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Re: Year of the Tiger

Posted: Thu Jun 09, 2011 5:59 am
by Sirius
Very nearly done at last. I guess now would be a good time to show how much has changed...
Before: Image After: Image

Before: Image After: Image

And a couple new pictures...
The (in)famous steps:
Image
Another room:
Image
(Credit to Ben K for the tiger statue)

Re: Year of the Tiger

Posted: Thu Jun 09, 2011 7:33 am
by karx11erx
Very very cool. You could put the tiger in a blocked segment to avoid collision problems.

Re: Year of the Tiger

Posted: Sun Jun 12, 2011 11:00 pm
by Sirius
I have a question - given this is an anarchy level, should I add weapons, or tell people to use D2X-XL's built-in equipment feature? I guess it depends whether you think the ancient art of searching for powerups is an important part of the game.

P.S. This is a question to any readers, not just to Diedel.

Re: Year of the Tiger

Posted: Mon Jun 13, 2011 3:47 am
by Aus-RED-5
Add them. Makes less confusion for those who don't read readme files. ;)

Re: Year of the Tiger

Posted: Mon Jun 13, 2011 9:39 am
by Malgus
Hi to all, i'm new to this forum. I want to say that tiger in a level looks very cool - its clear that its a model and i do not get it - if it is - then it wont be seen in an anarchy game unless its robo-anarchy right?

Re: Year of the Tiger

Posted: Mon Jun 13, 2011 11:55 am
by Ben K
Static objects appear in all modes.

I have a counter-question on the built-in weapons. Can you set defaults for the level? If so, skip the powerups. If not, perhaps you should be able to. ;)

Re: Year of the Tiger

Posted: Mon Jun 13, 2011 4:16 pm
by Sirius
That's true. Should probably make sure you can play with and without ... and leave the "nix weapons, use pre-equipped loadout" handling to XL itself so it can be used with existing levels.

Re: Year of the Tiger

Posted: Fri Jun 24, 2011 1:11 am
by karx11erx
Sirius,

I have worked a lot to make collisions with static objects work, but the issue is too complicated. I have therefore created a variant of your level replacing most object based geometry with regular geometry in player accessible areas. You can find it here: http://www.descent2.de/files/missions/3 ... yott-dm.7z. I haven't aligned and textured everything I have changed, and some shapes or structure sizes may need to be worked over. The huge mushroom shaped "altar" was too much to rebuild with segments in the current stage of that level variant. Take a look at it and let me know whether you can live with building the level that way.

Re: Year of the Tiger

Posted: Fri Jun 24, 2011 2:51 am
by Sirius
Thanks... this must have taken a huge amount of work. There are some things that pretty much can't be fixed well though, those corner pillars where the dome joins the adjacent portico being one of the worst such examples. I'm not really even sure what to do about them - they are in a blocked-off segment at least, but that doesn't stop them causing collision problems. They're also one of the easiest to hit, unlike the columns on the opposite side which are easier to replace. Usually.

Anything you can recommend? Maybe there's a workaround somewhere, e.g. it could ignore collisions entirely? Well, I guess that won't look great if someone shoots at it... without an even hackier workaround - weapons collide but players don't... and I just fudge that with blocked cubes/transparent walls.

It should be possible to clear out all the problem objects from the player-accessible regions, at least. I'm thinking the energy centre platform can be replaced if the surrounding area is reworked to use a radial pattern which can be more easily split into inner and outer parts - it'll use 2-3x the cubes but it isn't too horrible to get to work. Have you done all you're planning to with the level though? I ought to work out which textures need adjusting if so.

Re: Year of the Tiger

Posted: Fri Jun 24, 2011 9:49 am
by karx11erx
Those corner pillars could be replaced, too. I just couldn't be bothered to do it. What I have done so far has indeed been quite an amount of work.

The collision problems aren't owed to the pillars, but to the advanced physics. You cannot rotate the ship if that would lead to a collision, so getting close to a wall may give the impression of being stuck. Awww, I would need to rewrite the entire engine to make this work properly, and this is just too much for me. This really is a bottomless pit. It would better port to another engine than to sink more work in an engine and code that just have been stretched far beyond its limits already.

Shots are less of a problem - collisions of player ships with irregular shapes like the long pillars are. As I said, it would be a rather big effort to fix that. Btw, I have removed all walls you have used to block off inaccessible areas, replacing them by blocking those segments. This both saves you walls and makes sure multiplayer equipment (guns, missiles) won't spawn where they cannot be reached (that is a property of blocked segments).

Re: Year of the Tiger

Posted: Fri Jun 24, 2011 1:06 pm
by karx11erx
I have just had an idea how to fix the collision problem, and it seems to work. You can try it yourself and give me feedback whether and how well it works after I have published v.235.

Btw, make sure to give your static objects a strength of 0.

Re: Year of the Tiger

Posted: Fri Jun 24, 2011 5:11 pm
by Sirius
Yeah, I was going to do that anyway. Blocked segments are a much better approach now that you mention it.

P.S. Oh, I see it's already out - I'm in a bit of a hurry at the moment but I'll check this out when I get back home tonight.

Re: Year of the Tiger

Posted: Sat Jun 25, 2011 11:04 am
by Sirius
Still seems to stick somehow like the ship is running into glue, but no ramming noise. That is an improvement overall though. Maybe the best bet will be to use geometry for the "problem" bits (most of which are already covered, just those square pillars up top left) and keep the static objects to non-reachable areas wherever possible.

Re: Year of the Tiger

Posted: Sat Jun 25, 2011 12:52 pm
by karx11erx
Before my last fix, the problem wasn't that the ship stuck, but that it could move through geometry objects at certain angles and positions.

Re: Year of the Tiger

Posted: Sat Jun 25, 2011 5:56 pm
by Pumo
Although a bit off-topic, I just made some static objects tests with .235 and I'm like: :omg:

With the new improved collisions and 0 strength objects that acts like level geometry, this totally opens new doors to level design! This is starting to be more and more like a modern game. :D

Now the only thing left, is Bumb Mapping, Specularity, Detail textures, Reflection and Refraction effects, Heat waves, Fog, etc. :P (j/k).

Indeed this is a great advance. :) (now I have new ideas for my levels, using static meshes).

-

And back to topic:
@sirius: this level looks gorgeous! I still don't know how you manage to came out with those masterpieces, structure-wise. I want your autograph! lol

Seriously, I can say your levels are some of the inspiration I get as level designer (along with levels by Kruel, Diedel, Darkhorse, Darkflamewolf and Yokelassence).