They probably should, if Rebirth takes themAlter-Fox wrote:Yeah but I still can't use those with D2X-XL.
Maybe I should see if they work with DOS...
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They probably should, if Rebirth takes themAlter-Fox wrote:Yeah but I still can't use those with D2X-XL.
Maybe I should see if they work with DOS...
I agree with this, I was never a fan of the new bot exploding way either. It just looks bad and even... glitchy. But I guess Zico will stand by his decision to make it so.Alter-Fox wrote:Yeah, rebirth works well for multiplayer but I don't like the change to the way the bots explode, and since that's probably the thing you're supposed to see most often in successful singleplayer playing...![]()
But there was once a poll asking which version is preferred, looks like the new one was actually chosen.Alter-Fox wrote:Considering D2X-XL had the same thing before Karx deliberately changed it even more to make it look better, I don't think it was Zico's decision. More likely a quirk of OpenGL.
I guess that's a valid point. That tunnel was more of an exercise in using the curve generator than anything else. The twist I only added later, as initially it didn't have one, which would make the pilot end up upside-down if keeping the orientation within the tunnel. I probably should make it into a room or something, indeed.Naphtha wrote:I do really like a lot of that level and the similarities to Level 38 in terms of theme are really nice. One thing I don't really care for, though, is that sharply curved 20x20 tunnel (obsidian walls, pink ceiling, tiled floor) in the area near where the blue key is. It's a little too pinched and disorienting, and I feel like you could actually put more of a mini-room in there to connect two ends of the tunnel as more of a right-angled turnaround.
Impossible! Unless you mean a flat wall from one side at most, then yeah, there might be some.Alter-Fox wrote:It's looking pretty good honestly... still seeing some doors on flat walls though.
You could actually lend me a hand with thisAnd the way the hostage cell door is built on that structure, if you look at the Vertigo maps it might be a spot to use one of those double-layered grates.
Parallax's designs from D2 you mean. Yeah, that would be about right, especially after my pretty elaborate Sedna boss room. It's fairly simple in terms of geometry, but it still can be confusing - there are 4 matcens (and those are likely gonna spawn serious robots), and there is a decently well hidden secret area meant to be filled with goodies. Actually you need to trip 3 switches, whose location isn't immediately intuitive, to unlock it all. I'm quite satisfied with the boss room actually. Just go invulnerable, get the keys cheat and explore it that wayThe boss room looks a little simplistic compared to Parallax's designs, but I didn't get a very good look at it before Boss 2 murdered me with mega missiles.
No probs bro, I'll check it out later today.Alter-Fox wrote:Small update on Broken Wings, so, umm... make sure to redownload sometime in the next year before this is out?
I did like how the vox sounded so yeah, a success here for sure :3Alter-Fox wrote:Nah I just added a different type of reverberation onto the vocals to make them sound a bit more sinister and mysterious.
Speaking of Pumo, I wonder if he's already taken care of the palette problem with the new PIG. The one where the lights on the switches have the color assigned to transparent in the palette.Alter-Fox wrote:Was Pumo's idea actually
Well thanks I guess. Feel free to delete the old one, I do make sure to reupload the files after every adjustment I make, and I haven't touched this level in quite a while.Alter-Fox wrote:I noticed a problem with the hostage cell door on kutha'az and repaired it.
I'm going to upload it but not replace the old file... I think I have the latest version but I haven't checked in two weeks or so.
Also I'm seeing some areas with the rock21 texture where I'm not sure it's supposed to be there.
Only if the rest of the ceiling of the room also uses rock21. If not, then it should use what the rest is usingAlter-Fox wrote: In the little secret cube by the blue key is the ceiling supposed to use rock21?
Feel free to, of course. But you could also submit a level or two if you're up to it, you know. I saw that level you uploaded and it looked sweet and it's not like we're overflowing with submissions, hee heePhozon wrote:Apologies for maybe not reading everything,. but if there's anything more to work on for the sound track i'd like to give something to this,?/
Xfing wrote: Feel free to, of course. But you could also submit a level or two if you're up to it, you know. I saw that level you uploaded and it looked sweet and it's not like we're overflowing with submissions, hee hee
Dayum, been a long while since I worked on that patch. I'm not sure I still know how to do all this! It'd take me a longer while I think. But I did like the sounds from the Interactive Demo quite a lot - they must have been leftovers from where D2 was still CD-Enhanced Descent.Alter-Fox wrote:Hey, slightly off-topic but I don't know where else I could mention this... I've been comparing the Descent 2 demo to the full game (I was bored) and I found a bunch of sounds effects that aren't in either Descent 1 or Descent 2... most of them are just slightly different but a few of them don't sound like anything. I'm wondering if there's some way you could make a second version of your sound patch, Xfing, that restores these sounds.
It could be cool to play Descent 1 and a half (or other missions) with a set of sounds that were halfway between Descent and Descent 2.
As far as I can tell what's different:
The door sounds on maps 1 and 2 sound like a mix of the descent 1 and descent 2 sounds.
The secret door sound is a little bit different.
The explosion sound used for the PEST, PIG and Smelter bots is completely different.
All of the thief's sounds have extra layers to them.
Internal Tactical Droid uses a sound from Descent 1, although I wouldn't count this since it's really just an old sound as a placeholder and not something completely different. I like his D2 sound.
Yes it's only a few things, but it's things you'd hear all the way through the game.
Oh. Okay. At least you made me want to replay the Interactive DemoAlter-Fox wrote:I just thought maybe a second, modified patch that could just be swapped in and out manually. I wasn't thinking of it just for this mission, only making a clever comparison.
It's no big deal.
Oh, I think it'll be memorable enough. Even if it's not, then it will be for level 52.Xfing wrote:[Beta Ceti Military Base] I'd rather someone else does - it's the penultimate level of the mission after all, it needs to be top notch. Remember how memorable level 26 in D1 was?
Then my level will have to go into a vertigo slot under some other name. I really don't care, so long as it meets the requirements and gets in.Alter-Fox wrote:We've told you several times already that L'aeev is basically taken by me.
I'm actually about to update Quantum, and finish and post a demo (the first seven levels) for a D1-D2 conversion project called "Descent 2: First Strike". Details will be in the thingy.Alter-Fox wrote:What happened to all your other projects?
I did some research a while back, and (if you feel like doing a boss level as opposed to a reactor level) Varuna Military Base would also fit the texture scheme. I'm also making one with the texture scheme, but I really don't care whether it's Mars or Varuna, so I'll do the one you don't do.Alter-Fox wrote: I may try my hand at the Mars mine sometime soon... will depend on how much time I have, but I really loved that texture scheme in the original game and I've never really built anything with it. Kinda disappointed there will only be one Mars level here.
Thing is, many Descent 1 textures didn't look very good with any of the six PIG files from D2, so Pumo went ahead and created another palette directly mirroring the one from D1, to be used with D2 levels. And yeah, if you're making a Solar System level, it would be best to use this one for obvious reasons. It was used for some of the Vertigo portion levels too, and perhaps will be for more, time will show.Phozon wrote:so if i want to do one of the early descent 1 levels, i'm still confused,., doesn't everyone in the Solar System section's maps have to use the same .pig ?