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Re: Development Blah: Comments

Posted: Fri Mar 09, 2012 9:10 am
by Weyrman
oh....umm......the collect items bug is fixed......yeah.......great....I suppose thats good :?

:lol: :lol: :lol: :lol: :lol: :lol: :lol:

I must admit it was a handy bug at times but it is good that its fixed. really. :comfort:

:lol:

EDIT: so ... its back to the way it was, :bounce: (and unfixable it seems too) .... sooo sad :roll:

Re: Development Blah: Comments

Posted: Fri Mar 09, 2012 12:58 pm
by Alter-Fox
Honestly, I expected that would happen :P.

Re: Development Blah: Comments

Posted: Fri Mar 09, 2012 1:03 pm
by karx11erx
Well, it was only 10 minutes ago that I really fixed it. I first needed to actually understand what was going on there, and my assumptions had been wrong until this morning.

Re: Development Blah: Comments

Posted: Fri Mar 09, 2012 1:43 pm
by karx11erx
You may want to (re-) read my forum post about the issue for a better understanding of the problem and its technical presuppositions.

Re: Development Blah: Comments

Posted: Fri Mar 09, 2012 7:05 pm
by Sirius
Sounds like without special casing for powerups, this is basically always going to be an issue by design. It is screwy level design anyway, so I'm not going to complain about it.

Also, the technical issues bring a haiku I once read to mind:
Yesterday it worked
Today it is not working
Windows is like that

Unfortunately, it is often a bit too true... I'm not sure exactly how you fix it either, since these problems are often absurdly difficult to diagnose if not everybody is having them. *sigh*

multithreading for Linux?

Posted: Sat Mar 10, 2012 4:43 pm
by lloyd
It's time for me to compile updated versions of my D2X-XL Debian/Ubuntu package. I'll be compiling v1.15.312.

I am very glad to see that a preformance-affecting issue was found and fixed in version v1.15.300. I'm anxious to try the new version with my less-than-optimum hardware.

I noticed on the version history that for v1.15.311, "No multithreading will be available in the standard D2X-XL application." Does this affect the Windows version only?

Re: Development Blah: Comments

Posted: Sat Mar 10, 2012 4:56 pm
by karx11erx
Hi lloyd,

you may want to use v.313 from the svn repo.

Not only the windows version.

Re: Development Blah: Comments

Posted: Sat Mar 10, 2012 7:42 pm
by lloyd
Hi Karx,

I built the new amd64 and i386 d2x-xl Debian/Ubuntu packages today, the executable updated to 1.15.312 and 1.15.313 and the data file to v295. You can of course host your own copies of these if you want, but it is far easier for Debian/Ubuntu users to add my Debian repository to their repository list, and let the apt system keep track of updates and dependencies. Just add the following line to /etc/apt/sources.list:

deb http://files.crnatural.net/ lloyd main contrib

The new version is announced here: http://standish.home3.org/d2x-xl

I see an immediate improvement in framerate for 1.15.312 compared to 1.15.292.

Re: Development Blah: Comments

Posted: Sat Mar 10, 2012 7:52 pm
by lloyd
PS
I just checked and find that the demo levels are working with v1.15.312. Great! I'll have to update the demo package, which still has v1.15.177

Re: Development Blah: Comments

Posted: Sat Mar 10, 2012 8:11 pm
by karx11erx
v.313 fixes a potential crash bug.

Re: Development Blah: Comments

Posted: Sat Mar 10, 2012 9:21 pm
by lloyd
d2x-xl Debian/Ubuntu demo packages have been updated to v1.15.313. This is untested on i386, but it should be fine. I compiled the i386 version on my VPS, where I cannot test it since there is no GUI.

The other packages are updated to v1.15.313. Let me know if there are any difficulties on any Debian/Ubuntu system.

Re: Development Blah: Comments

Posted: Sun Mar 11, 2012 12:15 pm
by Sykes
I thought the size for Azure Catacombs was reasonable. Isn't Tombz of Destruction even bigger? Granted, Azure Catacombs is designed for around 8 people at least, so without that many it might feel very big, but I think if we ever get more than 8 people on that map, you won't think the map is too big anymore =) We'll have to try it sometime.

Re: Development Blah: Comments

Posted: Sun Mar 11, 2012 1:52 pm
by karx11erx
ACAT is bigger, and most of all the halls are. TombZ spaces are much narrower.

We will see how ACAT will play with the speed mod I am just implementing though. :)

Re: Development Blah: Comments

Posted: Sun Mar 11, 2012 5:17 pm
by Alter-Fox
What does "increasing speed" mean?
Everything moves faster?

Re: Development Blah: Comments

Posted: Sun Mar 11, 2012 5:31 pm
by Sykes
Yeah, everything. Bullets, missiles, ships... All of it =P

It would be a cool feature to play around with, and might be fun to use, but I believe I'll find myself playing with normal speed still. I like the feel of classic Descent, and if the speed were changed I would just find it as a fun gimmick, but I wouldn't play a serious game with it.