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Posted: Thu Jun 22, 2006 1:56 pm
by Kirby
I have no issues against light maps, but like that animated picture shows, it has problems with cube lighting. Since all lights were blown out, light maps on should of looked just like light maps off.
In general, light maps do help with making the lighting more realistic. If you can fix the problems with the cube lighting, then that would be great....but if not, then it's not that big of a loss
here's another example....probably the most noticable one people notice
Posted: Thu Jun 22, 2006 3:43 pm
by Diedel
The lightmaps don't work properly with D2X-XL, and I have no ambitions to change that. Actually, if a light is shot out, I'd need to recompute all lightmaps affected by it.
D2X-XL offers colored lighting; it's only that the level author has to add it. Imo that's by far the preferrable way. Even the D2:CS mission has been converted to a colored level set.
Posted: Fri Jun 23, 2006 3:26 pm
by Tim
What's with the loading bars? Loading my level used to take about 15 seconds. Then you installed the texture loading bar which made it take about 30 seconds, but now it takes about 2 minutes with the lighting bar. My level has another problem. It's a copy of descent2.hog with a twist. In it, going through a portal (teleporter) takes you to an alternate dimension of the current level only it is pitch black and everything is busted. (Metriod Prime 2 meets descent
) The problem is that no matter what I do, the other dimension is lit
. Far away areas are black but I can see everything near me. Also, every time I start d2x-xl, my joystick Y axis is inverted.
Edit: 2 more.
I can't cycle off of my super lasers. I think it's because normal lasers are next on the list.
I think you forgot to program what to do when you shoot a guided missile in the external camera.
I found the problem with my level. The contrast bar was too low.
Posted: Fri Jun 23, 2006 5:03 pm
by Diedel
Loading bars: Have been improved and can be turned off.
Lit level: Using lightmaps?
Lasers: Will check.
Guideds: What?
Posted: Fri Jun 23, 2006 5:25 pm
by Tim
Launch a guided missile using the external camera mode, you should see the problem.
Posted: Fri Jun 23, 2006 6:36 pm
by Diedel
What is external camera mode? You mean external ship view?
Posted: Fri Jun 23, 2006 7:24 pm
by Tim
yes
Posted: Sat Jun 24, 2006 2:05 am
by Diedel
Guided view if external ship view enabled should be fixed now.
Posted: Sun Jun 25, 2006 2:58 am
by reetus
V 1.6.83, when playing D1, if you abort game then load your saved game, the reticle disappears leaving white squares in it's place then white squares appear all over the screen making it unplayable.
Posted: Sun Jun 25, 2006 3:08 am
by reetus
also, if inventory is enabled all cloak and invuln powerups are lost when going from one level to the next.
Posted: Sun Jun 25, 2006 3:20 am
by Diedel
reetus wrote:also, if inventory is enabled all cloak and invuln powerups are lost when going from one level to the next.
Ooooops!
Btw, please use the edit button in the future instead of creating several posts directly following each other.
Cycle Primary Weapons
Posted: Sun Jun 25, 2006 3:40 pm
by Soupist
I can cycle through all my secondary weapons but my primary weapons always stops and stays a super lasers. If it is on super lasers there is no cycling. Is this a bug or some over sight in the settings/preferences?
Posted: Sun Jun 25, 2006 4:09 pm
by Diedel
Read
this.
If you have fulfilled all requirements and the bug report is still valid, confirm it here.
Posted: Sun Jun 25, 2006 8:13 pm
by reetus
I opened the new version of d2xl,1.6.85, and unzipped it to my descent2 folder. When I double click my d2xl icon on my desktop I now get this message \"The procedure entry point SDL_strlcpy could not be located in the dynamic link library SDL.dll\"
This is how I did all the prior versions of the program, am I doing something wrong?
Posted: Sun Jun 25, 2006 10:06 pm
by zif
reetus wrote:I opened the new version of d2xl,1.6.85, and unzipped it to my descent2 folder. When I double click my d2xl icon on my desktop I now get this message "The procedure entry point SDL_strlcpy could not be located in the dynamic link library SDL.dll"
It looks like the wrong versions of the SDL files were included in the v1.6.85 archive. Grab the newer versions of SDL.dll and SDL_mixer.dll from the following locations, extract them to your D2X-XL directory and then it'll work...
http://www.libsdl.org/release/SDL-1.2.10-win32.zip
http://www.libsdl.org/projects/SDL_mixe ... -win32.zip
Max
Posted: Sun Jun 25, 2006 11:14 pm
by reetus
Yep, that did the trick it does start now but still getting the vanishing reticle and white squares when aborting a game then reloading the same save game.D1 missions.
Posted: Sun Jun 25, 2006 11:47 pm
by zif
reetus wrote:Yep, that did the trick it does start now but still getting the vanishing reticle and white squares when aborting a game then reloading the same save game.D1 missions.
In D1 missions I too have white shapes appearing pretty much wherever there should be a weapon explosion texture. Also some wall textures are not displaying correctly as shown in the image. This started happening after I upgraded from 1.6.74 to 1.6.83 and happens in 1.6.85 also. My printlog is here:
http://home.exetel.com.au/null/d2x.log
Posted: Mon Jun 26, 2006 3:28 am
by Diedel
Yikes - I totally forgot to include the new SDL and SDL_mixer dlls in the zip file. Just fixed that. My SDL dll versions contain a few D2X-XL specific adaptions.
Posted: Mon Jun 26, 2006 5:01 am
by Aus-RED-5
v1.6.85
In main menu. If you wait for the demos to play.
D2x-xl locks up and you get this.
When \"tring\" to view demos in the \"View Demos\" menu. D2x-xl crashes to desktop.
Another thing.
I got an invalide player file.
So I had to create a new player file again.
Very odd.
Posted: Mon Jun 26, 2006 5:51 am
by Weyrman
I also got invalid player and had to restart and redefine controls, and the demo crash.
Posted: Mon Jun 26, 2006 6:12 am
by Diedel
I just loaded an old demo - no problems.
Same with my player file.
Posted: Mon Jun 26, 2006 6:47 am
by Aus-RED-5
ummmm ok Diedel.
But I'm not the only one here.
So I'm just as confused as you are.
Weyrman,
Try this and see if you get the same thing as me.
Start a mission (any mission) and then record a demo (F5).
Save the demo (F5) and exit the mission.
Now try viewing the new demo you took.
When it finishes loading. It should drop back to main menu in D2x-xl.
This is what happend to me. So maybe it will do the same for you?
EDIT:
Ok found the prob.
Disable hires textures in the ini file and
old demos now playback!
BOO to that!
EDIT 2:
New demos still makes you drop back to main menu.
And when idle in main menu, wait for demo to load on its own and D2x-xl will locks up.
hehe... no I will not slow down!
Posted: Mon Jun 26, 2006 7:01 am
by Diedel
Slow down.
Edit:
No problems here, neither with old nor with new demo files, or with hires textures on.
Try v1.6.86.
Posted: Mon Jun 26, 2006 7:06 am
by zif
Aus-RED-5 wrote:
Now try viewing the new demo you took.
When it finishes loading. It should drop back to main menu in D2x-xl.
EDIT: Ok found the prob.
Disable hires textures in the ini file and old demos now playback!
I've tried with and without hires textures enabled and it drops back to the main menu after loading the *new* demo either way. I don't have any old D2X-XL demos to test.
On the subject of demos... is there any chance of D2X-XL playing old demos recoded in D1? Apologies if it's mentioned in the forums somewhere already, but I haven't come across it.
Posted: Mon Jun 26, 2006 7:09 am
by Diedel
No D1 demos with D2X-XL for the time being, sorry.
I will look into the D1 demo playback code, and if it's easy to port over, I will do it. But no promises.
Posted: Mon Jun 26, 2006 7:10 am
by Aus-RED-5
zif wrote:Aus-RED-5 wrote:
Now try viewing the new demo you took.
When it finishes loading. It should drop back to main menu in D2x-xl.
EDIT: Ok found the prob.
Disable hires textures in the ini file and old demos now playback!
I've tried with and without hires textures enabled and it drops back to the main menu after loading the demo either way.
On the subject of demos... is there any chance of D2X-XL playing old demos recoded in D1? Apologies if it's mentioned in the forums somewhere already, but I haven't come across it.
Nope.. D1 is a different format.
Dang.. Diedel.. Beat me to it!
Posted: Mon Jun 26, 2006 7:18 am
by Diedel
Nooooo?
In the shuffling madness
Of the locomotive breath,
Runs the all-time loser,
Headlong to his death ...
... No way to slow do-own.
Aus-RED-5 wrote:Dang.. Diedel.. Beat me to it!
Think you're fast? Think twice ...
Posted: Mon Jun 26, 2006 7:21 am
by Aus-RED-5
grrrrrr.... yet again with the invalid player file!
I ended up using the default player file to test demos.
New demo did play back. Old demo (descent2.dem) did not. Still crashed to desktop.
Posted: Mon Jun 26, 2006 7:21 am
by zif
Diedel wrote:No D1 demos with D2X-XL for the time being, sorry.
I will look into the D1 demo playback code, and if it's easy to port over, I will do it. But no promises.
That's good enough for me, thanks!
It's no great tragedy to have to use D1X-Rebirth (or whatever D1X version) to view them, but it would be great to have D2X-XL able to do everything
Posted: Mon Jun 26, 2006 7:22 am
by Diedel
Aus-RED,
please send the player file to karx11erx at hotmail dot com. I need to examine it.
D1 mission textures
Posted: Mon Jun 26, 2006 7:38 am
by zif
v1.6.86
* Fixed: White spaces instead of the proper textures in Descent 1 missions
The white space problem is indeed fixed for me, thanks.
I still have some texture issues though. I've so far only seen it in the D1 Total Chaos level 1 map. It's a standard map that came with D1 so if someone else can test it it would be appreciated. Some screenshots are attached...
Posted: Mon Jun 26, 2006 11:23 am
by Diedel
Aus-RED,
just tested D2X-XL 1.6.86 on a 32-bit machine, Win2K: No problems either. No problems on Linux as well.
Posted: Tue Jun 27, 2006 2:23 am
by Pumo
Little bug:
Version 1.6.86 is a bit slower than 1.6.84.
Movement is less smooth at least on my computer.
Maybe it has something to do with the new SDL.
Posted: Tue Jun 27, 2006 3:46 am
by Diedel
Is this just a feeling?
Posted: Tue Jun 27, 2006 5:31 am
by Aus-RED-5
Diedel wrote:Aus-RED,
just tested D2X-XL 1.6.86 on a 32-bit machine, Win2K: No problems either. No problems on Linux as well.
That depends on what you are talking about?
I'd have to say that their seems to be another pallet problem with D1 textures in the worst possible way. Never seen these before.
Using version 1.6.68
You can find this in D1 "Choas at bay 32".
You'll see it right when you enter the mine.
And just so you know.
I've tried disabling ;-hires_textures 1 ;-hires_models 1 ;-point_sprites ;-vertex_arrays and it changed nothing. Even in game menu settings did nothing.
Posted: Tue Jun 27, 2006 6:54 am
by Diedel
What level number?
Posted: Tue Jun 27, 2006 6:06 pm
by Pumo
I think it's not just a feeling.
I've tested even with 'frametime' cheat, and framerate is a bit (only a bit) slower since version 1.6.85.
It's not too much, but there is even some lag when entering some rooms in various levels.
I have a Pentium 4 2.93 GHz system with 256MB RAM and a GeForce 4 MX. All versions before 1.6.85 works very nicely and fast.
Ah, and i'm also experiencing the palette problems in various D1 Levels. You can see this problem even in the reactor room of D1 Level 1 (in the exit door and some other walls).
Posted: Tue Jun 27, 2006 6:39 pm
by Aus-RED-5
There is no level number for that mission.
Its from the Levels of the world set.
Download the mission if you don't have it.
You'll also find it in First Strike mission lvl 1, lvl 3 and more I'm sure.
Just start a multi player game and load up First Strike lvl 1. Head down to the reactor room and you'll see this.
It kinda like a christmass tree!
If thats not enough. Then load up FS lvl 3 and fly around a bit. Its every where.
EDIT:
Oh and I'm not having any probs with game performance.
No Frame loss or whatever.
Runs smooth for me.
Posted: Wed Jun 28, 2006 1:54 am
by Diedel
Do you have the entire lotw set? If yes, could you upload it for me somewhere please?
Are you using the progress bars during level load? If yes, does the palette problem occur if you turn them off (cmd line switch -progress_bars 0) too?
Posted: Wed Jun 28, 2006 2:06 am
by Aus-RED-5
Diedel wrote:Do you have the entire lotw set? If yes, could you upload it for me somewhere please?
I'll see what I can do.
Diedel wrote:Are you using the progress bars during level load? If yes, does the palette problem occur if you turn them off (cmd line switch -progress_bars 0) too?
I've added the switch and it did the trick!