Search found 129 matches

by Kaizerwolf
Wed Jul 05, 2017 10:56 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

especially since I should be writing my master's thesis (and I've been procrastinating horribly) LOL... that sounds exactly like me in 2008. I think I was working on Anthology on the side, and... you know... While I did finish said thesis (barely), I don't really recommend the approach I took to an...
by Kaizerwolf
Wed Jun 28, 2017 7:10 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

LightWolf wrote: I also don't see how texturing is so hard to fix
If it's not so hard, why didn't you address it in any of your levels? Your arguments don't make any sense.
by Kaizerwolf
Tue Jun 27, 2017 9:13 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

We'd be better served, honestly. Every level of yours more that we have is a boon :D I gotta finish my current Reactor Ohm level first before I can move on to something new! I'm also a bit creatively stuck on the level, so it may take me some time. I feel like some of the parts I have are not my be...
by Kaizerwolf
Mon Jun 26, 2017 9:38 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Hold on, what was wrong with Beta Ceti Weapons Research? A lot of things. Boring texture work (that one section that was all dark green walls, floors and ceilings), long hallways to deadends, overall a very tight level, weird lighting work. Stuff just didn't fit. I was asked to look at it and see i...
by Kaizerwolf
Fri Jun 23, 2017 1:02 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

I've humored your shenanigans for long, but right now I'm 100% convinced you're a troll. This project has been going on for so long there's no way you shouldn't be familiar with the ins and outs of the design policy. It's weird that getting a rise out of me and the others is so much fun for you, ta...
by Kaizerwolf
Sun Jun 11, 2017 7:43 am
Forum: Descent Level Spotlight
Topic: Found an old (2007) project thread...
Replies: 5
Views: 4369

Re: Found an old (2007) project thread...

Even on a brand new top-line computer, D2X-XL has wonky behaviors for me. Processing light maps takes minutes; why would I want to wait so long for the fancy features? It just feels like D2X-XL suffers from some major scope creep, like "we can add this, so we should". Personally, I don't t...
by Kaizerwolf
Sun May 21, 2017 4:01 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Screens from progress on level 48, currently codenamed "Reactor: Ohm" at this time.

Image

Image
by Kaizerwolf
Thu May 18, 2017 12:37 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

My guess is that the hostage rescue count increments until you reach an end-level score screen, whichever that happens to be. How full rescue is determined is another interesting question - it might just trigger if you have hostages on board and there are none left in the level, but I couldn't be s...
by Kaizerwolf
Tue May 09, 2017 8:37 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Sweet, I'll give it a fly-through later. You're making me want to continue on with my Beta Ceti level again, I'm thinking of things and finding inspiration here and there!
by Kaizerwolf
Mon May 08, 2017 9:08 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Truthfully, this was a very enjoyable level to play! The geometry was really cool, and pushes the boundaries of what the engine can do. The texture work was impeccable as well, you did a fantastic job mixing metl with rock. My only potential complaint is that tiny red pillar on the pool of lava, I t...
by Kaizerwolf
Fri Mar 31, 2017 2:57 pm
Forum: Tech Forum
Topic: Optimizing Resolution for Descent 3
Replies: 10
Views: 4089

Re: Optimizing Resolution for Descent 3

It actually wasn't ship sounds, turning it off didn't change the sound. It was most noticeable on the first level, at the end where the matcen and middle energy beam thing was. Just a ton of static. Set the audio quality to Low, went back in, and heard it proper; an electricity sound. Put the sound ...
by Kaizerwolf
Thu Mar 30, 2017 10:00 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

It's very rough, and I've got my share of complaints on it. For starters, it does not feel like it has a common theme. The rooms are all different textures, some of which do not fit together. Abundant use of computer screens. They're cool, for sure, but they're used too often and take away from the ...
by Kaizerwolf
Thu Mar 30, 2017 1:47 pm
Forum: Tech Forum
Topic: Optimizing Resolution for Descent 3
Replies: 10
Views: 4089

Re: Optimizing Resolution for Descent 3

Another question on the game... there seems to be some kind of ambient background noise that ends up causing a ton of static to come through. I looked on the one website with a list of 140+ bugs for D3, but I couldn't find anything about this. Is it a fixable issue?
by Kaizerwolf
Thu Mar 30, 2017 12:53 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Having played it before, is there anything specific you'd like done with it? Obviously I'm going to clean up textures, typical wall textures are used for floors, things like that. But is there any geometry you want me to change/optimize/add?
by Kaizerwolf
Wed Mar 29, 2017 9:45 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Well, our next order of business should definitely be me finishing the Cauldron, but that's going to take a while, I need to get some inspiration. I totally wouldn't mind someone else finishing that level by the way, provided some conditions are fulfilled. We should also take a look at Lightwolf's ...
by Kaizerwolf
Sat Mar 25, 2017 9:05 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

I forget if I mentioned that Planetary Life Research was designed primarily with Class 1 Drillers in mind. I was posting something on the Overload boards that jogged my memory, and I'd better make sure you know that level has a heck of a lot of places built specifically to give drillers the drop on...
by Kaizerwolf
Wed Mar 22, 2017 12:34 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Xfing did you find the secret with the level entry doors? I have the cubes to make them slightly more interesting, if need be.
by Kaizerwolf
Tue Mar 21, 2017 8:21 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

The only gripe I have is the slightly unorthodox usage of a monitor in its self-destruct animation, which means it can't be popped and is in general a nonstandard practice. The level also either has rather few secrets (all being simple one cube-doors) or I simply haven't found more. Also, the route...
by Kaizerwolf
Tue Mar 21, 2017 3:43 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Salt Distillation Mine is up in the Level 29 folder. Give it a fly through and let me know what you think!
by Kaizerwolf
Fri Mar 17, 2017 9:32 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

It should be alright; this is really the only room of this level with that design. Yellow shenanigans are finished up, working on some extra, non-key areas to make the level really feel like Descent 2. After that it's making sure triggers and bot makers are in place and working, and finalizing desig...
by Kaizerwolf
Wed Mar 15, 2017 6:31 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Reactor room is coming along for the salt mine, and I've still got about 250-300 cubes for yellow shenanigans.

Image
by Kaizerwolf
Fri Feb 24, 2017 7:29 pm
Forum: Tech Forum
Topic: Optimizing Resolution for Descent 3
Replies: 10
Views: 4089

Re: Optimizing Resolution for Descent 3

I am curious though, where did that aspect number come from, 1.78? Is that just 16 / 9 rounded up? Yep. Otherwise the game defaults to 4:3 and everything looks squashed on a widescreen monitor. Although due to how D3 handles widescreen support, instead of extending the left and right of the screen ...
by Kaizerwolf
Fri Feb 24, 2017 2:50 pm
Forum: Tech Forum
Topic: Optimizing Resolution for Descent 3
Replies: 10
Views: 4089

Re: Optimizing Resolution for Descent 3

I am curious though, where did that aspect number come from, 1.78? Is that just 16 / 9 rounded up? Hunter, as far as I know, my D3 is patched to 1.4, but is a custom install from a user a few years back with some bugs like that ironed out, so I'm not too sure. I think the user's name was Thomas, and...
by Kaizerwolf
Thu Feb 23, 2017 6:48 am
Forum: Tech Forum
Topic: Optimizing Resolution for Descent 3
Replies: 10
Views: 4089

Re: Optimizing Resolution for Descent 3

The problem you are experiencing is because the Descent 3 menu and automap screens always render at 640x480 resolution. You can use the command line options -width 1600 -height 900 -aspect 1.78 to make the actual gameplay render at 1600x900, but the loading screens/menus/etc are hard coded to 640x4...
by Kaizerwolf
Wed Feb 22, 2017 2:20 pm
Forum: Tech Forum
Topic: Optimizing Resolution for Descent 3
Replies: 10
Views: 4089

Optimizing Resolution for Descent 3

I'm planning on attempting a stream of D1, 2 and 3 for Descent 1's birthday sometime in the future. I know D1x/D2X Rebirth will support my monitor's 1600x900 resolution, but Descent 3 was always an odd-ball. The resolution always seems to be stuck to one setting, and won't ever change for me, even i...
by Kaizerwolf
Tue Feb 14, 2017 5:19 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

I dumped over 500 cubes on a single room. This is completely inexcusable and unjustifiable. I have only 260 cubes left to do the rest of the whole level :lol: I think it is possible though - from what I've seen the Brimspark levels of Counterstrike are pretty sprawling, yet use only around 500 cube...
by Kaizerwolf
Sun Jan 29, 2017 4:38 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Did you see the pure ice version yet? Here's the link again, just in case: https://drive.google.com/file/d/0BwhA940YudYdY3hhYzI1ZVFEYkU/view?usp=sharing It does come bundled with a Puuma version (though they do use separate HOGs). Even if the textures are fixed to either Ice or Puuma Sphere, the le...
by Kaizerwolf
Sun Jan 29, 2017 9:58 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Light, this is in regards to Frisia. Come on man, why? What is the reasoning behind populating levels with the most difficult robots in the game? Why? It takes away from the most important part at this stage of building, and that's the level design, cube and texture wise. Robots are coming later, if...
by Kaizerwolf
Wed Jan 25, 2017 10:30 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Xfing wrote:can't wait for Kaizerwolf's new level!
Working through some life stresses at the moment, so I'm on a bit of a creative hold for the level and even my music. I'll be back in due time, better than before.
by Kaizerwolf
Tue Jan 17, 2017 9:22 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Salt Distillation Facility is at 571 cubes, plenty to build the yellow and red areas. I want to combine those two, I've got a neat idea for the reactor. My max for D2 is 900 right?

Also, screenshot for proof!

Image
by Kaizerwolf
Sun Jan 15, 2017 9:35 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Lightwolf, we need to have a little chat. I just attempted to play through Dacol Futyl Caverns or however the name is spelled. I've got some issues, mainly in that you've populated the level with robots. I get that you're attempting to show the placements that you want, but why not just use class on...
by Kaizerwolf
Sun Jan 15, 2017 9:16 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Xfing wrote:designing levels for Descent is one of those things where being lazy actually doesn't pay off
Truer words have never been written before 8)
by Kaizerwolf
Sun Jan 08, 2017 9:40 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

rock164 and metl146 did the trick, thanks guys!
by Kaizerwolf
Sat Jan 07, 2017 11:51 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Image

Need some help. I don't like the brown metal on the RIGHT but I can't find anything else to use.. what do you guys think?

Edit: Right, not left. The left is how I wanted it.
by Kaizerwolf
Sat Jan 07, 2017 11:07 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Also, Xfing, I can't find it to quote it, but I just press the Printscreen button, and it saves a .TGA with just the DXX Rebirth logo. I used to do that, but you can see the results above with my Makemake map - you can still see the HUD. I think Lightwolf has something going on with that HUD remova...
by Kaizerwolf
Sat Jan 07, 2017 9:49 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Just realized: one level to the half-way point for main levels! And that level is in progress! (Yes, I am referring to the salt level.) P.S. More facility-y areas should have a fair amount of water where ice would be. (See if you can figure out why :P ) Hey Light! I'll build the level how I see fit...
by Kaizerwolf
Sat Dec 10, 2016 4:12 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Alter-Fox wrote:That does look quite nice. On the first screenshot it looks like the floor is visible through the wall -- but if that's a rebirth bug it's not your fault. :P
Intentional design, I think you're talking about the floor cube with a light on it?
by Kaizerwolf
Sat Dec 10, 2016 9:49 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

I'm partial to the D1 door light since it's easy to work with, a cube just needs to be ~5 units long for the door light texture to fit nicely. The D2 ones are okay, but they tend to be 7-8 units long, and sometimes they don't always fit nicely. But on my unnamed Beta Ceti level, I'll be sure to use ...
by Kaizerwolf
Sat Dec 10, 2016 12:36 am
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Image

Image

Just a little inspiration gets me a few new rooms on the Salt mine. What do you guys think?
by Kaizerwolf
Tue Dec 06, 2016 5:22 pm
Forum: Descent Level Spotlight
Topic: Descent 1 1/2
Replies: 2094
Views: 966951

Re: Descent 1 1/2

Alter-Fox wrote:If it looks cool does it matter that it's perfectly symmetrical?
I tend to build more symmetrically, but even in this case it looked good from facing it, but if you turned a 180 you could see from the other cubes around how messy it turned out. Ah well, to try again later!