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Posted: Wed Jan 06, 2010 1:49 am
Okay, any clues so far as to what may be causing the crash?
Posted: Wed Jan 06, 2010 8:51 am
Posted: Wed Jan 06, 2010 8:59 am
Something tells me Diedel is having fun with you.
Posted: Wed Jan 06, 2010 9:42 am
The bug is right under my nose isn't it?
Posted: Wed Jan 06, 2010 9:50 am
No, I wouldn't say that (about the bug).
Posted: Wed Jan 06, 2010 11:21 am
Posted: Wed Jan 06, 2010 11:40 am
Fixed: The program could hang when a level contained equipment generators
Was it the equipment generators in level 3? But then again level 4 with 7 equipment generators did not crash at all.
This turn of events has been highly unpredictable.
Posted: Wed Jan 06, 2010 11:43 am
Well, things aren't always simple.
Posted: Mon Jan 11, 2010 12:25 am
version 1.4 is ready. No huge changes really, just a few minor adjustments
this will be the FINAL version
- Search & Destroy objective messages now properly tell you how many objectives are left.
- Yellow key defenses in Level 3 deactivate automatically once all 4 targets are destroyed, thus removing one step.
- Fixed several geometry errors
- Fixed several texture misalignments
- Secret level no longer has a countdown timer of 0
- Fixed Red Guard boss Firing missiles where its cannons are not
- Gave Red Guard its own Retextured model so that other robots that use its textures are not affected.
- Added more effects
- Added more sounds
- Adjusted detail in some areas
Posted: Sat Jan 16, 2010 2:53 am
Did anyone download 1.4? No? Good because I found a bug.
I have quickly replaced the download link with 1.41 that patches the problem. NOW it is the FINAL VERSION
- Fixed some lights that stopped working
Posted: Sat Jan 23, 2010 4:32 am
I tried an older version. I got to level 3 before I was too scared to go on.
I level warped to level 4 afterwards, because I wanted to try everything. The levels were amazing, although the layout of level 2 was really confusing, with the same rooms repeated over and over. It was almost impossible for me to tell where I was even with the automap. I had to reload several times after destroying the reactor to find the exit, since I was afraid that if I tried to find the exit first I wouldn't be able to find the reactor again
. (Either that or I thought it was another mini reactor).
BTW - that's a compliment. There have only ever been two other levels made for D2 that I've ever actually gotten lost in (D2: Counterstrike level 9 and D2: Vertigo level 3). (Lost as in not knowing where I am, not what happened to me when I tried to beat Vertigo level 5 and couldn't find the red key when it was floating right in front of me
I found some tracks on the Descent Community Album that fit the levels well.
Level 1: Work Edge by Verran Eventide
Level 2: Maniacal Killer by ThunderBunny (although it gets annoying after playing with headphones for a while, the song itself is hilarious)
Level 3: Mercury Core by Asrale (although I could only tell that it fit the beginning of the level)
Level 4: Eligibility by Verran Eventide (the only problem is that the song is over 15 minutes long)
Major Edit: Added commas to make this post actually readable.
Posted: Tue Jan 26, 2010 9:54 pm
The music suggestions are great, I always thought there could be an individual theme song for each mission. Due to each level having a unique theme despite having the same setting.
Bit of trivia: I deliberately designed level 3 so that its overall mood would match the D2 level 3 soundtrack: Cold Reality
Posted: Wed Jan 27, 2010 6:17 am
You should try Anthology. You'll get lost there. Hopelessly lost.
Posted: Mon Mar 29, 2010 1:28 pm
I have been testing level 4 of the The Sphere yesterday due to a bug report, and I have found it to be extremely lagging on my (rather highend) computer. The reason is that the level has over 1.100 dynamic light sources (e.g. destructible lights), and during each render pass D2X-XL needs to select those that affect each face and object to be rendered.
This is very ineffective design for D2X-XL. You should make most of the lights indestructible and use destructible ones only where gameplay or level design requires it. If you want to use a light texture that by default is destructible, overload an unused texture with that texture, assign it a light value and use that one.
Posted: Tue Mar 30, 2010 1:01 am
OK, I bet that affects DI as well.
Because I hated how blowing up one destructuble light destroys other lights nearby on the same cube face I went nuts putting each and every destructible light into their own cube. Thats probably how I ended up with so many dynamic light sources in every level (and cubes)
Theres also the plain circular light which I used extensively as part of the theme. Making that indestructible may help.
Also what if I stopped some lightning effects from emmiting light?