Search found 2019 matches

by Xfing
Fri Mar 15, 2013 7:04 am
Forum: Descent Single Player
Topic: Finding all the smart and mega missiles in D1
Replies: 31
Views: 6337

Re: Finding all the smart and mega missiles in D1

Haha true that! Level 8 is a nasty spike in difficulty.

Descent overall is much harder than D2. Check out Level 16 for example. The reactor room is a death trap, with a cloaked hulk (or two) and two missile platformers. You can't even fire a smart into it, as it won't home on the cloaked hulk.
by Xfing
Thu Mar 14, 2013 2:49 pm
Forum: Descent Level Spotlight
Topic: The Dark Side
Replies: 35
Views: 7335

Re: The Dark Side

Ummm... making a level set is no milk and cookies. Myself, I procrastinated with making a single level for like a year or so. I'm a rotten project manager too. So I just decided to lay low and simply finish my own submissions before I drag others into it (I'm talking about D1,5 of course). I suggest...
by Xfing
Thu Mar 14, 2013 2:44 pm
Forum: Descent Level Spotlight
Topic: The Next Vignettes
Replies: 3
Views: 1911

Re: The Next Vignettes

Imitation is the highest form of flattery... ^^
by Xfing
Thu Mar 14, 2013 2:42 pm
Forum: Descent Single Player
Topic: Finding all the smart and mega missiles in D1
Replies: 31
Views: 6337

Re: Finding all the smart and mega missiles in D1

Daamn... nowadays I'm totally incapable of being hit with a smart in the level 7 boss room. A shame, since it significantly reduces the momentousness of finally beating level 7. The first time I did it was like a freakin miracle.
by Xfing
Wed Mar 13, 2013 12:20 am
Forum: Descent Development
Topic: Some imported textures fail at transparency (FIXED.)
Replies: 23
Views: 5936

Re: Certain (not all) imported textures fail at transparency

Yeap, I'm making a seventh PIG file that will use the good old Descent 1 palette. You know what? after seeing this topic and your 1.5 project, I got the urge to get to work on the PIG file again, so I might finish it sooner than I thought, lol! :mrgreen: When I start to work on something like that ...
by Xfing
Wed Mar 13, 2013 12:18 am
Forum: Descent Old Skool
Topic: What do you think D1 beats D2 at?
Replies: 111
Views: 41819

Re: What do you think D1 beats D2 at?

Either that or acquire a taste for them. :P Somebody else brought up the AI for the Descent 1 robots when they're placed in D2, but I might not have actually paid enough attention to notice a real difference across the two games. For the most part, I like the new settings and options that D2 introd...
by Xfing
Wed Mar 13, 2013 12:16 am
Forum: Descent Single Player
Topic: Finding all the smart and mega missiles in D1
Replies: 31
Views: 6337

Re: Finding all the smart and mega missiles in D1

Sirius wrote:I believe you're right, but yeah, smart missiles are easier to get to not hit at all. Or the new "in" thing, the missile hits but the trackers don't.
But that only happens when you facesmart a cloaked robot. Otherwise it's pretty powerful :mrgreen:
by Xfing
Tue Mar 12, 2013 8:32 am
Forum: Descent Single Player
Topic: how to avoid homing missiles
Replies: 36
Views: 13961

Re: how to avoid homing missiles

I know that's why I gave up trying to get through a game in D1X a long time ago: I was at that lower difficulty, and I literally could not get out of the way of homers, which made every Medium Hulk a death sentence. One of these days I really need to go back and beat D1 legit. I'm in level 14 Insan...
by Xfing
Tue Mar 12, 2013 8:28 am
Forum: Descent Development
Topic: Some imported textures fail at transparency (FIXED.)
Replies: 23
Views: 5936

Re: Certain (not all) imported textures fail at transparency

OK, I checked out the files you sent to me, and TBH, I don't completely understand why they fail to load transparency correctly. :? The original textures are right, no problems on any palette entry, but for some reason (maybe a bug in DTX2) some files aren't stored with the correct palette flag in ...
by Xfing
Tue Mar 12, 2013 8:24 am
Forum: Descent Old Skool
Topic: What do you think D1 beats D2 at?
Replies: 111
Views: 41819

Re: What do you think D1 beats D2 at?

To be fair, D2 had a lot of textures and you're never going to use them all in one map (unless that map is Anthology... :P). As long as you figure out which textures you're definitely not going to be using it's not a problem to replace them with D1 textures. True. But that's slightly inconvenient :P
by Xfing
Sat Mar 09, 2013 12:53 pm
Forum: Descent Single Player
Topic: how to avoid homing missiles
Replies: 36
Views: 13961

Re: how to avoid homing missiles

What difficulty level did you try plasma on? I've done this up to hotshot (and I haven't got far enough on Ace or Insane to try). That's it right there. I've tried this on Insane and it doesn't really work. I think. Quad Laser 4s work great, on the other hand. It's hard to get close enough with all...
by Xfing
Wed Mar 06, 2013 5:43 pm
Forum: Descent Development
Topic: Some imported textures fail at transparency (FIXED.)
Replies: 23
Views: 5936

Re: Certain (not all) imported textures fail at transparency

Thx Pumo, the e-mail went out. I sent it via the on-site form, I hope it will reach.
by Xfing
Wed Mar 06, 2013 2:26 am
Forum: Descent Development
Topic: Some imported textures fail at transparency (FIXED.)
Replies: 23
Views: 5936

Re: Certain (not all) imported textures fail at transparency

Oh, so this is a common problem after all. Cool, thanks for clearing that up. I msged Pumo a few hours back.
by Xfing
Mon Mar 04, 2013 9:26 am
Forum: Descent Single Player
Topic: how to avoid homing missiles
Replies: 36
Views: 13961

Re: how to avoid homing missiles

I still can't dodge homers without the afterburner. Plus, even in Rebirth, they seem to be more responsive and better at acquiring targets in D1 than they are in D2, both mine and the robots'.
by Xfing
Mon Mar 04, 2013 9:20 am
Forum: Descent Single Player
Topic: Favorite D2 Single-Player Campaigns
Replies: 75
Views: 11723

Re: Favorite D2 Single-Player Campaigns

Yeah, well if I can think of one thing that could have been improved, it would be to make the "sky" texture moving instead of static. Or is that a Vertigo-only feature?
by Xfing
Sun Mar 03, 2013 9:28 pm
Forum: Descent Development
Topic: Scripting exit sequences in D2.
Replies: 2
Views: 1653

Re: Scripting exit sequences in D2.

Ok, thanks!
by Xfing
Sun Mar 03, 2013 5:31 pm
Forum: Descent Old Skool
Topic: Music in the Shareware version of Descent 1
Replies: 17
Views: 7504

Re: Music in the Shareware version of Descent 1

I think that for D1,5 I'll just take all the 22 tunes from D1, add the 4 tunes from D2 and play them consecutively, and then re-roll as necessary. Could also experiment with the order. But I need the levels first, heh :P
by Xfing
Sun Mar 03, 2013 4:40 pm
Forum: Descent Old Skool
Topic: What do you think D1 beats D2 at?
Replies: 111
Views: 41819

Re: What do you think D1 beats D2 at?

Well, my greatest pet peeve of Descent 2 is that it cut some D1 content from its .PIG files. And there is no way to put all that content back in without simply replacing existing content. If one could simply throw all the D1-exclusive textures back into the six .pig files, I'd be the happiest guy in...
by Xfing
Sun Mar 03, 2013 4:30 pm
Forum: Descent Old Skool
Topic: The tactical choice between Quad laser 4 and Plasma
Replies: 19
Views: 6031

Re: The tactical choice between Quad laser 4 and Plasma

Do the level 4 quads stop a robot from firing on insane? I feel like it doesn't. The one advantage I see from the plasma cannon is that quicker robots can't dodge your fire as easily. Drillers and lifters can dodge quad lasers without much issue. In order to stop a Super or Fusion Hulk from firing ...
by Xfing
Sun Mar 03, 2013 4:28 pm
Forum: Descent Old Skool
Topic: I need help with D1, last level...
Replies: 5
Views: 2495

Re: I need help with D1, last level...

I love how packed with supplies level 27 is. There's gotta be like at least 10 megas in there.
by Xfing
Sun Mar 03, 2013 4:14 pm
Forum: Descent Development
Topic: Some imported textures fail at transparency (FIXED.)
Replies: 23
Views: 5936

Re: Certain (not all) imported textures fail at transparency

Moar screens. Apart from the error, showcasing the replaced textures.

Image
Image
Image
by Xfing
Sun Mar 03, 2013 2:55 pm
Forum: Descent Development
Topic: Some imported textures fail at transparency (FIXED.)
Replies: 23
Views: 5936

Some imported textures fail at transparency (FIXED.)

Guys, take a look at this. http://s12.postimage.org/s4qb8omv1/scrn0000.jpg I made a random .pog file suited for the optimization of Descent 2 levels to D1 look (with D1 1/2 in mind). I replaced one of the lava textures with the trusty, old D1 one, also the lava waterfalls were remade into the narrow...
by Xfing
Sat Mar 02, 2013 11:00 am
Forum: Descent Single Player
Topic: Hardest Secret in Descent 1
Replies: 21
Views: 19957

Re: Hardest Secret in Descent 1

I remember that I found the big secret room in Level 2 only after a few years of playing the game, too.
by Xfing
Sat Mar 02, 2013 10:56 am
Forum: Descent Single Player
Topic: Favorite D2 Single-Player Campaigns
Replies: 75
Views: 11723

Re: Favorite D2 Single-Player Campaigns

Through Broken Skies was a fantastic design. I loved the realism.
by Xfing
Thu Feb 28, 2013 3:29 pm
Forum: Descent Single Player
Topic: Hardest Secret in Descent 1
Replies: 21
Views: 19957

Re: Hardest Secret in Descent 1

The doors are a lot easier to see nowadays. Telling them apart from the ordinary walls in their original 256 color 320x240 glory was a little more difficult. I play only that way (well, until like 3 days ago where i switched to 1280x1024) and I have no problems with spotting them. And yeah, I think...
by Xfing
Thu Feb 28, 2013 2:37 pm
Forum: Descent Single Player
Topic: Favorite D2 Single-Player Campaigns
Replies: 75
Views: 11723

Re: Favorite D2 Single-Player Campaigns

DarkFlameWolf wrote:There were ugly levels?! :( :cry: :o :shock:
Well maybe not objectively ugly, but I'm not overly fond of the levels that are too full of red textures. Don't worry DFW, you aren't the one that made the levels I have in mind :P
by Xfing
Tue Feb 26, 2013 12:54 pm
Forum: Descent Level Spotlight
Topic: K-Station - a ready, playable version.
Replies: 2
Views: 1609

Re: K-Station - a ready, playable version.

http://www.enspiar.com/dmdb/viewMission.php?id=644

There ya go. It didn't sit too well with me as this was never supposed to be a standalone mission, but no harm done I guess.
by Xfing
Mon Feb 25, 2013 6:22 am
Forum: Descent Development
Topic: Scripting exit sequences in D2.
Replies: 2
Views: 1653

Scripting exit sequences in D2.

I made such a topic a lot of time ago, but upon playing some Interactive Demo again I have once again started to wonder: is it possible to script animated exit sequences in D2? Or does the hard-coding prevent this altogether?
by Xfing
Mon Feb 25, 2013 4:57 am
Forum: Descent Old Skool
Topic: Which robot has the creepiest sound?
Replies: 50
Views: 15154

Re: Which robot has the creepiest sound?

I don't have any trouble telling D2 bots apart from their sounds either... and there are only, like, two levels where you need to tell pest and smelter apart. Unless you count the mine laying pests but they're so easy to deal with... I've always thought most of the bot sounds in D2 were more distin...
by Xfing
Sun Feb 24, 2013 7:17 pm
Forum: Descent Single Player
Topic: Silly Descent Moments
Replies: 57
Views: 40968

Re: Silly Descent Moments

And you don't have to, if you play level 22 my way... :P I'll see what I come up with when I get to that level with my speedruns. Unfortunately, level 9 of D1 is a real pain in the ass from a cold start on insane. Been stuck there for months now. And it's only gonna get harder. Descent 1 was extrem...
by Xfing
Sun Feb 24, 2013 4:48 pm
Forum: Descent Level Spotlight
Topic: K-Station - a ready, playable version.
Replies: 2
Views: 1609

K-Station - a ready, playable version.

http://www.sendspace.com/file/huvz2z I've corrected the remaining bugs and finally populated the level with robots and riddled it with powerups. This level is markedly more difficult than your typical Baloris Prime level. Populated densely with theme-matching robots, it also hosts quite a number of ...
by Xfing
Sun Feb 24, 2013 2:44 pm
Forum: Descent Development
Topic: Ai properties rundown
Replies: 6
Views: 2308

Re: Ai properties rundown

Thanks a lot, that was a huge help. I'll complete the AI tweaks now.
by Xfing
Sun Feb 24, 2013 7:34 am
Forum: Descent Development
Topic: Ai properties rundown
Replies: 6
Views: 2308

Re: Ai properties rundown

Well, Still is probably the most basic after those two, since that means the robot guards a specific spot and will turn to attack you, but won't chase after you on its own. I would assume Static means no movement whatsoever, but I haven't tested it, and I'm not quite sure how Station is different f...
by Xfing
Fri Feb 22, 2013 12:56 pm
Forum: Descent Development
Topic: Ai properties rundown
Replies: 6
Views: 2308

Ai properties rundown

Could someone please do it for me? Like, what are the differences between Static, Still, Snipe or Station? I'm finishing putting the robots into my mine but the AI properties aren't explained anywhere. The only ones that I understand the workings of are Normal and Drop Bombs :P
by Xfing
Fri Feb 22, 2013 7:17 am
Forum: DLE-XP
Topic: Conversion to Vertigo makes level unplayable
Replies: 0
Views: 11196

Conversion to Vertigo makes level unplayable

I do have Vertigo installed and my version is recognized as "Vertigo Enhanced", yet when I convert ANY custom level to Vertigo, Rebirth refuses to play it. It just exits without showing any error message upon choosing the level to play. This has been an issue for quite a few of the recent ...
by Xfing
Fri Feb 22, 2013 6:41 am
Forum: Descent Old Skool
Topic: Which robot has the creepiest sound?
Replies: 50
Views: 15154

Re: Which robot has the creepiest sound?

Myself, I still have trouble distinguishing most of the robot sounds from D2. If someone played the sounds to me and asked what robots made them, I'd probably get no more than half of them right.
by Xfing
Thu Feb 21, 2013 6:21 pm
Forum: Descent Development
Topic: Creating custom light source textures
Replies: 4
Views: 1847

Re: Creating custom light source textures

Ok, did it. As suspected, I required the 1.7.78 to do this, as in the new version it doesn't seem to work. Damn, too bad, the 1.11s have uncomparably better mine navigation than the earlier one does. But the old version seems more stable and reliable anyway. What good is the freedom of movement arou...
by Xfing
Thu Feb 21, 2013 5:20 pm
Forum: Descent Development
Topic: Creating custom light source textures
Replies: 4
Views: 1847

Re: Creating custom light source textures

Nah, didn't work :( I did as you said. Created a cube which wasn't connected to any other cube, chose the door light as the primary texture, checked "Use 1st", set the brightness to 100% with the slider, then reapplied the texture in one place within the mine. It's still dark. Then I tried...
by Xfing
Thu Feb 21, 2013 5:11 pm
Forum: Descent Development
Topic: Creating custom light source textures
Replies: 4
Views: 1847

Re: Creating custom light source textures

I'll try the second option and see if it works. Thanks in advance!
by Xfing
Thu Feb 21, 2013 2:03 pm
Forum: Descent Development
Topic: Creating custom light source textures
Replies: 4
Views: 1847

Creating custom light source textures

How to do that? http://s6.postimage.org/gk18aovsh/scrn0008.jpg On this screenshot you see the D1 door lights I used, and a light next to them. The light generates brightness, but the door textures don't. What properties to edit in order to make them brighter without affecting the background texture?...