D2X-XL v1.14 Release Candidates

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Postby -JoFFa- » Fri Mar 27, 2009 12:41 am

Better and better.

Its not a bug or feature request. I notice that once it starts computing light maps - there is no way to abort. And tfor some levels it requires several minute. Is there a key to abort it?
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Postby karx11erx » Fri Mar 27, 2009 8:12 am

The next one to post a bug report here gets banned for a week to help him or her to focus his/her energy on SF.net.

Reminder: I need your d2x.ini, player files (plr, plx) and d2x.log file together with the bug ticket. In case of complicated bugs I need a test level or a savegame (zipped). No movies, no demos, no screenshots unless asked for.
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Postby karx11erx » Fri Mar 27, 2009 9:52 am

Here is RC8.

Fixed:

- keys being invisible in the automap
- trigger messages that shoudn't have been shown
- "Missile View" hud message
- d2x-xl (hopefully) won't require SDL-intel.dll anymore (but SDL.dll)

Can't reproduce:

- OGG music problem
- both new energy and old-style energy sparks visible

I have put three different smoke textures in textures/d2x-xl:

- smoke-hard.tga: The smoke texture currently used, smoke puffs pretty clearly visible
- smoke-medium.tga: Smoke puffs somewhat blurred, looks softer
- smoke-soft.tga: Smoke puffs more blurred and more transparent

To try each, just copy it over textures/d2x-xl/smoke.tga. A good test level is my level "Diedel's Playground D3", as it has smoke coming from lava too.
Last edited by karx11erx on Sat Mar 28, 2009 1:02 am, edited 1 time in total.
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Postby Pumo » Fri Mar 27, 2009 3:44 pm

karx11erx wrote:- OGG music problem
- both new energy and old-style energy sparks visibler


On RC8 OGG music started to work again. (phew) :roll:
Maybe it was indeed related to the SDL-Intel issue.
And on my side i couldn't see any problem with energy sparks either.


As far as i've tested it seems RC8 is very good (except for the report on SF.net about demos, and even that is not a big one).
In fact you may release 1.14 very soon ;)

Oh and BTW, (although i bit OT) i've made a missile small flight WAV sound, that personally i think it sounds better than the one included on D2X-XL.
If you would like i can send it to you, and so if you like it you may distribute it on the final 1.14 RAR. What do you say? ;)
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Postby karx11erx » Fri Mar 27, 2009 4:16 pm

Pumo wrote:Oh and BTW, (although i bit OT) i've made a missile small flight WAV sound, that personally i think it sounds better than the one included on D2X-XL.
If you would like i can send it to you, and so if you like it you may distribute it on the final 1.14 RAR. What do you say? ;)

Yeah, send it of course, I am always for improvements. :)
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Postby Frustikus » Fri Mar 27, 2009 5:23 pm

karx11erx wrote:
Pumo wrote:Oh and BTW, (although i bit OT) i've made a missile small flight WAV sound, that personally i think it sounds better than the one included on D2X-XL.
If you would like i can send it to you, and so if you like it you may distribute it on the final 1.14 RAR. What do you say? ;)

Yeah, send it of course, I am always for improvements. :)


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Postby Pumo » Fri Mar 27, 2009 8:12 pm

OK, Here it is:

http://www.goaruna.com/rdt

It's a bit softer (and deeper, with more bass frequencies) than the one currently used and with a subtle stereo effect that gives more 'space' to it.
Made it using some synthesizers.
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Postby Frustikus » Fri Mar 27, 2009 10:01 pm

The "right" sound is always a matter of taste. Your sample is really cool, but I think you should decrease bass and give some more higher frequency to it. But then it will be better than the sample from Red_5 and me and I would like to have this one as the standard for d2x-xl. If you have made more sounds... I would like to hear them ALL ;-).
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Postby ChefOfDeath » Fri Mar 27, 2009 10:36 pm

Question for Diedel: Did you change the mouselook somehow for RC1-8? I remember it was the same as usual up through the betas, but starting with RC1 it felt...off, somehow. More inconsistent. If this is a bug, I apologize and and will proceed to SF to post about it further, but I didn't get the impression that it was.
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Postby karx11erx » Fri Mar 27, 2009 10:56 pm

I haven't changed anything about that.
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Postby karx11erx » Sat Mar 28, 2009 1:48 am

Here is RC9.

Fixed:

- playback of demos taken in levels with cameras crashed the program
- automap key binding message wasn't properly displayed at small screen resolutions
- TGA textures from POG files were rendered upside down
- OOF models from hog files weren't loaded
- d2x-xl (hopefully) won't require SDL-intel.dll anymore (but SDL.dll)
Last edited by karx11erx on Sat Mar 28, 2009 9:05 pm, edited 1 time in total.
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Postby Pumo » Sat Mar 28, 2009 7:09 am

I did a thorough test on RC9 and it seems it's very nice!
IMVHO it seems it's finished as far as i can tell.
I've still got left some things for testing, but by now i didn't find any problems so far on the ones i've tested.

(it seems the word 'test' is used a lot on this post! lol)
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Postby karx11erx » Sat Mar 28, 2009 9:40 am

I don't know how often you posted v1.14 would be finished and now we're at RC9.
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Postby Aus-RED-5 » Sat Mar 28, 2009 10:18 am

karx11erx wrote:I don't know how often you posted v1.14 would be finished and now we're at RC9.

Just about every post. ;)
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Postby darkflamewolf » Sat Mar 28, 2009 2:48 pm

I haven't had time all week to test any of the latest RCs, so I can't really comment if its finished yet or not, I'll try this weekend but next week looks busy as well. Training sometimes drains a lot of time away. My focus will still be on the core D1 experience.

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