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Posted: Tue Feb 28, 2006 2:29 pm
by Diedel
Nikolai,

no frame around automap with fullscreen cockpit.

Posted: Tue Feb 28, 2006 4:13 pm
by Suncho
I suggest that there not be any hard coded trackers. I think all trackers should be specified through the command line options (ini file). For the past 2 days, there have been no trackers available, and I'd like to be able to test each tracker individually (by modifying the command line options). Also, if a tracker is hard coded and 10 years from now the tracker no longer exists, there's no way to remove it.

Posted: Tue Feb 28, 2006 5:13 pm
by Diedel
You can always turn off the internal trackers via d2x.ini.

Added player ping display and packet loss ratio per player for network games. Toggle with Ctrl+F7. Note that packet loss is only measured via the ping requests (#returned / #sent); this is like the D1X code does it (I checked it).

Posted: Tue Feb 28, 2006 6:14 pm
by Suncho
Awesome. Is there a list somewhere of the internal trackers so I can add them through the ini file?

Posted: Tue Feb 28, 2006 6:39 pm
by Diedel
Yes, in main/tracker.c.

Posted: Tue Feb 28, 2006 9:18 pm
by Pumo
The weapon colored light is very, very nice now :D

However, the explosion hit of the weapons lights white.
Could the weapon hits light with the same color as the weapon, or at least with the color of the hit bitmap?

Posted: Wed Mar 01, 2006 4:32 am
by Diedel
No, because the light is derived from the object casting the light, and the explosions are mainly white.

Posted: Wed Mar 01, 2006 4:42 am
by Pumo
Oh well, anyway, the new light system is impressive :D

I love you so much Diedel!! :shock: :lol: :D :)

j/k

Using both mouse and joystick

Posted: Wed Mar 01, 2006 9:27 am
by Nicolay.G
Hello, I would like to have the option to play using both the mouse and the joystick like in Descent 3.

What do you think about it?

Nico

Posted: Wed Mar 01, 2006 11:29 am
by Diedel
Nico,

That's feasible.

Pumo,

colored light turning white when shooting can be caused by the light values adding up.

Mouse and Joystick

Posted: Wed Mar 01, 2006 11:46 am
by Nicolay.G
Please, gimme gimme.

I was spoiled by D3.

Alternatively, you can tell me which .c file I have to modify... :P

Posted: Wed Mar 01, 2006 2:27 pm
by RoBoT
I don't know what kind of relevance this'll hold, but here it goes:

I'd like to see an option that'll allow you to animate parts of your ship model where applicable. For instance, if you use GXEdit to turn your Pyro GX into a PEST, you could move his cannons anyway you need to.

Offtopic: You know the GX's top wings only fold themselves in once in the entire series during the D2 intro? I wonder why they never do that anymore...aside from the fact that they scrapped it in D3.:(

Posted: Wed Mar 01, 2006 2:37 pm
by Diedel
Nico,

added it already. Needs some testing before release though.

RoboT,

whaaaat? I don't know what you are thinking of. Ship models aren't animated in-game like robots.

Posted: Wed Mar 01, 2006 7:52 pm
by RoBoT
Never mind. Wasn't that good an idea, anyway.

Posted: Thu Mar 02, 2006 12:34 am
by RatoN
I have a suggestion :P

Descent 1 and 2 missions share the same .hog file type. If you have a Descent 1 and 2 mission with the same file name, they can conflict, so my suggestion is a seperate folder for Descent 1 missions.

Posted: Thu Mar 02, 2006 12:35 am
by Suncho
Good idea.

Posted: Thu Mar 02, 2006 3:52 am
by Neumaennl
just make a subfolder in the missions folder :roll:

Posted: Thu Mar 02, 2006 5:17 am
by Diedel
Conflicts can only arise for clients in multiplayer games, where the mission to be loaded is determined by the mission name sent by the game host. Such a conflict cannot be resolved by putting D1 missions in a separate folder, as D2X-XL will search all subfolders of the mission folder for a mission with a matching file name. Afaik there are very few, if at all, D1 and D2 missions with the same name though.

Re:

Posted: Thu Mar 02, 2006 5:19 am
by Aus-RED-5
Diedel wrote:Conflicts can only arise for clients in multiplayer games, where the mission to be loaded is determined by the mission name sent by the game host. Such a conflict cannot be resolved by putting D1 missions in a separate folder, as D2X-XL will search all subfolders of the mission folder for a mission with a matching file name. Afaik there are very few, if at all, D1 and D2 missions with the same name though.
Would it be possible to make D2x-xl look for D1 in a D1 folder only?
Just a thought. :)

Posted: Thu Mar 02, 2006 5:23 am
by Diedel
That wouldn't help - unless that folder wouldn't be a subfolder of the missions folder. You can uncheck 'play d1 missions' (or d2 missions) in the main menu though if you know you'll only be playing levels of one Descent version. The other version's level shouldn't be loaded then.

Posted: Thu Mar 02, 2006 5:31 am
by Aus-RED-5
Yep. I installed D2 in 2 diferent folders anyways.
D2x-xl folder, and a D1x-xl folder. This works for me. ;)

Posted: Thu Mar 02, 2006 6:15 am
by Diedel
I could add a 'mission_dir' switch to D2X-XL, allowing you to simply create two different d2x.inis and launch d2x-xl via a symbolic link where the d2x.ini to be used is specified in the command line. Then you don't even need two different locations to store the exe.

Btw, I am currently 'hardening' D2X-XL's UDP/IP code against packet loss, building a feedback mechanism into it where packet loss can by noticed and missing packets can be re-requested. This will be toggleable, and might help ppl with flaky network connections a little.

Re:

Posted: Thu Mar 02, 2006 6:37 am
by Aus-RED-5
Diedel wrote:I could add a 'mission_dir' switch to D2X-XL, allowing you to simply create two different d2x.inis and launch d2x-xl via a symbolic link where the d2x.ini to be used is specified in the command line. Then you don't even need two different locations to store the exe.
I guess so.
I think my idea works in such a way that only the D1x-xl folder has the D1 data files with the very basic install of D2 v1.2 data files ( no vertigo installed ) plus D2x-xl ( version 1.5.14x and up ).
But then my idea might not make much of a difference really. :roll:
Diedel wrote:Btw, I am currently 'hardening' D2X-XL's UDP/IP code against packet loss, building a feedback mechanism into it where packet loss can by noticed and missing packets can be re-requested. This will be toggleable, and might help ppl with flaky network connections a little.
Cool, but sofar I haven't had probs with the latest version.
Either way. I'm sure you'll do us proud! ;)

Posted: Thu Mar 02, 2006 6:40 am
by Diedel
I have been told that D2X-XL tends to disconnect players if there are 4 or more participants in a multiplayer game. I'd like to have this confirmed or denied, but I wonder whether so many players can be found at a given time. I'd also like to know whether this might rather have to do with connection quality than with D2X-XL.

Posted: Thu Mar 02, 2006 6:44 am
by Suncho
We had a 4-player game today that lasted a good while. I don't know if anyone got disconnected. I didn't.

By the way, there are even D1 missions that have the same name as other D1 Missions:

Example:
Athena by Spaz
Athena by Luke Schneider

Posted: Thu Mar 02, 2006 4:34 pm
by Pumo
Hey Diedel, what about a quick save key like in D3? :D

Posted: Fri Mar 03, 2006 11:16 am
by Nicolay.G
Good!

I wanna try it! I think I can beta-test it for ages.

Is it in the last version online ?

Posted: Fri Mar 03, 2006 12:22 pm
by spud
I haven't seen d2x-xl disconnect players in large IPX games. I often play in > 4 player games on Kali. I can't speak for UDP/IP games however.

spud

Posted: Fri Mar 03, 2006 5:13 pm
by Peterix
Shouldn't the lasers in D1 be different? I noticed while playing d1x, that they use different models. For example in D1, laser lvl3 is blue and in d2x-d1 it's almost white.

Posted: Fri Mar 03, 2006 5:20 pm
by Diedel
D2X-XL currently only uses D1 level textures, not polymodels or bitmaps (like e.g. explosions).

Posted: Sun Mar 05, 2006 1:27 am
by Suncho
I'd like an option to view the D1 credits and the Vertigo credits.

EDIT: On the Load Game and Save Game screens, it would be neat if there were some sort of indicator as to whether they are D1 or D2 games.

Posted: Mon Mar 06, 2006 7:32 pm
by Kirby
The new full-screen graphical gauges need some sort of number value next to it. It's quite hard to estimate how much energy/shield you have right now. It will kinda defeat the purpose of getting rid of the text, but extra eye candy is always better :)

Posted: Tue Mar 07, 2006 10:53 am
by Diedel
You can always have the text. Actually, the only important information is if the value gets low. ;)

I could add a flashing effect in such a case ... :roll:

Posted: Tue Mar 07, 2006 6:43 pm
by Pumo
I would like D2X could read direct MVE files from the Movies folder.

I have an AVI2MVE converter and want to test some custom movies but i can't put the movies onto an MVL file 'cause i can't find an MVL Archiver.

So, could D2X read MVE files directly?

Posted: Wed Mar 08, 2006 5:29 am
by Diedel
I have no clue about either file format, so if D2(X(-XL)) uses mvl, I wouldn't know how to make it understand mve.

Posted: Wed Mar 08, 2006 7:59 am
by Neumaennl
there is some program by HH-Soft inside the Descent Manager tools which can extract MVE from MVL - you might want to check if it can insert MVE into MVL also

I'm not quite sure if I have this program somewhere - rather not :-(

you might want to search the net for the old dos descent manager or ask someone in the forum

Posted: Wed Mar 08, 2006 8:28 am
by Suncho
I'd like to get D2X-XL to support the D1 Demo. I got it working insomuchas it loaded the mission and played the briefing screen.

However, when it tries to actually load the level, I get this warning:

Image

In order to get this far, I had to have both the D2Demo data and the D1Demo data in the same directory. To get the menu to load, I had to delete Descent.pig. Then after the main menu loaded up, I put Descent.pig.

If I try to load the mission while Descent.pig is still missing, I get this error instead:

Image

In either case, the game exit-crashes if I try to continue through.

Posted: Wed Mar 08, 2006 9:04 am
by Diedel
D1 demo data link pls. :) (I'm lazy ;)).

Posted: Wed Mar 08, 2006 9:22 am
by Suncho
http://www.download.com/3000-2095-855421.html

EDIT:

On a related note, I'd like to see a command line option for D2X-XL that specifies which set of data to use.

Something like:

-mainhog d2demo.hog

or something like that. =)

Posted: Wed Mar 08, 2006 10:13 am
by Diedel
Thx.

I am afraid I won't get this to work. The d1 demo data format depends on some description table in the data that describes a lot more than only the textures, and it would require a massive amount of work to filter through this.