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Posted: Fri Dec 30, 2005 3:26 pm
by Snake785
I just tried in .73 but managed to reproduce it. And before I upgraded to .73, I checked and I didn't have fast respawn enabled on both systems.

Try continuously firing using a primary weapon like the Gauss cannon, even lasers until the ship blows up and gives up whatever they had on board their ship.

Posted: Fri Dec 30, 2005 3:34 pm
by Diedel
Do you have to press a key to respawn after dieing?

I can only really test this next week. Currently, I am running an Entropy MP game with only one participant.

Posted: Fri Dec 30, 2005 3:41 pm
by Snake785
Yea I had to press a key after dieing. Maybe I could show you by creating a game (using the tracker?) and I'll bring in two players of my own?

Posted: Fri Dec 30, 2005 3:43 pm
by Diedel
Ok. But you will need to bear my debugging when the problem occurs.

Edit:

Just joined your game. The level was no entropy level, so the entropy data was in an undefined state, causing one team to die over and over. That's all. ;)

I will have to fix d2x-xl here.

Posted: Fri Dec 30, 2005 3:47 pm
by Snake785
Oh, ok...just weird that I found it in anarchy mode that one time...

Posted: Fri Dec 30, 2005 4:23 pm
by Diedel
I have fixed handling of non entropy enabled levels in entropy mp games, and d2x-xl will issue a warning when using such a level in an entropy game. There is no easy way to completely prevent that though. Entropy will simply not work in such levels.

Re:

Posted: Sat Dec 31, 2005 12:47 am
by Sirius
Escorter wrote:Diedel! I saw a Medium Hulk in Vertigo level 3. Is it normal? D1 robot in D2 Vertigo? I don't think so...
Uh, yes. That's supposed to be there; Vertigo has always had D1 robots in places.

Re:

Posted: Sat Dec 31, 2005 2:39 pm
by Escorter
Sirius wrote:Uh, yes. That's supposed to be there; Vertigo has always had D1 robots in places.
Uhhh... That's a relief!

Are there Medium Lifters in Vertigo? (I'm on level 4 now, but I'm curious.) :wink:

Re:

Posted: Sat Dec 31, 2005 7:43 pm
by spud
Diedel wrote:
spud,

I tried this, no problems here. Can't tell what's going wrong for you.

I am not saying there is no bug, it's just that unfortunately I cannot fix it if I don't run into it in the debugger.
Sorry Diedel, I forgot one key detail, this bug only happens with "menustyle 0" set in in the d2x.ini file.

spud

Posted: Sun Jan 01, 2006 3:22 am
by Diedel
It's the small things ... ;)

I'll check this.

Posted: Sun Jan 01, 2006 3:50 am
by Aus-RED-5
Diedel.
Your site says 1.5.74, the version I'm getting is still 73. :?
Can ya fix that please...Thanks. heh :lol:

Posted: Sun Jan 01, 2006 9:31 am
by Aus-RED-5
Diedel. v1.5.74
I've tryed the ingame screenshot (alt+F9). D2x-XL tells me that it took \"scrn0000.tga\".
Image
Only thing is. There is no screenshot in the D2 folder. :? I did a search in files and folders and found none.
Fixie please? :)

Posted: Sun Jan 01, 2006 10:11 pm
by Sirius
Stealth has told me that he has tried to get D2X-XL to work, but it apparently just flashes the screen and aborts immediately. I'm not perfectly sure why.

Apparently he uses a Voodoo 3 3500 under Windows 98; I'm not perfectly sure how well D2X works under W98 but it should generally work, I'd think.

What I have heard is that the original D2x would run on his machine (although he ran that some time ago now), but fullscreen didn't work.

I suggested he start D2X-XL without -fullscreen just in case, but no joy it seems; from what I'm told the screen froze.

Not really sure what to do about this one - unless anyone else has had similar experience. Unfortunately none of the times I've tried D2X I have seen any problems getting it to actually run...

Posted: Mon Jan 02, 2006 1:47 am
by TechPro
This may not help much... and I haven't tried the 1.5.75 version yet... but my Win98 (533mhz), Win2000 (866mhz), and WinXP (2.7ghz) systems were all OK with D2X-XL 1.5.74 on New Years Eve (multi-player gaming).

Tho the 533mhz and 866mhz systems had a bit of \"skippyness\" now and then...

I also have a 400mhz Win98 system that cannot run D2X-XL in any version. I suspect it's because that system's too \"low-end\".

Posted: Mon Jan 02, 2006 3:24 am
by Diedel
Stealth probably needs to get a good Voodoo OpenGL ICD. I know of a guy using a 5500, who had problems with d2x-xl all the time until he switched to another ICD.

The old Voodoo cards generally have problems with their OpenGL support.

Doesn't stealth have a WinXP machine with a somewhat modern gfx card? Even a modest system with a GF 4 MX 400 would do (my Linux box has an Athlon XP 1800+ and a GF 4 MX 400, which is pretty low end).

Posted: Mon Jan 02, 2006 11:26 am
by Kirby
just wanna say that the brightness problem is fixed now....and an extra bonus: the damage indicator is fixed also :)

will be doing more netplay in the future :)

Posted: Mon Jan 02, 2006 11:53 am
by Diedel
Brightness and damage indicator use the same code. ;)

Re:

Posted: Mon Jan 02, 2006 5:14 pm
by TechPro
Diedel wrote:Brightness and damage indicator use the same code. ;)
How the heck does that work? wait... I don't even want to know. :wink:

Posted: Mon Jan 02, 2006 7:01 pm
by Weyrman
v 1.5.75

I was playing coop multiplayer on my home network (as no-one else here is up to my level) and found that I could not direct the other player back to me using the automap as their dot did not move on the map as they did. The little radar maps both show dynamic movement as the automap used to, but are hard to follow. If you have turned off dynamic viewing for the automap, can we have it switched back on for at least for co-op games (if possible).

Posted: Mon Jan 02, 2006 7:33 pm
by Kirby
Just a few more things:

1) I guess I get that same \"not an entrophy level\" error when entering a netplay game now. But unlike what Snake said earlier, I got the error starting a Coop game AND a Anarchy game.

2) Just noticed that when you pickup a weapon in netplay mode, the messages that usually print out in the top center corner (you know, like the \"Spreadfire Cannon!\" and \"Ammo Rack!\" and \"Cloak On!\" messages) do not print out after all....however, selecting weapons do print out in the corner.

3) Those damn black text messages :P Snake did mention something interesting that the messages only print out black when the level is covered with red textures....or something :P And I have to agree somewhat too...I kinda noticed how some levels do not experience this problem, and some do.

4) I don't think the print screen function works for windowed instances

5) Noticed a texture problem in Dogfight! Level 3....dunno if it's a problem or not

Image

6) when minimizing and restoring a windowed instance at the main menu, the window now looks like this, and the mouse or keyboard can't be used:

Image

7) I still don't think it's right for that the only way to get the 1-9 keys to work in netplay is to select the 'weapon hotkeys' ratio button in the controls menu....to be honest, I have no clue why that option is avaliable, because it disabled the use of a mouse or joystick

Posted: Tue Jan 03, 2006 1:58 am
by Aus-RED-5
Screenshots work!

Thank you! :D

Re:

Posted: Tue Jan 03, 2006 4:34 am
by Diedel
Kirby wrote:Just a few more things:

1) I guess I get that same "not an entrophy level" error when entering a netplay game now. But unlike what Snake said earlier, I got the error starting a Coop game AND a Anarchy game.
Hm. Need to improve the check.
Kirby wrote:7) I still don't think it's right for that the only way to get the 1-9 keys to work in netplay is to select the 'weapon hotkeys' ratio button in the controls menu....to be honest, I have no clue why that option is avaliable, because it disabled the use of a mouse or joystick
That's a flaw in the menu system: You need to check that control type before you can configure it. I will change that.

Re:

Posted: Tue Jan 03, 2006 9:47 am
by Diedel
TechPro wrote:
Diedel wrote:Brightness and damage indicator use the same code. ;)
How the heck does that work? wait... I don't even want to know. :wink:
Brightness only uses 1/4 of the total brightness range (making the whole screen white doesn't make much sense :roll: ), so there's 3/4 for further brightness effects available. ;)

Posted: Tue Jan 03, 2006 3:04 pm
by Sirius
I suppose such as flash missiles, the red tint from taking damage, the yellow one from collecting powerups, etc?

Posted: Wed Jan 04, 2006 3:20 am
by Diedel
bingo. ;)

Re:

Posted: Wed Jan 04, 2006 3:45 am
by Aus-RED-5
Kirby wrote: 5) Noticed a texture problem in Dogfight! Level 3....dunno if it's a problem or not
Image
Well it seems to be a prob for some.
A friend of mine is having the same prob. On lvls Minerva69 and Athena. He gets black lines on walls.
Image
His system specs:
Intel P4 2.4
256MB
Radeon 9000 64MB AGP with latest omega drivers
Windows XP Home SP2.

EDIT:
Seems to be a prob for me too :(
Minerva3
Image..Image
^^^
Using ingame screenshots (alt F9)!! :D

Posted: Wed Jan 04, 2006 4:28 am
by Diedel
Ummm ... I had fiddled with the texture merging in v1.5.75 ... :roll:

Edit:

Yo, I can tell you why this is - the level author must have been a clueless noob: He has put a light texture below a regular wall texture, and the light texture has 'holes' that shine through with OpenGL multitexturing. :evil:

Edit2:

I cannot freakin believe it! If using multitexturing, the overlay texture receives the bottom texture's alpha value! :?:

Anyway, I hate Minerva style levels, and this just deepens my antipathy.

Who gave you permission to play these levels anyway, when my D2 site offers so many excellent MP levels, huh? :P
Kirby wrote:6) when minimizing and restoring a windowed instance at the main menu, the window now looks like this, and the mouse or keyboard can't be used:
Old style menus? After addition of the new menu style, these were allowed to be larger than 640x480, which has shown not to be working for old style menus due to very complicated technical reasons (that part of the code sucks tremendously). Next version will limit old style menu size to 640x480, removing such problems.

Re:

Posted: Wed Jan 04, 2006 5:24 am
by Aus-RED-5
Diedel wrote:Ummm ... I had fiddled with the texture merging in v1.5.75 ... :roll:

Edit:

Yo, I can tell you why this is - the level author must have been a clueless noob: He has put a light texture below a regular wall texture, and the light texture has 'holes' that shine through with OpenGL multitexturing. :evil:

Edit2:

I cannot freakin believe it! If using multitexturing, the overlay texture receives the bottom texture's alpha value! :?:

Anyway, I hate Minerva style levels, and this just deepens my antipathy.

Who gave you permission to play these levels anyway, when my D2 site offers so many excellent MP levels, huh? :P
LOL :lol: - Well my friend told me about the probs and I wasn't playing a really game anyways. Only tested to see what he was seeing. :P
Anyways, Are you able to fix.... huh huh?? :P

Re:

Posted: Wed Jan 04, 2006 5:37 am
by Diedel
Aus-RED-5 wrote:Anyways, Are you able to fix.... huh huh?? :P
Guess. 8)

Re:

Posted: Wed Jan 04, 2006 5:41 am
by Aus-RED-5
Diedel wrote:
Aus-RED-5 wrote:Anyways, Are you able to fix.... huh huh?? :P
Guess. 8)
Heellllllll Yeahhhhhh! ;)

We now you rock! :P

Re:

Posted: Wed Jan 04, 2006 5:43 am
by Diedel
Aus-RED-5 wrote:
Diedel wrote:
Aus-RED-5 wrote:Anyways, Are you able to fix.... huh huh?? :P
Guess. 8)
Heellllllll Yeahhhhhh! ;)

We now you rock! :P
Rockin' to get you rollin'. ;)

Actually I have fixed all issues mentioned here except the black text, which i will look into today before releasing v1.5.77.

Posted: Wed Jan 04, 2006 5:47 am
by Aus-RED-5
Cool! Thanks for that!! 8)

Posted: Wed Jan 04, 2006 1:17 pm
by Sirius
The only reason I would EVER do that is if the level was too dark as is, and I couldn't find any suitable place to put real lights. (This implies, of course, bad planning.)

It's cheesy but in some cases there are reasons to do things like this.

The other one is those weird sliding textures - which don't look too bad when used properly.

Posted: Wed Jan 04, 2006 2:39 pm
by Diedel
Sirius,

the preferred way would be to use the 'Empty - Light' texture for adding invisible light sources - so much more as the lights used in Minerva3 have the same brightness.

Sliding textures are another story.

Bug

Posted: Wed Jan 04, 2006 6:23 pm
by Jesus Freak
Diedel, a problem that me and another Descent player have is we can't change weapons in the game. The number keys, 1 through 0, do not work. Cycling the primary weapons does work though.

Also, D2x-XL does not recognize the 2 thumb buttons on my Logitech MX518 mouse.

Posted: Wed Jan 04, 2006 6:29 pm
by Diedel

Re:

Posted: Wed Jan 04, 2006 6:40 pm
by Jesus Freak
I haven't changed the weapon hotkeys. They are still on the default values, but for some reason I can't switch in games.

Posted: Thu Jan 05, 2006 1:47 am
by Aus-RED-5
Diedel.
This might have something to do with what Jesus Freak's prob's are.

Using v1.5.77 and joy stick config.
If you start up a multiplayer game and while in game. Hit F2, select Options, then Controls and then try and select Customize Above... You'll see that you can't customize. Plus I have notice while playing ingame. Hit the primary buttom and you'll get the no weapons sounds plus the cycling sounds at the same time. :shock:

Can you have a look at this please?
Thanks. :)

old savegames

Posted: Thu Jan 05, 2006 7:29 am
by arieligena
Diedel, I can't load some old savegames (1.5.6x I think).

Posted: Thu Jan 05, 2006 5:16 pm
by Escorter
And it still crashes when I go trought the exit in D1 mode :evil: