Dimensional Intersect [FINAL 1.4]

All about modding, mapping and modeling for D2X-XL

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karx11erx
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Postby karx11erx » Sun Jul 25, 2010 8:27 am

No more time?

Oh no. :?
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Yokelassence
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Postby Yokelassence » Mon Jul 26, 2010 6:15 am

Well, heres hoping that DI will be coop playable for the time being.

I might be able to finish the job next semester break
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Postby Planet Orange Citizen » Mon Jul 26, 2010 6:32 am

Awesome update! Always put school first.
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Postby Sirius » Mon Jul 26, 2010 7:11 am

Yeah, school is why my last big level took two years... (well, technically it was university, but same principle)
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Postby starlord » Mon Nov 22, 2010 1:54 pm

Hello to all! newcommer starlord here!

I'm sorry to resurrect that topic, but I seem to have missed the dimentionnal intrasect levels, and the links seem down unfortunately.

Could someone please reupload that campaign?

Best regards, and many thanks!
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Postby Aus-RED-5 » Mon Nov 22, 2010 9:21 pm

Version 1.3 can be found here.

So unless the host updates the file or someone else can host v1.4. This is the next best thing. ;)
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Postby Yokelassence » Wed Nov 24, 2010 12:54 pm

I checked the link to version 1.4 at the very beginning of this thread...seems to work for me

Anyway, I thought I would pop in and say that I am planning on continuing work on this soon now that the postgrad is finished. Give or take a month
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karx11erx
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Postby karx11erx » Mon Dec 13, 2010 6:22 pm

I am just trying to build a version of DI with each area in a separate area. During that process I have found dubious trigger targets (like a trigger in the Asteroid area disabling an effect in the Gorge area). It is somewhat difficult to properly convert the mission that way. :?
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Postby Yokelassence » Tue Dec 14, 2010 8:45 am

Really? I don't remember rigging any triggers in the asteroid area to affect anything in the gorge.

Mind you I do remember the older versions of DLE-XP randomly swapping trigger targets around but that was fixed.

Thank you for bringing this up anyway, I'll check this out. This might just encourage me to truly pick up this ball. I hoped to get started on this again but Job interviews, the Imagine Cup and *Cough* Starcraft have all distracted me (For some reason I built 3 new Starcraft maps already but nothing on this, boy are my priorities straight this week :oops: ugh)

A specific bug to fix is a good starting point for me to work on.

And if you are making your own version you might be interested in the work I have already done. I have already seperated DI into seperate levels, it just needs triggers and robots to be set up.

I can send that to you just in case I "mysteriously vanish" :?
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karx11erx
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Postby karx11erx » Tue Dec 14, 2010 9:57 am

Yoke,

I have finished splitting up DI and can send you the result. Most trigger targets seem ok, only the exit teleport master triggers pointed to some disable triggers that (among others) pointed to some random effect objects.
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Postby Yokelassence » Tue Dec 14, 2010 10:32 am

Sure, send it my way. (unique.by.y@gmail.com) If you have gotten more work done than I have, I can build on that and handle it from there.

I am guessing you used only the original geometry, the new version has several new area's and extensions but the new area's are just geometry so it shouldnt be too difficult to transfer sections. I can borrow your trigger examples too and use that to get the job done quicker in my current build.
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karx11erx
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Postby karx11erx » Tue Dec 14, 2010 11:02 am

I have sent a download link since the 7z archive has over 15 MB. I have stripped each level's pog file down to the textures actually used in that area (DLE-XP has a function for that). Using a mod and putting all textures there would however significantly save space. Such a conversion should only be done when the mission is finished since you won't see it properly textured in DLE-XP anymore after that. A non-destructive way would be to export the pog files to some safe location before deleting them from the hog file. That way you can reuse them any time you need to.

The only bigger change I have made is to remove the sliding snow walls from the glacier area and replace them by a snow particle effect.

A thing that cannot be done with directed exits is to disable the exit, since that needs to be done from the destination area/level to make sure all players can enter there, and there is no way to modify the state of another level than the players are in.

One thing that could be done is to disable all other exits of the nexus area once a player passes through one of them, and only enable them when a player returns to the nexus and passes through its internal teleport from the spawn location. That way you could make sure coop parties stay together and do not simultaneously enter different levels. I do not deem this necessary though - people will not intentionally break the mission, I guess.
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Postby Yokelassence » Tue Dec 14, 2010 11:50 am

Actually allowing players to break up and attack seperate levels...if the coop players choose to play it that way (they might prefer to be in one large group than split up into smaller ones anyway.) might not be an issue with the multi-level version. As long as players in one level cannot affect players in other levels there should be no problem

I only recall that being an issue with the single-level version due to anomalies where actions in one level affected another for some wierd reason as well as some exploit I realised you could do a while back. I don't remember what it was, perhaps you do.

But I think if the trigger mechanisms are set up in an expertly fashion that accounts for unexpected player behaviour we hopefully wont need such restrictions.

Disabling the exit can be done just by setting off the countdown in the level that needs to be eliminated right? I recall my multi-exit demo level demonstrated that
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karx11erx
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Postby karx11erx » Tue Dec 14, 2010 12:28 pm

You cannot destroy the nexus, can you?

Coop players hopping into different levels will completely desync and hence break the game. There is no guarantee that D2X-XL will survive that either. ;)

Currently the first player jumping to another level (mission area) will open the corresponding force field blocking the access to the final level. This is not the best solution, but a timed trigger with a certain delay (let's say 15 minutes) would probably come close enough to the intended behavior. The problem here is again that you cannot disable the force fields on return from a level (at least there is no easy solution to this popping into my mind).
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Postby Yokelassence » Tue Dec 14, 2010 11:46 pm

I was not talking about destroying the nexus, I was referring to permanently locking completed levels but I see that was not what you were talking about. You meant the disable trigger that acts on all exits in the nexus once a level is "engaged". Do disable triggers not work on exits? I can't remember. Once I install this latest update I can fully remind myself what was going on.

I figured you might remember the reason why we had to keep players in one level, it's a technical issue isn't it? Having players in the same game yet in different levels would blow Descents mind

Yes, currently the nexus gateways are unlocked as soon as a player enters a level. It would be better if that can only happen when a level is completed, not when it is started.

I had a model where the locks are opened when a player moved from the spawn area to the nexus. Instead of re-appearing in the nexus after completing a level, you re-appear in the spawn thus re-triggering the gate-opening trigger when you pass through it again to reach the nexus. This allowed gates to be opened after completing levels instead of before, but it was wildly open to teleporter exploitation.
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