D2X-XL V1.14 BETA

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darklord42
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Postby darklord42 » Sun Feb 15, 2009 6:58 pm

heh quite true. There are some mean robots in the later levels with homing misses and it can be hard enough to run from them as it is. But as the "firie" of the homing missiles, I say awesome ;)
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Postby rapsure » Sun Feb 15, 2009 11:23 pm

So I built the debug version of d2x-xl and the menu related bugs didn't occur with all of the debug stuff. However the remainder of the bugs still occur but slightly differently. The exit one just gets in one infinite loop deallocating textures from what I can tell, and the moving to the next level seems to be related to the exit bug as it seems to get into an infinite loop allocating memory for light sources even though my memory usage doesn't sky rocket on my computer.
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karx11erx
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Postby karx11erx » Mon Feb 16, 2009 7:49 am

darkflamewolf wrote:
homing missiles now navigate around corner instead of hitting them (something that had upset me for a looooong time)

Isn't that the point of the corner? To provide cover from those things?

It can't be that the target is partially visible behind the corner, but the missile starts to turn so early that it hits that corner instead.
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Postby darkflamewolf » Tue Feb 17, 2009 6:57 pm

ok, makes sense. Anyway, have yet to try to see if Descent 1 will pick up modded HXM files and use them and if D2 data converts into D1 or if D1 ignores it altogether. I'll have to get around to that sometime this week.
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Postby karx11erx » Wed Feb 18, 2009 9:02 am

Afaik the only D1 data D2X-XL is the weapon data (apart from sound), so overriding robot stuff with hxm files should work.
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D2X-XL 1.14 Beta 19 Available

Postby karx11erx » Fri Feb 20, 2009 9:55 pm

The beta 19 is ready.

The long delay is due to my being seriously ill last week; I am still not at 100%, but steadily recovering now. ETA of full health is monday.

Fixed most bugs reported to me. Linux mod support is established, multiplayer connectivity is there again (I found out that it had been severely screwed up due to various changes performed by me and the guy who has rewritten the vector math).

rapsure, apparently you have been tinkering with the compiler options; you're entirely on your own when doing something like that, as I have had enough work with this d2x-xl version already.

Major open point is OS X support, but there's good news: simx already has a working PPC/Intel Mac d2x-xl version and we just need to test the multiplayer part. I hope we'll get this done this weekend, and hopefully I'll be able to just kick back next week and watch the missiles and laser bolts whizz past me as you are pounding each other in the mines with v1.14. ;)
Last edited by karx11erx on Sat Feb 21, 2009 11:28 pm, edited 1 time in total.
rapsure
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Postby rapsure » Fri Feb 20, 2009 11:36 pm

I have not been messing with the compiler options. Here is sample output to show I haven't done anything.

gcc -I ./arch/linux/include -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -pipe -O3 -g -Wall -Wno-char-subscripts -o d2x-xl 2d/lib2d.a main/libmain.a audio/libaudio.a console/libconsole.a menus/libmenus.a cockpit/libcockpit.a effects/libeffects.a gameio/libgameio.a gamemodes/libgamemodes.a input/libinput.a io/libio.a libmve/libmve.a lighting/liblighting.a maths/libmaths.a misc/libmisc.a models/libmodels.a network/libnetwork.a menus/libmenus.a objects/libobjects.a ogl/libogl.a physics/libphysics.a render/librender.a weapons/libweapons.a 2d/lib2d.a 3d/lib3d.a ai/libai.a main/libmain.a ogl/libogl.a -lm -lGL -lGLU -lSDL_mixer -lSDL -lpthread

I have tested on two computers and the bugs I have filed are occurring on both computers.

To the more positive I have noticed a SIGNIFICANT speed increase. It is like night and day from the 1.13.1xx to now in the speed. Like I turned on all of the awesome smoke again because that was causing serious lag issues previously. Oh, and the game is just straight up faster. Seeing as how I have an average of about 200fps with every visual effect turned on and even the debug version aka

./configure --enable-release=no --enable-debug=yes --with-sharepath=/usr/local/games/d2x-xl

I still get about 140 fps average.
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Postby karx11erx » Sat Feb 21, 2009 2:00 am

Your logs on SF.net showed "-O2 -march=K8 -x64" and not "-O3".
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Postby Pumo » Sat Feb 21, 2009 2:18 am

I've just tested the Beta19 and it's great!!

I've only found 2 small bugs! (yeap, that's right, only 2, no more & no less, at least on my side).

This is the first beta that i feel more stable. :)

Now the only thing left is (if possible) conditional & timed triggers and image objects (and maybe also rain/snow effect, but that's the less important).
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Postby rapsure » Sat Feb 21, 2009 6:23 am

The log output is coming from emerge --info on my computer. chost is set to x86_64-pc-linux-gnu, and CFLAGS="-O2 -march=k8 -pipe" is what the whole system was compiled at. However I didn't change the compile settings for d2x-xl. Regardless though any linux computer with an x86_64 install will have the chost set to x86_64-pc-linux-gnu.

Anyway what linux distro are you using to test and which version? Also which what is your file listing for /usr/local/games/d2x-xl/* for the linux installs, and along with the following command gcc -E -dM - </dev/null, also I would like your d2x.ini, and player profile. That way I can find out why you can't see what bugs I am seeing.
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Postby karx11erx » Sat Feb 21, 2009 10:05 am

Ah, I see.
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Postby pokeman7452 » Sat Feb 21, 2009 4:02 pm

Pumo wrote:Now the only thing left is (if possible) conditional & timed triggers and image objects (and maybe also rain/snow effect, but that's the less important).


:D Thanks Pumo!
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Postby karx11erx » Sat Feb 21, 2009 11:29 pm

Image objects?

Delayed triggers ... well, later. Maybe.

Fixed a few more bugs Pumo reported, and added full hxm support for D1 missions.
Last edited by karx11erx on Mon Feb 23, 2009 12:01 am, edited 1 time in total.
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Postby Pumo » Sat Feb 21, 2009 11:47 pm

karx11erx wrote:Image objects?


Something like explosion objects (2D sprite objects that always looks at the player) but with selectable texture (not only explosions) and the ability to select if they are rendered normally/additively within DLE-XP (maybe also the ability specify size).

I've talked about them on an E-Mail i sent to you before.

EDIT: BTW, i found a little bug on beta20 with the new change of weapon transparency renderer. Will post it on sf.net.
Also found a buggie with custom per-level models.

It seems this time bugs comes in couples :P
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Postby karx11erx » Sun Feb 22, 2009 9:41 am

Know what? You can have your transparency be flawed this way or that way. Live with it. I am having enough of fiddling around with microscopic flaws.

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