D2X-XL V1.14 BETA

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Pumo
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Postby Pumo » Sun Feb 22, 2009 9:44 am

Well, if i need to choose between a transparency bug, i may prefer the old one on beta19 :P

Maybe it's better to get used to the small 3D models projecting the geometry behind when rendered on top of walls, than the new blocky/screwed coronas/trails and weapon hits, as this last is much worse and important (as it affects the general D2 gameplay more). >_>

And BTW, since D2X-XL is starting to be really stable now, i can only find those microscopic flaws, sorry :oops:
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Postby VladR » Sun Feb 22, 2009 3:25 pm

Not sure if that has been mentioned already, but are savegames (for original D2 levels) supposed to work with this Beta ? I tend to get memory exception (0xc000005) during loading of the savegame.
Uhm, probably not, I just tried B17 and B6 and neither of them could start even the first level of D2.

I only wonder, how do you actually test it ? probably it works on your end, since mem exceptions tend to behave differently on different computers.
Last edited by VladR on Sun Feb 22, 2009 3:33 pm, edited 1 time in total.
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Postby karx11erx » Sun Feb 22, 2009 3:28 pm

Actually D2X-XL should be able to load savegames from any of the original Descent 2 versions (DOS, Win95, 3dfx, D2X), but not necessarily from Rebirth (until Rebirth's savegame format has not been changed compared to the original program versions).
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D2X-XL v1.14 Beta 21 Available

Postby karx11erx » Mon Feb 23, 2009 12:06 am

Here's the latest beta.

Got Descent 1 modding support to work, here's a teaser for Wolfie ;):

Image

(The alpha channel for the grate was a PITA to make, and I am not even gonna start to think about that other mesh, Wolfie. :P)

Hires textures didn't load when the highest texture quality was chosen, which has been fixed. Regard that you easily need 1 GB RAM just for hires textures on this setting, and I found C++'s memory management to crash rather than simply return a NULL pointer - which is pretty annoying, but if you have program crashes with highest texture quality, decrease it (you will hardly notice a difference anyway).

A mod's per level models now load, too, and a rendering flaw has been fixed.

http://www.descent2.de/downloads/d2x-xl ... beta21.rar
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Postby darkflamewolf » Mon Feb 23, 2009 1:31 am

well if you can fix the other mesh image and send both to me, that would be super Diedel. The other images aren't giving me near the trouble those two did, only because they started off as TGA rather than JPG like all the rest. So the rest should be no problem for me, just those two. That's all I ask. :)
Oh and I'd like to keep them 256x256 to be in tune with the rest of the hires set I'm making. They are all of 256x256, so these should be the same.
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Postby Pumo » Mon Feb 23, 2009 5:14 am

OK, i've tested Beta21 and i can say is at the moment the most perfect version i had ever seen! I'm really glad to see this!
I've not found any D2X-XL bug as i've tested so far.


The only thing that i would like to be fixed is the OGG music crackling after looping, but i know this more a problem of SDL_Mixer itself and not D2X-XL.

However, just in case you (Diedel) is interested in fixing this SDL Mixer issue, i found this on the SDL newgroups (apparently regarding this issue) :

http://article.gmane.org/gmane.comp.lib.sdl/37219

Note i'm not a programmer myself, so the link i posted may be somethind dumb/stupid :P

If you can't fix this, D2X-XL is already perfect IMO.
Just in case, i will sent you an E-Mail with the same info of the SDL newgroups post if you want to do research. ;)

(hoping i'm not an annoyance :roll:)
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Postby karx11erx » Mon Feb 23, 2009 8:22 am

Very cool Pumo, :thumb:

I'll comment these lines out and provide a new SDL_mixer.

Wolfie,

the problem with these meshes is that the gaps between the wires aren't pure black; it's rather like the mesh is dark gray and the gaps are darker gray. That means each hole in the mesh has to be manually edited, which takes a real long time for the fine mesh texture.

256x256 is perfect imo. 512x512 can cause crashes due to too high memory demands.
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Postby darkflamewolf » Mon Feb 23, 2009 11:53 am

I thought so, so the texture package I'll eventually be delivering to you will all be 256x256 with a few 64x64 exceptions. (some textures I could only find in that resolution and stretching them out didn't look right, but these are mainly for light fixtures (ceil02, etc.) so it didn't matter much)
Well, if it isn't too much trouble, if you can complete the second mesh and send both back to me, I can ultimately finish this texture package! Its very interesting to use and very interesting to see it in action in Descent. Gives a whole 'nother' feeling to the game, almost darker, grittier, meaner.
Finally, this is no 10 meg download, this will be a huge download. Know of a place I can upload 100+ megs free so people can enjoy this texture pack?
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Postby Pumo » Mon Feb 23, 2009 3:29 pm

Sweet! i've tested D2X-XL with the new SDL_Mixer and it works simply great! The crackle is finally gone! :bounce:

I've still found a couple of issues on D2X-XL but aren't that important.

1.- Sometimes after loading a same level a 2nd time hi-res POG textures are screwed up (inverted and with incorrect colors)
However as this doesn't happens with per-level texture folder, this can be solved by using the folder instead of the hi-res POG.

2.- When first loading a mission with custom OGG briefing music (like PM Demo Level 1) you hear the default briefing (midi or specified on d2x.ini) instead of the custom one. However this works fine when advancing from level (on subsequent levels custom song is played).

3.- Also found malfunction when using slow motion.

just in case, i will post those bugs on sf.net.

And i haven't found any other bug on my side. :)
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Postby darklord42 » Mon Feb 23, 2009 4:36 pm

Does anyone want to schedule a time to test the latest multilayer function? I think I have been having difficulty getting 3-d models to display in multiplayer as well as many shots going invisible. I simpply want to make sure it's not just me before I go reporting any bugs.
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Postby karx11erx » Mon Feb 23, 2009 5:27 pm

Wolfie,

no promises I will work over that other mesh. I have a life after all (though I sometimes doubt that). ;)
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Postby pokeman7452 » Mon Feb 23, 2009 11:50 pm

Can I work on the texture? I have a irfanview palette trick that I might be able to use for this.

Wolf, Mediafire is free and allows unlimited uploads at 100MB per file. I suggest RARing it into 2 files of near equal size.
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Postby darkflamewolf » Tue Feb 24, 2009 12:49 am

sure, either Diedel or I can send you the image to fix. But we'd need your email first.
you know what? it still crashes and I can't figure out why. You said you fixed it and all, but it can't explain why it still crashes. Maybe I'll have to give up on these two images then.
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Postby Sykes » Tue Feb 24, 2009 5:18 pm

I'm not sure if this is the right place, so if it isn't, feel free to delete/move this.

I would like to thank pokeman7452, Darklord, and Raven (not on the forums yet) for testing that was done last night. We tested many areas in the multiplayer, and I came up with a lot of results. Anything I found, I am posting on the SF bug tracker. If anyone is interested in multiplayer, I would urge you to read the bug reports too; it has helpful information!

I'm going to be testing the multiplayer pretty thoroughly, and I hope a few of my reports can hold helpful information.
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Postby karx11erx » Tue Feb 24, 2009 5:21 pm

Teaser 2 for Wolfie:

Image

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