Development Blah: Comments

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pokeman7452
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Re: Development Blah: Comments

Postby pokeman7452 » Wed Sep 07, 2011 3:07 pm

karx11erx wrote:Way point support is finished, and it works great! :clap:

I had to straddle a few hurdles on my way there, like synchronizing a lightning effect's start and end points, taking care of potential slight length differences in their paths, or with properly setting up the lightning effect after its lifetime had expired, but this is all set and done.

:cheers:

Cool, cant wait to see it. :bounce: I was looking at the svn updates and it looks like it was quite a bit of work to implement. May I suggest you let the beta testers perform more extensive testing before it gets put on the website?
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Re: Development Blah: Comments

Postby karx11erx » Wed Sep 07, 2011 6:57 pm

Ummm ... to late. :)
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Re: Development Blah: Comments

Postby karx11erx » Sun Sep 11, 2011 9:00 pm

A few days ago I received a bug report about crashing D2X-XL by loading a savegame. It turned out that the level in question had a very particular setup, containing boss robots that were not set to end the level when being destroyed (something D2X-XL allows to have robots expose all behavior of a boss robot w/o ending the level, or contributing to ending a level in a multi-boss level, when being destroyed).

That was easy enough to fix, but what made me curious about this (massive) level was that it slowed down D2X-XL on my pretty powerful workstation even when just hovering in the start room. It turned out that lightning effects were responsible for this, but the level only contained a few lightning effects - nothing that would explain the performance loss. So I debugged around and found that (at the highest lightning effect quality) lightning effects created for energy bandits were responsible for this: The level contained enough of them to produce so many lighting effects that it was just too much.

As a reminder: At the highest lightning effect setting, energy bandits constantly emit random lightning flashes. Since I had never been really happy about that application of lightning, E-Bandits will have lightning arcs going from them to targets they actually drain of power now. I think this makes much more sense, and it burdens the computer significantly less that way.
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Trouble Compiling for Linux

Postby lloyd » Mon Oct 17, 2011 2:03 am

Sorry, I have deleted my post and will open a bug report.
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Re: Development Blah: Comments

Postby Pumo » Tue Jan 10, 2012 9:00 pm

Regarding the last Development blah, post, hehehe, that's a pretty clever idea, something that was really missing from D2X-XL compared to Rebirth.
Nice addition to the screenies. ;)
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Re: Development Blah: Comments

Postby Alter-Fox » Sun Jan 15, 2012 2:11 am

Yah... I'm surprised that when people saw the D2X-XL screenies more of them didn't come looking for a program that would let them play Descent like that... maybe they just thought they were artists' renderings :P.

Karx, did you see the picture that Dan Wentz used for Descent when he made that presentation in Prague?
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Re: Development Blah: Comments

Postby karx11erx » Sun Jan 15, 2012 10:29 am

No, I didn't. Do you have a link?
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Re: Development Blah: Comments

Postby Alter-Fox » Sun Jan 15, 2012 5:10 pm

http://www.youtube.com/watch?v=RWscDrVconU&list=PLAD3D2E776FB39307

The top of the pic is cut off by the video frame but you can still see what it is.
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Re: Development Blah: Comments

Postby karx11erx » Sun Jan 15, 2012 6:36 pm

That's a D2X-XL screenshot I had taken myself. You can see the original in my Descent site's screenshot section.

Dan could've asked - I wouldn't have said no. At least he seems to like D2X-XL. :)
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Re: Development Blah: Comments

Postby Alter-Fox » Mon Jan 23, 2012 4:23 am

By default custom weapons are enabled (which weakens D2X-XL's cheat protection a bit, but I don't think we are having any cheaters around in our rather small Descent community). ... Disabling them gives everybody who likes a level, but not its custom weapons, the opportunity to enjoy it with standard weapons.


One more reason to try and convince Xaihyv to do a D2X-XL LAN with me. Being able to do it both ways is definitely a plus.

If D3 had an option like this maybe Subway Dancer could actually be fun.
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Re: Development Blah: Comments

Postby Alter-Fox » Fri Feb 03, 2012 12:30 pm

Thanks for making the loading screens "official"!
I'm much honored.
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Re: Development Blah: Comments

Postby Hawkins » Sat Feb 04, 2012 7:29 pm

DUDE!!! You added hexagonal-integral rotate rates in DLE! That is pure awesome, thank you. You read my mind.
:clap:

EDIT: Regarding view "move" rate below the mine "move" rate (which we only had before), 4 equals to 45° of rotation of angle of view with respect to centre of view. 1 is default, and the fixed value used in previous versions. (FYI for users)
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Re: Development Blah: Comments

Postby Red_5 » Sat Feb 04, 2012 10:05 pm

Just a note, the 1.15.291 OSX download is messed up. The .dmg file is only 2.9mb and cannot be opened ("unrecognized").
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Re: Development Blah: Comments

Postby Alter-Fox » Sat Feb 04, 2012 10:38 pm

I noticed you added the D2X-XL watermark to demos too.
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Re: Development Blah: Comments

Postby IppoSenshu » Tue Feb 07, 2012 7:43 am

The new loading screens are really great! :)
I'll never give up until the very end!

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