D2X-XL suggestions thread
Moderators: Grendel, Aus-RED-5
Suggestion
It would be nice if we had support for new trigger types and options. How about:
-Timed triggers (Events that activate after a certain point of time after the trigger's been hit)
-Triggers that display text on the screen. (VR7 already made the suggestion)
-Triggers that destroy objects.
-Triggers that take away player weapons.
Other suggestions:
-Generators that generate powerups as well as robots.
-If possible, WAV, WMA, and MP3 file support.
I wonder if all this stuff is actually possible, but if it is, that would be awesome!
-Timed triggers (Events that activate after a certain point of time after the trigger's been hit)
-Triggers that display text on the screen. (VR7 already made the suggestion)
-Triggers that destroy objects.
-Triggers that take away player weapons.
Other suggestions:
-Generators that generate powerups as well as robots.
-If possible, WAV, WMA, and MP3 file support.
I wonder if all this stuff is actually possible, but if it is, that would be awesome!
Hmmm... I make some funny hacks with the DOS version of d1x in summer. (I live in a farm, and the weather was too hot for take a walk in the field ) . I DO that message trigger. Unfortunately, I don't know where is my 0wn D1X version, but I take a look at the D2X-XL src, and I try to make it again...
Colored lighting in D2X-XL is vertex based. Each D2 level is composed of cubes. Pick up DLE-XP, load a level and press F8 to get an idea if you don't have one already. Think of vertices as the corners of the cubes. OpenGL interpolates color and brightness values between adjacent vertices. Now you can stretch and distort cubes to achieve more interesting architecture. Since this will change vertex distances, this will also affect smooth lighting. In other words: The more regular vertex distances, the better the lighting looks. The more complex the level architecture, the more differences in vertex distances exist (just look at my level Glass House), and the more irregular lighting effects you will achieve with vertex lighting. You can improve colored lighting visuals by employing light maps. Turn them on in the render options menu. Note that D2X-XL only uses lightmaps for static lights, not for gun fire though.
It's a great idea! Here is my one: http://img428.imageshack.us/img428/5822/a2xs.jpgKirby wrote:... maybe we can hold some type of competition for who can create the best main menu background image....winner gets it used for D2X-XL's main background
Okay, I know... It's just a joke.
hey, just in case you don't have any thing to do.
finer control for midi sound slider if possible
ability to turn lighting of an area on/off with trigger in game.
turn cameras for an area on/off with trigger in game.
Diedel:
thanx for credit on camera. wish it was better.
would have liked it rounder and different texture.
will work on that. also some bezels now they're working.
are cameras moving? how's that work? couldn't find instructions on your site.
finer control for midi sound slider if possible
ability to turn lighting of an area on/off with trigger in game.
turn cameras for an area on/off with trigger in game.
Diedel:
thanx for credit on camera. wish it was better.
would have liked it rounder and different texture.
will work on that. also some bezels now they're working.
are cameras moving? how's that work? couldn't find instructions on your site.
I didn't do the whole OpenGL port, and D1 support was in D2X, too.
What I did was to fix that stuff (and add a ton of new stuff, ok). Just figured why d2x-xl went to hell when toggling fullscreen twice and then invoking a menu ...
Still doesn't put me on a level with the game creators, imho.
And then, the credits are of somewhat 'historical value'.
What I did was to fix that stuff (and add a ton of new stuff, ok). Just figured why d2x-xl went to hell when toggling fullscreen twice and then invoking a menu ...
Still doesn't put me on a level with the game creators, imho.
And then, the credits are of somewhat 'historical value'.
This may actually be a bug but I consider it too trivial to actually post it in the bug thread. I notice with a lot of different levels that the hostages have often sunk into the floor almost up to their knees. It's just one of those narky things that looks odd. It may also just be bad positioning by the author as I assume that they are positionable like any other object. It would be nice if they could be given a default position relative to the floor.
This is DEFINITELY one of those, \"when you've got nothing else to do\" things.
This is DEFINITELY one of those, \"when you've got nothing else to do\" things.
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Re:
I'm sorry, but shouldn't this be posted in the DLE-XP thread?Weyrman wrote:This may actually be a bug but I consider it too trivial to actually post it in the bug thread. I notice with a lot of different levels that the hostages have often sunk into the floor almost up to their knees. It's just one of those narky things that looks odd. It may also just be bad positioning by the author as I assume that they are positionable like any other object. It would be nice if they could be given a default position relative to the floor.
This is DEFINITELY one of those, "when you've got nothing else to do" things.
And yes.... After testing and testing to see where the hostages stand to the floor. It becomes almost hard to tell without testing the mission before releasing!
Re:
i thought i said that ... but yeah ... i agree with that being a very good idea!Kirby wrote:Just came up with this idea while sleeping:
Ability to set up a hotkey to toggle on/off dual missle mode...
sometimes we just need that extra umph....but not always
Re:
holy ★■◆●....powerman 5000 in Descent 2...kickassDiedel wrote:#2 Implement full midi/mp3/ogg vorbis support for all three platforms