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Posted: Sun Nov 06, 2005 9:08 am
by Image
Better shot:

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:D

Green lighting added! :D

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Posted: Sun Nov 06, 2005 5:43 pm
by Image
Celler's almost done :D

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Posted: Tue Nov 08, 2005 8:32 pm
by Pumo
The screens looks nice. I think is a good work :)

However, although this is a D2X-W32 issue, in the green lighted room, the lights and the door seems completely white lighted!

I know i've (and another user too) already said that issue in the D2X-W32 Bug report thread but well, i hope that issue can get fixed soon.

But anyway, the level seems pretty cool!

Posted: Wed Nov 09, 2005 2:48 am
by Diedel
Hm. Maybe DLE-XP simply doesn't light passable walls, failing to see there are not simply two segments connected and an open side, but that something is in that side ... :roll: ... will look into this.

Posted: Wed Nov 09, 2005 7:25 pm
by Pumo
In fact, D2X-W32 are so good, that for me it's almost perfect now. If that light problem is related to DLE-XP instead of D2X, then D2X-W32 is already perfect :)

Actually, that was the real and unique real problem i see on D2X-W32 levels: Secondary textures (just like doors and lamps) doesn't seem afected by colored lights. But if that can be fixed, then D2X-W32 would be the best Descent version ever!! :D

Anyway, i think i'm kind of off-topic now.

BTW, how the progress of Burp 1, the SP version, goes by this time?

Edit: I see the newest version of D2X-W32 and the light issue is fixed now! Good work Diedel! :)

Posted: Thu Nov 10, 2005 5:51 pm
by Image
Burp 1 is already done, and I have alot of outdoor work to be doin on Burp 2, and even MORE work on Burp 3; seeing as in 3 I can never seem to create the effect I want and end up shleesing off and making something cheaper, therefor making room after room to try and get it right :P The main problem is, I see a way to do something easier and go for it :oops:

Posted: Wed Nov 16, 2005 3:31 pm
by Image
Added to the third room in Burp 3:

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:D

Posted: Tue Nov 22, 2005 3:47 pm
by Image
New room :D

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This is the latest picy, but D2X-XL can't handle the cubecount :P

Posted: Wed Nov 23, 2005 12:29 am
by Sirius
Looking at the image, it seems you've used more cubes in some places than you had to (but I can't see behind the ship, so I'm not perfectly sure about that).

But in general, you're probably right - D2X-XL slows down significantly once you pass a couple hundred cubes in view or so.

Posted: Thu Nov 24, 2005 8:30 am
by Image
Well, almost all of them are necessary...I may have added a few on the right and left walls of the room where I didn't need to, meaning I could'v simply streatched them to be that far :P