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Re: Development Blah: Comments

Posted: Tue Apr 07, 2015 7:12 pm
by IMarvinTPA
I'm cool with not listing useless weapons entirely where useless means not equipped or out of ammo. I don't need to be distracted by information that is of no help. If I really want to remember if I have a weapon, I'll try to switch to it. When I need to know what my options are in the middle of a dogfight: if I can't shoot it then don't show it. Economy of thought, don't make me think about something that I can't consider.
(or punt and put the color setting for these in the INI file somewhere.)

IMarv

Re: Development Blah: Comments

Posted: Tue Apr 07, 2015 9:30 pm
by karx11erx
They should. I could easily add more color schemes btw.

Re: Development Blah: Comments

Posted: Tue Apr 07, 2015 10:36 pm
by Yoshimitsu
IMarvinTPA wrote:I'm cool with not listing useless weapons entirely where useless means not equipped or out of ammo..... When I need to know what my options are in the middle of a dogfight: if I can't shoot it then don't show it.


Again an interesting point of view that I don't share. For me, having the full list of 10 or 20 weapons visible is important because I find it easier (faster) to read a weapon's position in that list rather than the actual abbreviated title of the weapon. This is also the reason that I asked for an option to list the weapons in number order rather than sorting them by my auto-select order. I guess everyone absorbs information differently.

I'm glad that changing color schemes is simple Karx. I wouldn't want to put you through too much trouble over something so fiddly. I would be quite interested to try Green=Selected, Red=Available, Grey=Unavailable but I'm already happy with the color options you've given us. :cheers:

Re: Development Blah: Comments

Posted: Tue Apr 07, 2015 10:52 pm
by Yoshimitsu
:joy: Holy crap! You fixed the L5-L6 bug! :joy: I just tried it with version 114 and transition worked perfectly. :hug:

Re: Development Blah: Comments

Posted: Wed Apr 08, 2015 12:47 am
by karx11erx
That bug was a tough cookie. ;)

It didn't have directly to do with the transition. A global variable wasn't reset and could contain an invalid segment id if the previous level was bigger than the new one.

Re: Development Blah: Comments

Posted: Thu Apr 09, 2015 3:50 am
by Yoshimitsu
Thanks to your hard work and patience, I've just had my first ever encounter with the yellow hulk in level 7. I made the possibly silly decision to start the game on Ace so I died a lot. Got him in the end though! I just wanted to report in to say thanks again and tell you that singleplayer Descent 1 is running flawlessly. :D

Re: Development Blah: Comments

Posted: Thu Apr 09, 2015 7:29 am
by karx11erx
You can always change the difficulty level with D2X-XL (gameplay options menu). ;)

Re: Development Blah: Comments

Posted: Thu Apr 09, 2015 2:31 pm
by Yoshimitsu
I'm far too stubborn for that. I started in Ace and dammit I'm gonna finish in Ace.:chainsaw:

Re: Development Blah: Comments

Posted: Thu Apr 09, 2015 3:50 pm
by karx11erx
Sure. I just wanted to point out that if you accidentally started out too hard (or too easy) you can always change that even mid level or mid mission with D2X-XL.

Re: Development Blah: Comments

Posted: Thu Apr 09, 2015 6:26 pm
by Yoshimitsu
Gotcha, thanks. :)

Re: Development Blah: Comments

Posted: Sat Apr 11, 2015 2:26 am
by Alter-Fox
This stuff sounds like it might fix my crash problems... and I'm planning to take my computer into Staples or somewhere to see if they can fix the boot issue, it honestly seems like something physical is wrong on the motherboard or the graphics card.

Re: Development Blah: Comments

Posted: Thu Apr 23, 2015 3:53 pm
by Pumo
Regarding the last Dev. Blah post:

I think there's no need to regret, as there are some hardcore D2X-XL fans around here (me included, of course!) that really appreciate the work and time you have invested on D2X-XL for so many years.

Although it's true that for some reason or another, D2X-XL has lost in regards to public preference, I think you should value quality over quantity. ;)
We're few, but we D2X-XL fans completely enjoy our pimped version of Descent to its fullest! :rock:

After all, Pumo Mines project is being made specifically for D2X-XL isn't it? Why is that?
Well, because ONLY with D2X-XL I'm able to make the mission of my dreams as I want to, thanks to the excusive features D2X-XL has. ;)

So yeah, I insist your time was well invested, IMVHO.

Re: Development Blah: Comments

Posted: Thu Apr 23, 2015 4:31 pm
by karx11erx
Yeah, I didn't want to put those down who did support me, and I really appreciate their support. But looking at the entire story from its end, I have to say that I have sown much and reaped little.

I am really looking forward to Pumo Mines. You have outstanding creative talent. I had even explicitly recommended you to Eric Peterson from Descendent Studios. :)

Re: Development Blah: Comments

Posted: Thu Apr 23, 2015 4:50 pm
by Yoshimitsu
As you know, I am ever grateful for your hard work. I haven't had much time for Descent in the last week or so but I still hold out hope that we will be able to play together sometime soon.

Re: Development Blah: Comments

Posted: Sun Apr 26, 2015 6:12 pm
by Yoshimitsu
I like those newly improved missile trails. They look a lot more realistic and they get in the way less too. Nicely done. :thumb:

Unfortunately I have a new campaign breaking glitch in Descent 1. :( In secret level 1 (between levels 10 and 11) I have no reactor to blow up effectively stopping me from opening the exit and progressing. I fought my way to the reactor room and space where it should be is just empty. I can use cheats to open the exit or level warp but of course that wipes out my score. I don't know if there is a way to fix it during my in-progress game but it would be really nice not to have to start again from the beginning.