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Re: Development Blah: Comments

Posted: Sat Apr 07, 2012 11:13 am
by Woodpecker
Hawkins wrote:You do it because you love what you do, and set the footing for future generations to evolve it.

Yes.
Hawkins wrote:I visualize someone coming to pick up the pieces you drop from exhaustion and finish them, so that you (and the future generations) may continue.

I visualise someone struggling to pick up the pieces because you do such a damn good job of coding the thing in the first place. There can't be many with the stamina, dedication, and imagination that you have for developing D2X-XL. Even though there are times when you just want to throw the whole thing out of the window in frustration, you always seem to pull through and make it so much better than it would have been if the bug had never been there in the first place.

Re: Development Blah: Comments

Posted: Sat Apr 07, 2012 5:16 pm
by lloyd
Re your comment "I'm fed up with D2x-XL coding...":

I think it clear that you're also passionate about D2X-XL and take pride and pleasure in your accomplishments.

I think if you take a break from the coding, you'll find the feeling of being "fed up" goes away.

All of the members of this forum are grateful for your efforts. :)

Re: Development Blah: Comments

Posted: Sat Apr 07, 2012 5:29 pm
by blarget#
Now is the time to start fresh and code it from scratch because of how bad they did it in 93? :D (seriously bad joke)

Re: Development Blah: Comments

Posted: Sat Apr 07, 2012 5:36 pm
by Pumo
Well, it has been said previously that using the Unreal 3 engine would be a neat idea, but as for me, I like how XL is now, even if it's based on an old and crappy coded engine. :P

Re: Development Blah: Comments

Posted: Sat Apr 07, 2012 5:59 pm
by Hawkins
UE3...
:coding: :drool:

Someday Descent is gonna be carried on a brand new engine, perhaps making a whole new game even. It's also worth noting that very few (if not none) FOSS games of today have that level of visual fidelity XL has...*

*(edit) sometimes at great cost of computational resources...
:away:

Re: Development Blah: Comments

Posted: Sun Apr 08, 2012 3:58 am
by pokeman7452
Hmmm, texture alignment was the last of the (many) reasons I stopped working on TDXL. With that improved, I now have more reasons than ever to finish that level.

Re: Development Blah: Comments

Posted: Mon Apr 09, 2012 5:18 pm
by Enzo03
At this time, including the original post in the thread, there are 666 posts in the development blah.

One more post and it'll be 666 replies.

I'm gonna have to grab the new DLE. I hate texture alignment, but this will make me hate it a lot less.

That's not saying much. :D

Re: Development Blah: Comments

Posted: Tue Apr 10, 2012 7:20 am
by Sirius
I should note that this doesn't fundamentally change how texture alignment works; it just makes it a lot easier to do in certain situations. The more complex your levels are geometrically, the more frequently you'll run into these situations. I expect it'll be a big time-saver for people like Pumo and Blarget, if either is doing texture work in DLE-XP anyway... :)

However, if texturing induces massive hatred in your veins, I wouldn't count on it as a godsend, unless said induction occurs for this specific reason. Which isn't unthinkable; a lot of level designers just didn't bother aligning the hard stuff. I did, but it required a lot of patience.

Re: Development Blah: Comments

Posted: Tue Apr 10, 2012 7:18 pm
by blarget#
Yeah, when i make complex 8 sided tubes in my map, i ignore lining up sides. With this feature i might just start using dle xp for texture alignment.

Re: Development Blah: Comments

Posted: Wed Apr 11, 2012 10:17 pm
by Hawkins
It's working... Wow... Is this feature going to be generic like sirius pointed out? Or there will always be a square side? I am thinking that if it works with pyramid and wedge, why not work with general collapsing? Good to hear regardless. it is going to be very interesting!

Re: Development Blah: Comments

Posted: Wed Apr 11, 2012 11:06 pm
by karx11erx
Maybe in a second step. I don't want to add too much complexity at once, when I can easily expand the basic model later on after the general concept has been successfully tested.

Re: Development Blah: Comments

Posted: Thu Apr 12, 2012 12:19 am
by karx11erx
Goddammit!

The bloody renderer of DLE-XP can only handle quads! Now I have to understand the dang renderer code in detail to make it work with triangles!

:wallbash:

I think I will :coding: DLE-XP's renderer to use OpenGL. Fortunately I had already added an OpenGL renderer to DLE-XP once years ago, so I can build on what I did then. :sweat:

Re: Development Blah: Comments

Posted: Thu Apr 12, 2012 2:48 am
by Pumo
OK, lemme understand this...

So you're actually saying D2X-XL will now not only rely geometrically on cubes, but also on wedges and pyramid shaped polyhedrons, or that you will add an option to make (and render) actual cubes into both DLE-XP/D2X-XL with what would be usually considered illegal shapes (due to concavity), like fake pyramids/wedges?

Re: Development Blah: Comments

Posted: Thu Apr 12, 2012 3:09 am
by Hawkins
karx11erx wrote:I think I will :coding: DLE-XP's renderer to use OpenGL. Fortunately I had already added an OpenGL renderer to DLE-XP once years ago, so I can build on what I did then. :sweat:

:drool: :drool: :drool:

Pumo, I believe it's the former. (EDIT) As in getting rid of overlapping redundant vertices/lines. Elements that can become redundant only with the new collapsing function. (I wonder D, if it's possible to make DLE recognize physically close vertices/lines and fuse them together with the collapsing function... (as a side effect))

REMARK: I believe the stretch texture button must be locked on non-square selected sides, which will also be (the only ones) immune to this function, when applied to a total of marked sides. Also unlike most cube editing, collapsing an element of a side, should not re-stretch the texture, but trim it instead, as the triangular shape will introduce a singularity to the texture, if streatchs as is done now. Not that bad, but not pretty either. Just a few points...

Re: Development Blah: Comments

Posted: Thu Apr 12, 2012 4:52 am
by Sirius
Pumo - illegal yes, not due to concavity though, but due to zero line lengths.

And yeah, DLE-XP's renderer still seemed to be GDI-based, which I'm pretty sure is exactly why it crawls on huge levels. VASTLY better than DMB2 ever was, but still. OpenGL would be a major boost.