
Joined: 03 Mar 2008
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sweatervest Ree-Yees
Joined: 22 Apr 2008
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Emon Ree-Yees
Joined: 10 Aug 2007
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Posted: Dec 28, 2008 20:43 Post subject: |
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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.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Dec 30, 2008 02:56 Post subject: |
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Hey! You know what would be a cool birthday present? A NEW RELEASE!!!!
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. |
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NightFright Dianoga
Joined: 01 Nov 2004
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Posted: Dec 30, 2008 11:19 Post subject: |
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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.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Dec 31, 2008 00:37 Post subject: |
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My birthday was two days ago, and I didn't get DarkXL, so why should you? :O
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Dec 31, 2008 07:39 Post subject: |
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because unlike you I asked 
_________________ I don't think outside the box... I customize it. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Dec 31, 2008 08:04 Post subject: |
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Sorry no birthday releases, unless your birthday is in January. 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. I'll post a tutorial as well since it is quite a bit different then WDFUSE.
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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BlazingPhoenix Ree-Yees
Joined: 22 Mar 2008
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Posted: Dec 31, 2008 15:06 Post subject: |
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Very useful. 
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Dec 31, 2008 20:01 Post subject: |
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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?
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Dec 31, 2008 22:34 Post subject: |
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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. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Jan 03, 2009 06:08 Post subject: |
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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.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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NightFright Dianoga
Joined: 01 Nov 2004
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Posted: Jan 03, 2009 12:33 Post subject: |
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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! 
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Jan 03, 2009 15:45 Post subject: |
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They were, something I installed downgraded them. Who knows what. I blame the World of Warcraft Trial.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Jan 04, 2009 03:54 Post subject: |
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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.
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Jan 05, 2009 09:22 Post subject: An update. |
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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.
_________________ DarkXL....http://darkxl.wordpress.com |
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