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Posted: Thu Dec 22, 2005 11:19 pm
by TechPro
Diedel!
Great stuff with 1.5.61 !!
The multiple reactors in the secret level works just fine now! ... Sorry I didn't get the saved game sent to you. Was having trouble connecting with DBB and didn't you'd requested that. Either way, it works now!
Now
this looks Cool! (secret portal animation up close as background for secret level found banner)
------
Got a problem when doing Descent 1 levels...
When exiting Level 10 by way of the secret exit (which sends you to the secret Military base)... I still have all three keys (blue, yellow, red) when starting the secret military base... thus allowing me to finish quickly instead of having to hunt down the keys. After finishing the secret military base... and moving on to level 11... all keys removed thus allowing normal play at level 11.
Odd.
-----------------
Side note... did you adjust the weapon damage ratios? I'd noticed in recent versions that missles (especially Smart missles) killed the Lou Guards in one shot (on Rookie)... and Homers would kill a lot of bots in one shot (again, Rookie)... which is not quite normal.
... now it takes more than one shot with these missles to accomplish the same thing.
Windows XP SP2.
Posted: Fri Dec 23, 2005 3:12 am
by Diedel
Does extreme missile damage still happen with v1.5.61? I had changed the impact force application code when two bodies hit each other, and that had led to the crash when killing the mini reactor ... looks like I need to look over this code a little more.
Posted: Fri Dec 23, 2005 4:54 am
by Weyrman
win 1.5.61 (single)(plutonium mission) I have found that the brightness starts off fine, but if I die, when it respawns, the brightness seems to be at minimum and the slider doesn't seem to work. With or without the gamma toggle set. I also find that the map changes to red lines with the close areas orange.
A restart of the program seems to fix it until the next death.
Posted: Fri Dec 23, 2005 5:49 am
by Diedel
There are still a few palette problems since introduction of the new menu style (the D2 palette system implementation is incredibly noobish). I will look into this.
Posted: Fri Dec 23, 2005 8:21 am
by TechPro
Diedel wrote:Does extreme missile damage still happen with v1.5.61? ...
Nope.
In fact, 1.5.61 required I use at least two Smart missles to kill a Lou Guard (extreme missle damage required only one smart missle).
Are the red and green hornet spawns able to move faster now? I'm having a harder time hitting them and they seem quite capable of dodging away from me.
Posted: Fri Dec 23, 2005 8:41 am
by Neumaennl
I also experienced extreme speed robots in v1.5.59 - I'm gonna download and check v1.5.61
maybe you can look into this Diedel - the robots only seem to move that fast when retreating, e.g. when hit
Posted: Fri Dec 23, 2005 8:58 am
by Diedel
TechPro wrote:Are the red and green hornet spawns able to move faster now? I'm having a harder time hitting them and they seem quite capable of dodging away from me.
Not that I'd know. I always have a hard time hitting them ...
Posted: Fri Dec 23, 2005 9:08 am
by TechPro
Couple items...
1) (Descent 2) When exiting Level 21... the mine exit video showed white borders around it (above and below) instead of having a dark background like the game beginning video does (thank you!).
2) (Descent 2) When I spawn in a new level, the brightness is down low making things dark... and the slider seems to have no effect. I save my game, exit the program, reload and the brightness is good again. So, obviously the brightness isn't stored in the saved game... but the program seems to be doing this when progressing to the next level.
Will check to see if this is happening in Descent 1 levels as well.
EDIT: Yes, it happens with Descent 1 games as well.
Also, I was re-attempting to go from D1 level 10 either the secret level or to level 11... the plan was to save my place after blowing the reactor but before exiting the mine... but with the reactor countdown going... as soon as I hit "save game" (alt-F2) it announced I had died in the mine and had lost everything... then it moved me to level 11... and
THEN it gave me the save game menu.
What's up with that?
Posted: Fri Dec 23, 2005 11:22 am
by Escorter
I get this palette bug with the latest version:
http://img433.imageshack.us/img433/396/palette7wd.jpg
Doors, reactors, reactor fireballs and the Pyro explosion also incorrect.
Posted: Fri Dec 23, 2005 11:39 am
by Diedel
When did you get it, i.e. what did you before (open some menu, loaded a save game, paused the game, or whatever)?
Posted: Fri Dec 23, 2005 12:38 pm
by Escorter
I loaded a game, but this bug comes when I simply start a new game. And I discovered it in the D2 Automap, too.
And a D2 bug I discovered about 10 minutes ago: if Wingnut stucks in a key-locked door, and I press ESC, he jumps far away from the door.
Posted: Fri Dec 23, 2005 2:20 pm
by Kirby
time to become a complete pain in the ass
http://img409.imageshack.us/my.php?imag ... d015nd.jpg
concerning that image:
1) When a missle blows up and the missle monitor turns to snow, you can tell that the animation was created by 4 smaller ones (there's a black '+' line in the center)....also, the animation runs all the way to the bottom of the screen, when the monitor container originally doesn't go that far.
2) you can see some red even when the afterburner bar is depleted.....probably a little sprite tweaking would fix that
now onto other things:
3) The new menus are great and all, but they render very slowly. Half the time, the menus don't detect clicks or double-clicks, and I have to use the keyboard to select menu options and such. Even then, there is a 1 to 2 second lag before the highlighter moves.
4) some missing down and up arrows on the main menu (no down arrow indicating there are "Play D1/D2 Missions" hidden) and the mine selection menu (when there are more levels that can be displayed at 1 time)
5) Mission briefing and the Automap are extremely slow. In mission briefings, the robots rotate slow and the text displays slow also. In the Automap, rotation is extremely jerky. Also sometimes, when I try to enter Automap with the TAB key, it opens up for a second then kicks me right back into the game...even when I hit TAB only once
FYI - I'm on the Windows version right now
Posted: Fri Dec 23, 2005 2:28 pm
by Diedel
Which version are you using?
The static effect obviously should be stretched. I had noticed this before, but never really taken time to look into this (peanut
).
If it goes past the cockpit window it should be contained in, there also is some fixing required.
I haven't been experiencing dramatic lag with the new menus, not even on rather modest hardware. You can always turn the old menu style on by placing '-menustyle 0' in d2x.ini.
Posted: Fri Dec 23, 2005 2:46 pm
by Kirby
I was using 1.5.61....1.5.63 did not do anything to fix anything
that's strange....using that -menustyle 0 thing, I noticed a few more things:
1) the main menu does not work with the mouse...you can click with the mouse in the submenus though
2) No more slowness in mission briefings, but every page of new text prints over the previous page, which makes it unreadable
3) Automap still painfully slow
4) on a menu that allows you to scroll down, the menu options don't refresh with the scrolling. In other words, to reach the hidden options, you have to scroll up over the top of the menu.
and other things:
5) I just happened to notice that when the first explosion animation is played in a game, the game stutters until that animation is over. However, it's only a one time thing....all other explosions are fine after that.
so I guess the only other issue is the mouse click detection with the new menu style. But I got a feeling these new menus are also affecting the mission briefings too....
Posted: Fri Dec 23, 2005 4:00 pm
by Escorter
Diedel, looks like you fixed the palette problem after loading or starting a new game. But I discovered that the palette bug comes out after pause->unpause.
I know I was annoying... Sorry.
Posted: Fri Dec 23, 2005 4:22 pm
by Diedel
You are not annoying. I need your hints, because I will not find all these bugs on my own. I have already fixed that particular bug though.
Posted: Fri Dec 23, 2005 4:47 pm
by Escorter
Diedel wrote:You are not annoying. I need your hints, because I will not find all these bugs on my own. I have already fixed that particular bug though.
Thanks! Always pleasure to help in the development of a great thing like D2X-XL!
I'm afraid the palette problem still lives. Here is a screenshot after I unpaused the game:
http://img364.imageshack.us/img364/191/door3jz.jpg
And I running 1.5.63.
Posted: Fri Dec 23, 2005 5:28 pm
by Kirby
http://img414.imageshack.us/img414/1560 ... d027is.jpg
it seems that one of the robots has missing polygons....it's that stealth looking robot w/o eyes that shoot blue lasers
this is in a Descent 1 level if that info helps....
also:
http://img514.imageshack.us/img514/934/ ... d037pu.jpg
seems I have the palette problem too....I entered the ingame options, then returned to find this
Posted: Fri Dec 23, 2005 6:59 pm
by VR7
I have the same palette problem. For me, it's triggered by saving/loading the game, but it's fixed temporarily by just reloading your game.
Posted: Fri Dec 23, 2005 8:17 pm
by Diedel
v1.6.64 available now.
Posted: Fri Dec 23, 2005 9:46 pm
by Aus-RED-5
Diedel wrote:v1.6.64 available now.
1.6.64? ummm isn't it 1.5.64?
BTW, Your History page isn't working again on your site.
Posted: Fri Dec 23, 2005 11:43 pm
by VR7
Actually I pointed this out before but I don't think anyone noticed it.
There's this magical advance in time problem that seems inherent in the D2X-XL versions I've played so far. Basically if you respawn, change your screen size, etc., you can advance some portion of time forward.
For example, hold down the Vulcan Cannon and then pressing = causes you to lose a lot of rounds of Vulcan and make a shotgun spread on the wall.
In multiplayer, it seems you can disconnect people or even yourself out of the game if you try and do this.
In singleplayer, it makes missions like Pyrotechnica unplayable, because the moment you spawn, you will take damage, and on higher difficulties you will die. I have an example demo for that.
Posted: Sat Dec 24, 2005 2:41 am
by Escorter
Diedel! The palette again... After I dead twice, it comes again:
http://img463.imageshack.us/img463/4341/after6qp.jpg
(with 1.5.64)
And I discovered the D1 exit tunnel crash again.
Vulcan damage + Missing Energy
Posted: Sat Dec 24, 2005 2:36 pm
by Setsunaaa
I am currently in D2 Level 17, skill 0.
I am out of energy, aren't those energy drainers supposed to drop one energy powerup when killed? I cannot remember them dropping nothing over the range of more than ten killed energy drainers.
I am also out of vulcan ammo, it seems that I have to shoot much longer on an enemy (more than double time) before it dies. This raises the difficulty a lot.....
And the thief bot was missing since entering the level and in level 16 (with 1.5.60).
I played D2X-XL 1.5.64 XP-SP2.
I switched back to 1.5.52, reloaded the savegame - feels a lot more normal with damage, and out of nothing, the thief bot reappeared which I was missing my current level and in level 16. The drainers drop weapon/energy at normal rate with 1.5.52.
Suggestion for the download area:
Offer "stable" versions. Versions I think that behave more stable with less strangeness than other versions:
1.5.38
1.5.52
(I can mail them if you don't archive them, I do).
It would be nice to have all versions to dl, named d2x-xl-1.5.64.zip for example. I would be able to trace back until I find the version which changes something (to the good or bad, like that vulcan damage).
The game runs on when hitting F1 or F2 for the transparent menus, is that supposed to be that way?
Apart from that:
Diedel - keep fingers away from coding at least a few days, enjoy the time you have now.
Mach mal Party, Mann !
Donation recieved? Name used to donate is "Joachim".
Posted: Sat Dec 24, 2005 7:14 pm
by Kirby
Escorter wrote:And I discovered the D1 exit tunnel crash again.
same here too...
another thing:
1) do you notice how your screen flashes red (or blue or yellow) when you get hit or pick up a key or powerup??? With D2X, everything works fine up to your first death. After that, there are no more damage indicators or anything like that which indicates something. Basically, after your first death, there are no more color HUD indicators
and also here is another picture of that missing polygon bug I talked about earlier...seems to only happen in D1 levels :/
http://img508.imageshack.us/img508/4425 ... d045gy.jpg
Re: Vulcan damage + Missing Energy
Posted: Sun Dec 25, 2005 2:53 am
by Diedel
Setsunaaa wrote:Donation recieved? Name used to donate is "Joachim".
Müsste mal gucken ... Danke auf jeden Fall.
The damage indicators are a palette thing ... needs fixing, obviously.
Damage problem should be resolved with 1.5.65.
Missing polys ... I start to hate D1.
Posted: Sun Dec 25, 2005 7:02 am
by Setsunaaa
Well, in D1 original (played within dosbox
http://dosbox.sourceforge.net/news.php?show_news=1 ) there are sometime polyproblems too.
Main difference while checking in the original for polyprobs I found: the bots behave very different in D1, move different, seem to see the player at different times.
IMHO no need to focus on D1 too much, just the exit crash is a bit problematic.
Posted: Sun Dec 25, 2005 7:05 am
by Escorter
Diedel! Stop hating D1. It is the BEST Descent episode.
Setsunaaa! D1 in DosBox? About 4 FPS?
Posted: Sun Dec 25, 2005 8:51 am
by Setsunaaa
Escorter: Descent1 in DosBox...
About 10-15 fps, playable! With normal background task level and full sound+music 320x200. DOXbox frameskip = 2, cpu cycles=25000. With cockpit view more fps.
With other DOS games I have to go down to 15000 CPU cycles to get non-stuttering sound.
But information:
Last summer my "old" machine died, and I put in a very fast new machine as replacement.
I could post a "my computer has a dick of that size" list here, but only on request
.
Posted: Sun Dec 25, 2005 4:17 pm
by Diedel
Escorter wrote:Diedel! Stop hating D1. It is the BEST Descent episode.
/me prefers D2.
Posted: Sun Dec 25, 2005 5:52 pm
by Escorter
I like D2 (especially Wingnut)! But I think D1 is the-only-and-the-original
And there are no Medium Lifters in D2
Posted: Sun Dec 25, 2005 8:51 pm
by TechPro
Setsunaaa wrote:Escorter: Descent1 in DosBox...
About 10-15 fps, playable! With normal background task level and full sound+music 320x200. DOXbox frameskip = 2, cpu cycles=25000. With cockpit view more fps.
With other DOS games I have to go down to 15000 CPU cycles to get non-stuttering sound...
(...scribbles down some notes...)
Cool!
Tho I'll probably
also run D1 with the help of D2X-XL.
Posted: Mon Dec 26, 2005 10:49 am
by Kirby
Escorter wrote:Diedel! Stop hating D1. It is the BEST Descent episode.
you do realize he is just playing with you....
D2X-XL crash on "customize keyboard"
Posted: Mon Dec 26, 2005 1:59 pm
by Szpak
Hi,
I noticed that d2x-xl crash with "Fatal signal: Segmentation Fault (SDL Parachute Deployed)" on "customize keyboard", "customize above" and "weapon hotkeys".
Is it normal behaviour?
Tested with 1.5.65 and the previous one version under Windows XP.
Marcin
cloaking
Posted: Mon Dec 26, 2005 6:06 pm
by arieligena
Is cloaking working OK?
It seems I'm still visible for robots in single player.
Posted: Mon Dec 26, 2005 6:12 pm
by Escorter
Can I play Vertigo with D2X-XL? I copy everithyng from the "Vertigo" folder to D2 folder (the setup program can't run on XP...), but nothing happens. In the "Missions" folder, there are two new mission files: PANIC.HOG and PANIC.MN2. Are they the Vertigo missions?
Re: cloaking
Posted: Mon Dec 26, 2005 7:46 pm
by Diedel
Ariel,
You're 'visible' if you shoot or use the headlights.
Escorter,
a 'Vertigo folder' in the Windows version of D2?
Posted: Mon Dec 26, 2005 9:44 pm
by TechPro
Escorter wrote:Can I play Vertigo with D2X-XL? ...the setup program can't run on XP...
Um, the setup program
should work just fine... expecially if you run the setup program in compatability mode (right-click the setup.exe, properties, Compatability, Windows 95).
Posted: Tue Dec 27, 2005 12:31 am
by VR7
I didn't have to run it in compatibility mode for 95 at all... Then again, I have the Definitive Collection.
Posted: Tue Dec 27, 2005 1:03 am
by Aus-RED-5
Ok... not sure why or what is going on, but
before the new menu came into D2x-XL.
I used to be able to join games from kali/IPX.
I'm using v1.5.66. I'm trying to connect through Kali/IPX games. When I select to join games.
I see this:
Does this mean something is wrong here? I've never seen that before.
Will have to try to down-grade versions to see if I can connect again.