Development Blah: Comments

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Re: Development Blah: Comments

Postby karx11erx » Tue Apr 17, 2012 11:03 am

Right, one step after the other. ;)
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Re: Development Blah: Comments

Postby Sirius » Wed Apr 18, 2012 3:35 pm

Would the renderer handle custom robot models loaded from HXMs? POF format in this case, we know ASEs would take a little extra :)
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Re: Development Blah: Comments

Postby karx11erx » Wed Apr 18, 2012 5:50 pm

Rather not. Maybe in a later step.

I see this ending in the editor containing the entire D2X-XL game engine ... :roll:
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Re: Development Blah: Comments

Postby Hawkins » Wed Apr 18, 2012 5:56 pm

karx11erx wrote:I see this ending in the editor containing the entire D2X-XL game engine ... :roll:

:rofl:
Well in that case we can go for an intermediate step and have the editor render polygons Rebirth-style.
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Re: Development Blah: Comments

Postby pokeman7452 » Wed Apr 18, 2012 7:59 pm

Or better yet, just integrate DLE-XP into D2X-XL, like the good ol days! :lol:
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Re: Development Blah: Comments

Postby karx11erx » Wed Apr 18, 2012 9:06 pm

DLE-XP has an MFC based interface.
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Re: Development Blah: Comments

Postby Alter-Fox » Wed Apr 18, 2012 10:03 pm

pokeman7452 wrote:Or better yet, just integrate DLE-XP into D2X-XL, like the good ol days! :lol:


Is that why so many of the D2X-XL ini switches on the main site used to reference "the editor"?
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Re: Development Blah: Comments

Postby karx11erx » Wed Apr 18, 2012 10:39 pm

Which switches?
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Re: Development Blah: Comments

Postby Alter-Fox » Thu Apr 19, 2012 12:19 am

-macdata Read (and, for editor, write) mac data files (swap colors)

Seemed to imply that DLE-XP was part of the game. Since DLE-XP wasn't part of the game by the time I got here, I assumed it was something to do with coding and some switch for compiling the program or something :P.
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Re: Development Blah: Comments

Postby karx11erx » Thu Apr 19, 2012 1:21 am

These switches had nothing to do with the editor.
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Re: Development Blah: Comments

Postby Alter-Fox » Thu Apr 19, 2012 2:51 am

I am :omg: :drool: :thumb: now.
But I had no idea that Ahayweh Gate had a player start directly over the red key.
Hopefully it's an anarchy start and not a co-op start :P.
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Re: Development Blah: Comments

Postby Weyrman » Thu Apr 19, 2012 5:16 am

I think its just more of a "show player and some bots in a small location".

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Re: Development Blah: Comments

Postby Aus-RED-5 » Thu Apr 19, 2012 5:38 am

It's a spawn point for MP.
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Re: Development Blah: Comments

Postby Sirius » Thu Apr 19, 2012 8:07 am

DMB2 / DLE-XP never had any integration with the Descent 1/2 engine. Renderers are completely different (former always used to use GDI, which is part of Windows, while the latter accessed hardware directly).
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Re: Development Blah: Comments

Postby karx11erx » Thu Apr 19, 2012 8:39 am

Alter-Fox wrote:Hopefully it's an anarchy start and not a co-op start :P.

Fox,

There's a useful internet rule, and it goes "read - think - post". ;)

If in doubt, why don't you just fire up DLE-XP and check it yourself? But who cares what kind of player start it is anyway - that level is around for over 15 years, and no one ever has complained about that.

Weyrman,

the point of the screenshot is that it shows the mine in 1st person view in DLE-XP - visualizing a level that way was hard to impossible to do with the previous DLE-XP versions, and that DLE-XP now renders full robot models, giving you a better impression of how a level looks. Displaying the powerups too shouldn't be too shouldn't be too hard either, btw - they're just 2D bitmaps though, so you won't see their orientation then (which actually doesn't play a role, since they spin around anyway).

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