Page 3 of 11

Re:

Posted: Mon Jan 09, 2006 6:55 pm
by Kirby
Mugz wrote:I have idea!!! Everyone!
May be create hud and cockpit like in descent 3???
I create graphics and everything what you need :)
sounds unrealistic...Diedel said that even trying to implement custom reticles would be a challenge, let alone a whole cockpit :P

Posted: Tue Jan 10, 2006 3:23 pm
by Diedel
Kirby,

custom reticle wouldn't be that hard. You'd need 5 bitmaps or so, because each active missile bay is displayed in the reticle, and you have the dual wing mounted and the single fuselage mounted missile pods. You'd only need to take care of the 'hot spot' being at the proper screen location.

An entire cockpit would be quite a bigger effort.

I prefer implementing volume shadows. ;)

Posted: Wed Jan 11, 2006 5:11 am
by Sirius
Of course, if you want to dump a render of the Descent 3 cockpit into Descent 2, you can do that without any modifications. You'll just be a little disappointed when you see how badly the gauges line up.

Honestly, no cockpit is better anyway. ;)

A couple ideas

Posted: Sat Jan 14, 2006 8:07 pm
by d3jake
Hello all, recently I've been playing D2X and I've noticed something missing in the comtrols menu (where you assign the keystrokes and such). It's missing the option \"Bomb Switch\" Now this might no be a major problem I miss it and would like it back (if you could please).
Next I was wondering if there would be anyway to program in force-feedback? I mean like for joysticks when you smash up against the wall it'll skock you or when you get hit by a Mega missle. Or (in my case) I have a USB controller with the rumble thingies so when you get hit by a missle it'll rumble itself.

Any questions?

Posted: Sat Jan 14, 2006 11:12 pm
by Sirius
Why do you want something that'll just give you sore wrists?

:)

Posted: Sun Jan 15, 2006 2:29 am
by Diedel
Bomb switch missing? Will be fixed.
Force feedback? No way.

Posted: Sun Jan 15, 2006 4:32 pm
by d3jake
Why's that? too hard to program or...?

Re:

Posted: Sun Jan 15, 2006 5:03 pm
by Diedel
d3jake wrote:Why's that? too hard to program or...?
Too much effort for something I consider exotic and actually counterproductive. Try aiming with a stick shaking from the Gauss cannon recoil (not that you would feel the recoil of a hull mounted machine gun ...) in the best case, you will ruin the stick after a while because you try to hold it tight enough to have good aim (personal experience ;)).

There's a bomb switch control. It's labelled "toggle bomb" in the keyboard config menu.

Posted: Sun Jan 15, 2006 5:12 pm
by d3jake
I'll have to check on that...

Posted: Mon Jan 16, 2006 12:22 pm
by Nikolai
I have a great idea. How about using a mousewheel? For examle I want to bind it to cycling primary weapons. Or even more: mwup - cycle primary, mwdown - cycle secondary. Of course anyone can find another way how to use it.

Posted: Mon Jan 16, 2006 3:41 pm
by Diedel
Tell me how to query the mouse wheel via SDL and I'll add it.

Re:

Posted: Mon Jan 16, 2006 7:03 pm
by Kirby
Diedel wrote:Tell me how to query the mouse wheel via SDL and I'll add it.
not too sure if you already know about this:

1.2.5: Added SDL_BUTTON_WHEELUP (4) and SDL_BUTTON_WHEELDOWN (5)

basically...wheel-up = button 4, and wheel-down = button 5

Posted: Tue Jan 17, 2006 2:56 am
by Diedel
Do you think I wouldn't know that? There is no input device mask to query them though! The Event polling function does not accept arguments for the mouse wheel.

Posted: Tue Jan 17, 2006 8:09 am
by Nikolai
Maybe we should try to submit a bug report to SDL developers? :-)

added:
check out this link http://www.google.com/search?q=site:www ... se%20wheel

Posted: Tue Jan 17, 2006 10:08 am
by Diedel
I have found out already how this works, and its bloody stupid. Wheel up is button #4, down #5. Idiotically, when moving the wheel, the corresponding buttons gets a pressed and immediately after that a released message. So you need to work around this \"button\" always being reported as released.

Re:

Posted: Tue Jan 17, 2006 11:05 am
by Nikolai
Diedel wrote:when moving the wheel, the corresponding buttons gets a pressed and immediately after that a released message
I think it should be fine for step-by-step weapon cycling. Give it a try.

added:
v1.5.92... The new builds are appearing so fast, that I don'n have time to play each one of them ;-) Good job!

Posted: Tue Jan 17, 2006 11:08 am
by Diedel
It is not, but I have worked around it. See v1.5.92. ;)

Make Joystick Calibration Ingame and editable

Posted: Wed Jan 18, 2006 7:43 pm
by Redeye
I would like to see an ingame JS calibration and maybe saved to a file that is editable? Some way of making the stick turn faster but not jerky like turning up the sensitivity way up. Kinda of like an ingame Joyfix :)

Posted: Thu Jan 19, 2006 3:41 am
by Diedel
you can change joystick sens in-game, press F2, then config.

Posted: Sat Jan 21, 2006 12:49 pm
by spud
It'd be handy if d2x-xl would remember your multiplayer setup options from session to session. Some things like pps and short packets can be configured in the ini file or from on the command line, but I find myself always having to check \"industructable lights\" and setting difficulty to \"insane\" and setting the reactor life to 50 minutes every time I start a game. It'd be nice if I didn't have to go to \"More Options\" every time I start a game and configure these things.

spud

Posted: Sat Jan 21, 2006 4:10 pm
by Diedel
I had thought of that too already, and this will come. ;)

What I offered eariler...

Posted: Sat Jan 21, 2006 9:08 pm
by d3jake
Okay, several posts ago I asked for the \"Bomb Switch\" option to be added, I was later pointed to the keyboard control options. I guess I didn't think of it but I meant to ask for it to b added to the \"Customize Above\" area for joysticks\\gamepads(which I use).
Could it be added please?

Sorry for not clarifying.

Posted: Sun Jan 22, 2006 4:48 am
by Diedel
So you want a bomb switch control for the joystick/pad, right?

Posted: Sun Jan 22, 2006 2:14 pm
by d3jake
Yessir! You hit the nail on the head! It'll be a major convince when I'm poldding around the mines.

Posted: Sun Jan 22, 2006 4:22 pm
by Diedel
Done. Find it in v1.5.97.

Posted: Sun Jan 22, 2006 5:45 pm
by d3jake
I hate to say it...but where is that located? I found the D2X... but I don't think I found the section where those are kept...

Posted: Sun Jan 22, 2006 6:36 pm
by Diedel
Answering this question isn't worth the bytes the response is stored in. Why the heck don't you consult the joystick config menu? :P

Posted: Mon Jan 23, 2006 6:39 am
by Nikolai
Guide-bot's behavior was discussed here. Nevertheless, can you make him not to attack player with flares? Because GB does it all the time and without any purpose. I'm so tired of it. Pressing Shift+7 doesn't solve the problem, because I still want GB to guide me, but without that sort of aggression...

Posted: Tue Jan 24, 2006 8:27 am
by Escorter
It's possible to use the D1 robot sounds in D1 mode?

Posted: Sat Jan 28, 2006 2:47 am
by Nikolai
Here is two suggestions with low priority (in case you have nothing else to do):
1) in readme.txt change \"D2X-W32\" to \"D2X-XL\";
2) on the icon of d2x-xl.exe there is hardly visible \"W32\" inscription (green color), which is also may be changed to \"XL\".

Posted: Sat Jan 28, 2006 4:19 am
by Diedel
Thx. Fixed the readme, but cannot fix the icons, as I didn't create them, so have no raw image data.

Turning Rate

Posted: Sun Feb 12, 2006 1:45 pm
by Draco
I have noticed a major difference between the turning rates in D1x and D2x. D1 they turn a lot slower and allow for the player to shot better and move around enimies, but in D2 it moves too fast and is hard to move about easily.

I was wondering if you could somehow let the player control how fast the ship turns about and all? That way, those who like the D1x speed can set it to that or they can go in between or even to this new D2x speed. I am just thinking on this is all and I do hope some one notices this too. :)

Posted: Sun Feb 12, 2006 3:34 pm
by Diedel
RTFM.

hi diedel

Posted: Mon Feb 13, 2006 1:44 pm
by flyhard
In multiplayer I have to uncheck dual missiles everytime I start a game, (so do other people) could you please fix that? plz plz :) :) Better yet, can you take it out? I dont know how everyone feels about dual missiles but I hate them with a passion. Whos the dork that requested them? lol

thx

I Still get intermittant dual missiles launch when someone else starts a game thats using dx2 and has it uncheck and I also do too. Its a bug between dx2 players. Or maybe they have it checked \"offline play\" IDK. It's very fustrating. plz help

Posted: Tue Feb 14, 2006 3:16 am
by Diedel
Weird bug. Will check.

Edit:

There are two \"dual missile launch\" options in D2X-XL. The one for multiplayer games is in the \"more multiplayer options\" menu, which is accessible via the multiplayer options menu. Make sure dual missile launch is turned off there.

I couldn't observe that bug with this flag properly set.

Posted: Tue Feb 14, 2006 12:07 pm
by Kirby
any plans of creating some sort of dedicated server program???

the netplay list is dead all the time :P We need more netplayers

Posted: Wed Feb 15, 2006 2:42 am
by Nuke
any chance for improved mod support, for example allowing custom player ships and weapons. i remember in the old days you could to a degree replace a player ship's model. however all the performance settings were unchangeable, as were the gunpoints. the only way to modify player ships and weapons is to hack the main hog file. i think it would be cool if we could make modifications to the players arsonal within the hog file of a custom mission. perhaps even support for multiple ships which may be selected like in d3. in addition it would be cool if we could do custom sound effects without hacking the sound files. and of course as a rule of thumb such mods should be multiplayer compatable and cheat-proof.

Posted: Wed Feb 15, 2006 2:46 am
by Diedel
Nuke,

if D2X-XL ever gets popular enough to be played by more than 5 - 10 people per week, I might add such stuff.

dual missiles multiplayer

Posted: Wed Feb 15, 2006 9:35 am
by flyhard
Can you possibly make \"dual missiles launch\" in multiplayer default as UNCHECHED/OFF, so we dont have to uncheck it everytime we start a game? You've made everything else easier why not this option? huh? plz?

Posted: Wed Feb 15, 2006 10:02 am
by Diedel
It is unchecked by default.