D2X-XL suggestions thread
Moderators: Grendel, Aus-RED-5
- Aus-RED-5
- DBB Friend
- Posts: 1604
- Joined: Fri Apr 23, 2004 7:27 am
- Location: Adelaide, South Australia
- Contact:
I don't know about you, but I get e-mail notifications when someone post in a thread I have posted on.d3jake wrote:Oh... sorry. I was just afraid that he might've missed it one day, so didn't get a chance to see it...
So I'm sure that Diedel does too, and he reads all posts when possible.
Anyways. No big deal.
Its all good bro.
- Aus-RED-5
- DBB Friend
- Posts: 1604
- Joined: Fri Apr 23, 2004 7:27 am
- Location: Adelaide, South Australia
- Contact:
Would it be possible to add a spectator mode?
Something like Descent 3.
If not.. no worries.
Plus, is it possible to have all the \"Game Play\" options in with the \"Game Host\" options?
I'm not the only one who did this, but the \"always respawn powerups\" option was not enabled when I hosted a game. And I did not know that it wasn't enable untill almost all the powerups where gone.
That option is not listed in the Game Host >>> More Options list when it should be.
Thanks
Something like Descent 3.
If not.. no worries.
Plus, is it possible to have all the \"Game Play\" options in with the \"Game Host\" options?
I'm not the only one who did this, but the \"always respawn powerups\" option was not enabled when I hosted a game. And I did not know that it wasn't enable untill almost all the powerups where gone.
That option is not listed in the Game Host >>> More Options list when it should be.
Thanks
I think it would be cool if you had an accessory, like the ammo rack or quad lasers, thats a stereo to pimp out your pyro. You can then select, through an intuitive and friendly GUI what tracks you want to play. Then you and the 'bots can have a dance off! Seriously, I would like a system so that you can tell D2X-XL what music you want. Descent 2 only has 4 tracks, they get REALLY old. (And on a related note: I downloaded the midi soundtracks for both games; Descent 2 had LOTS of music that I never heard ingame, was it an expansion pack or something?)
- Shadowfury333
- DBB Ace
- Posts: 326
- Joined: Mon Aug 09, 2004 8:36 pm
I believe I downloaded those .midis from PlanetDescent.
Well, I checked out planet descent, and only the regular tracks were there. odd. The .midis I'm talking about are called Entropy, Xenia, Elemental, and Pyrocide(4 songs each)-also \"Jofty's cave\"-secret level music.. They were mixed in with the 1,2,3, and 4 tracks you find playing D2. I am starting to really wonder what those midis are...They're unmistakibly Descent style, and lean toward the D2 side of things. Hmm...
Well, I checked out planet descent, and only the regular tracks were there. odd. The .midis I'm talking about are called Entropy, Xenia, Elemental, and Pyrocide(4 songs each)-also \"Jofty's cave\"-secret level music.. They were mixed in with the 1,2,3, and 4 tracks you find playing D2. I am starting to really wonder what those midis are...They're unmistakibly Descent style, and lean toward the D2 side of things. Hmm...
A new suggestion
Here's a suggestion: triggers that can change cube type. I'm currently working on a level in which a person activates a trigger activating a water valve, and I'm having water cubes among the water to be dumped into another room by a water valve, so I want to generate the effect that all of the water has been dumped into another tank, and not have water still there.
I'm not sure if this already came up or is already implemented and I missed it:
If I design my levels I seriously think about the weapon load. Too much weapons and the level is crap. Or the wrong weapons and the level is unplayable (e.g. too many smart mines or shakers). The problem I have is, that weapons can be carried from one level to another and after you passed to the third level in a hog, you have way too much weapons in it.
I would appreciate an option where you can turn that off for multiplayer games.
Cheers
SnyTek
If I design my levels I seriously think about the weapon load. Too much weapons and the level is crap. Or the wrong weapons and the level is unplayable (e.g. too many smart mines or shakers). The problem I have is, that weapons can be carried from one level to another and after you passed to the third level in a hog, you have way too much weapons in it.
I would appreciate an option where you can turn that off for multiplayer games.
Cheers
SnyTek
Here's one: support for attaching objects to a face, for sort of a \"defense turret\" effect.
Here's another one: reserve shield/energy counters for Trainee. You know how that sometimes, your shields or energy are maxed out, and, after a robot battle, you want to collect shields/energy that spew out of the robot, but can't because your shields/energy are maxed out. So making a toggleable reserve shield/energy counter for lower difficulty levels might help out newbies who are having trouble with Singleplayer; they could just allocate reserve energy to their main energy and they'll be able to fight again.
Here's another one: reserve shield/energy counters for Trainee. You know how that sometimes, your shields or energy are maxed out, and, after a robot battle, you want to collect shields/energy that spew out of the robot, but can't because your shields/energy are maxed out. So making a toggleable reserve shield/energy counter for lower difficulty levels might help out newbies who are having trouble with Singleplayer; they could just allocate reserve energy to their main energy and they'll be able to fight again.
"If you vote for me, all of your wildest dreams will come true." -Pedro Sanchez,Napoleon Dynamite
you could set the project homepage of D2X-XL on Sourceforge to descent2.de/d2x.html
at the moment it points to d2x-xl.sourceforge.net but there's only an empty directory
you don't even have to build a page that does the referring to descent2.de - you can directly set the homepage to descent2.de at the properties page of your project (I got a project at sourceforge myself)
at the moment it points to d2x-xl.sourceforge.net but there's only an empty directory
you don't even have to build a page that does the referring to descent2.de - you can directly set the homepage to descent2.de at the properties page of your project (I got a project at sourceforge myself)
Easiest way to do what he's asking would be to strip all weapons from all players on level start (or just reset to level 1 lasers/3-7 conc missiles).Diedel wrote:Weapon loadout per level? Geez, that would be an effort.
Let's see some good D2(X-XL) levels from you, and then I will think about adding such a feature.
Sirius, resetting the players weapon at level start is exactly what I was thinking . I didn't want to push Diedel in a specific direction .
What do you mean by 'complete solution', Diedel?
Cheers
SnyTek
PS: Diedel - you won't be able to make a DLE-XP user out of me, but I'll see which level I could release to the public .
What do you mean by 'complete solution', Diedel?
Cheers
SnyTek
PS: Diedel - you won't be able to make a DLE-XP user out of me, but I'll see which level I could release to the public .
- AverageJoe
- DBB Ace
- Posts: 24
- Joined: Sun Aug 20, 2006 2:31 pm
- Location: Loading Bay
Note: I browsed through the thread briefly but if I am repeating someone please forgive me.
Personaly, I would love to have a ship reset at the begining of a level as a level designer myself. Say for example I put the player into a position where the warp core can only transport the ship at minimal compliments. Thus as the player moves through the game it adds to the difficulty. But you guys allready knew that.
[Bug reports deleted for dang good reason! - Diedel]
Something I would like to see:
#1 When building levels with D2E-XL, the ability to add lights (instead of the cube vertices) and to precompute the shadow-maps. Precomputing the shadows should reduce loading times drastically and increase detail. A possible option would be to disable dynamic shadows with a certain polygon if it is too detailed. Saving the textures in a .pog file would work, however they would need an overlook-prefix like SHA_CUBE_SIDE.bmp as to not flood the texture directory. (just a suggestion, I have no idea how you have it setup currently)
#2 Ability to precompute shadow-maps with a bump/normalmap. For example to make a rock surface appear more rough.
#3 Ability to change editor keyboard layout.
#4 An object (grid) that changes the auto leveling. This is a bug I have noticed in ultra high reselution maps where cubes are so small that the ship tries to autolevel against nothing and it jiggles around. This object when not in a level just uses the standard autoleveling system.
#5 \"Headlights on\" notification. In some maps the headlight gets automatically turned on but has no appearent effect, then before you know it the primary weapon stops firing from a lack of juice.
#6 A model (.oof, .lwo, whatever) placement object. This way the level designer could create extreamly advanced scenes without the drag of phychotic cube counts. Not to mention the ability to create 3D Doors (would need animation trigger).
#6a Placed model shadow-maps. Seeing as they would be considered as the cubes are it would only make sense.
I don't know if any of these are possible, but if there are and you kindly implement them you'de be seeing many, many new maps from me.
Many new maps.
Personaly, I would love to have a ship reset at the begining of a level as a level designer myself. Say for example I put the player into a position where the warp core can only transport the ship at minimal compliments. Thus as the player moves through the game it adds to the difficulty. But you guys allready knew that.
[Bug reports deleted for dang good reason! - Diedel]
Something I would like to see:
#1 When building levels with D2E-XL, the ability to add lights (instead of the cube vertices) and to precompute the shadow-maps. Precomputing the shadows should reduce loading times drastically and increase detail. A possible option would be to disable dynamic shadows with a certain polygon if it is too detailed. Saving the textures in a .pog file would work, however they would need an overlook-prefix like SHA_CUBE_SIDE.bmp as to not flood the texture directory. (just a suggestion, I have no idea how you have it setup currently)
#2 Ability to precompute shadow-maps with a bump/normalmap. For example to make a rock surface appear more rough.
#3 Ability to change editor keyboard layout.
#4 An object (grid) that changes the auto leveling. This is a bug I have noticed in ultra high reselution maps where cubes are so small that the ship tries to autolevel against nothing and it jiggles around. This object when not in a level just uses the standard autoleveling system.
#5 \"Headlights on\" notification. In some maps the headlight gets automatically turned on but has no appearent effect, then before you know it the primary weapon stops firing from a lack of juice.
#6 A model (.oof, .lwo, whatever) placement object. This way the level designer could create extreamly advanced scenes without the drag of phychotic cube counts. Not to mention the ability to create 3D Doors (would need animation trigger).
#6a Placed model shadow-maps. Seeing as they would be considered as the cubes are it would only make sense.
I don't know if any of these are possible, but if there are and you kindly implement them you'de be seeing many, many new maps from me.
Many new maps.
- AverageJoe
- DBB Ace
- Posts: 24
- Joined: Sun Aug 20, 2006 2:31 pm
- Location: Loading Bay
If you think bugs are significant enough to be reported, report them in the proper way! If you don't think they're significant enough to post them the proper way, don't post them at all!
To your suggestions:
D2X-XL will probably never support shadow maps as I am to dumb to figure how to code that, easy as it may be, but the OpenGL docs are crap, the tutorials are worse, and they're all beaten by those people who know enough about OpenGL to be able to help you.
DLE-XP does precompute the level lighting. Or are you mistaking light maps for shadow maps? I will never move lightmap computation into DLE-XP. I will rather remove lightmaps from D2X-XL, as the current implementation is incomplete (no reculcation when light sources change), and I will not improve them.
I will also not support static objects before the regular objects are available and working in hires.
If the headlight is automatically on when picking one up in a level blame it on your settings. If it happens when entering a level, it is probably a bug.
To your suggestions:
D2X-XL will probably never support shadow maps as I am to dumb to figure how to code that, easy as it may be, but the OpenGL docs are crap, the tutorials are worse, and they're all beaten by those people who know enough about OpenGL to be able to help you.
DLE-XP does precompute the level lighting. Or are you mistaking light maps for shadow maps? I will never move lightmap computation into DLE-XP. I will rather remove lightmaps from D2X-XL, as the current implementation is incomplete (no reculcation when light sources change), and I will not improve them.
I will also not support static objects before the regular objects are available and working in hires.
If the headlight is automatically on when picking one up in a level blame it on your settings. If it happens when entering a level, it is probably a bug.