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91
Mess Hall / Re: Playing around with a Descent 3 patcher
« Last post by SaladBadger on July 17, 2021, 04:11:04 PM »
I squeezed in two more patches. At this rate I'm going to finish the entirety of my "future goals" list before I get a single release out.... (but at least the source is up on GitHub for anyone to play with).

The first of my new patches fixes a bug with Descent 3 where if you're using the mouse at a decently high framerate, holding it down becomes unreliable. I traced this down to an oddity in the mouse code. The keyboard and joystick code, when timing how long a button's been held for, uses the normal timer code, which by default uses a much higher accuracy means of measuring time. The mouse code, on the other hand, uses a simple MS timer with a resolution of somewhere around 10-16 MS according to MS's docs. This means the game would frequently get deltas of 0 and think you released the mouse. I patched it to use the same high-precision timer as the other input methods.

The second is pretty mundane, but since I was having trouble getting mouse controls right, and the mouse sensitivity controls in the game have limited resolution, I threw on a configurable mouse prescalar which will scale the inputs before the game code gets it. Works well for the moment, but mouse control is still a little rough I feel.
92
Mess Hall / Re: Playing around with a Descent 3 patcher
« Last post by Kaiaatzl on July 12, 2021, 10:28:58 AM »
Neat!
93
Mess Hall / Re: Playing around with a Descent 3 patcher
« Last post by SaladBadger on July 11, 2021, 06:21:00 PM »
It's been a while, but I have two new patches in the pipeline ATM.

The first is reverbs. Descent 3 supported EAX-enabled sound cards to provide reverbs with DirectSound3D, but this wouldn't work on any modern system with simple integrated sound hardware. The right emulator should provide it, but rather than deal with that I've added support for reverbs in the OpenAL Soft sound code I've provided. This can be turned on and off in the configuration.

The second is that I added a patch to change the game to use the HKEY_CURRENT_USER registry hive instead of HKEY_LOCAL_MACHINE. The upshot of this is that you will never need to run the game as adminstrator to change settings (unless you stick it in Program Files, so don't), and settings are per-user if that's your thing. Downside is that settings are now per-user if that's not your thing, but for most people it's absolutely worth it.

This does warrant a new configuration program, since the stock launcher won't work here, so I added one to the configuration program:
94
Descent Levels/ Mods / Re: New D2X-XL mission set coming
« Last post by Kaiaatzl on June 11, 2021, 10:23:03 AM »
Oh, lol.  I'm glad it wasn't a bigger problem.

And, yeah, the point of this thing is to (belatedly) show off the sorts of things XL is capable of, so part of that is making it work with as many configurations as I can.

(...even setting the plot during D3 might have something to do with that....)
:o
Did I say something?
95
Descent Levels/ Mods / Re: New D2X-XL mission set coming
« Last post by Scyphi on June 11, 2021, 08:34:26 AM »
Considering the few times I use D2X-XL anymore, it's typically set real close to vanilla Descent settings, that shouldn't be much problem. :P

I supposed the embeds not showing up might still be an issue on my side, so I did some more poking around. Turns out one of my adblockers was blocking them. Go figure, right?  ::)
96
Descent Levels/ Mods / Re: New D2X-XL mission set coming
« Last post by Kaiaatzl on June 11, 2021, 07:04:26 AM »
It should be plug-and-play, the only thing you might want to turn off is the cartoon renderer, and that's just because it can sometimes cause weird visual artifacts in levels with skyboxes, not because it breaks anything.  Well, and don't use the lightmaps, 'cause the levels are huge, but I don't think any sane player who knows how to turn them off would use them -- and for my money the real-time lighting has always looked better anyway.
I even made sure that you'd never be attacked immediately after spawning or teleporting, so that you can use the little warp animation if you want.
I'll get to all of this in the txt that comes with the mission as well.

I'd imagine you'll probably turn the music off since I know you're not really a fan... but there should be plenty of ambient sound to listen to instead. :)  That was one of my favourite parts of building maps for the XL, at least as far as I remember building any of these.

and... dang, dropbox.  I couldn't get google drive to do embeds at all, so I had to switch them over to that box of evident droppings... and since the pictures are showing up for me, I have zero idea how I could fix that. :(
97
Descent Levels/ Mods / Re: New D2X-XL mission set coming
« Last post by Scyphi on June 11, 2021, 06:21:01 AM »
Kai, I think you may have set up these pictures wrong, as all I'm seeing are empty boxes, and when I right-click on them to open them up in another tab (in case it's a site-specific thing), I'm prompted to download/open the file in another program. Which I've done no problem, so it's not too big a deal, but FYI regardless.

Anyway, I'd forgotten just how flashy D2X-XL can be with all of the bells and whistles on. :P Speaking of, for the reference of those looking to play this, just what features would one need set-up and/or engaged to play this? Or should it actually just be plug-and-play, so long as you're doing it in D2X-XL?
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Descent Levels/ Mods / Re: New D2X-XL mission set coming
« Last post by Kaiaatzl on June 11, 2021, 06:01:27 AM »
Lol, that one's *old*...
...but it's still not entirely unlike what I do now. :)  The big difference is that now I'm playing real guitars, with a little bit of extra range, and I just have another seven years worth of understanding what I'm actually doing ;D
I certainly appreciate the appreciation  ;)

(also, small recommendation if you intend to play this and you haven't got D2X-XL set up or the version you have isn't the most recent one -- do that as soon as possible, 'cause it can take some doing.  As far as I can see, it looks like the most recent Mac version you'd have to use should at least be recent enough to be compatible-- though, being on Windows myself I obviously can't guarantee this.)

I've got some screenshots of level 1 to 3 to share.  Didn't have time yesterday morning to test the last two levels, but I will soon.
After that, all that's left to do is get the briefing text into a format Descent can read.  And, I can't believe I would ever say this, but thankfully I've still got my old Windows Vista laptop lying around, which can run those old Descent Network editors.

Level 1-- this is the one I've released previously, though the robot/weapon balance will be somewhat different.




Level 2




Level 3



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Descent Levels/ Mods / Re: New D2X-XL mission set coming
« Last post by ConcordSix on June 11, 2021, 01:31:42 AM »
So, this post (and your signature) is how I discovered your Darklite album, and I am FREAKING LOVING IT!! If this is the kind of music you are using in your levels, I am all for it! Totally has that perfect Descent vibe!
100
Mess Hall / Re: Versions of Descent 3?
« Last post by Thunderbird on June 07, 2021, 05:00:41 AM »
For whatever it's worth Linux/Mac support isn't on the table ATM since it's an entirely different beast than Windows, requiring the use of entirely different POSIX APIs to do the memory patching I'm doing. Hypothetically these things should work in WINE, though my little C# configuration program would need Mono.

I don't really have anything left to do beyond doing a final check over the source code and then releasing this thing to people where it will surely explode in 3 minutes because I failed to account for something and it just crashes on everyone's machines... gee I sure have a positive outlook on development. In any case, I'm sticking with my plan for supporting EU 1.4 and GOG 1.4 at the moment, and I'll expand things to other versions later, but without any other option (beyond trying to get my CDs working), I'll have to ask people to donate executables for testing.

Mac support is probably pointless anyway since the original Mac D3 does not work on any recent version of OS X (being that it was released prior to OS X).
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