Descent Vignettes Release Thread!

The place to promote and link to Descent levels - both multiplayer and singleplayer - D1, D2 and D3.

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What did you think of the level set?

Was an awesome ride!
17
71%
Very innovative level designs!
3
13%
Pretty solid mission pack!
1
4%
It'll have to do.
1
4%
It took a full year for this?
2
8%
 
Total votes: 24
Marvin
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Post by Marvin » Fri Dec 25, 2009 4:53 pm

I have one problem. Every time when Im near to yellow doors in level 25, the game shut down. Doyou have some idea how to eliminate it? I use D1x-rebirth... Btw I have really fun with this levels so hope someone can help me:)
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Post by DarkFlameWolf » Fri Dec 25, 2009 7:19 pm

Its a bug in the rebirth program that causes this, its been noted. And Zico has currently fixed this bug but as of yet, I do not believe he's released the fixed version yet. Why? I'm not entirely sure.
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Post by Duper » Fri Dec 25, 2009 9:07 pm

because his releases generally include a great assortment of fixes. I've not known him to do \"micro release\".
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Post by Marvin » Sat Dec 26, 2009 7:52 am

ok, thx, finally I did with a really lot of loads and saves again and again until it worked:)
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Post by Alter-Fox » Sun Dec 27, 2009 1:39 pm

...
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DarkFlameWolf
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Post by DarkFlameWolf » Mon Dec 28, 2009 9:13 am

yeah, sorry about that, until he finally releases a new version of Rebirth, you're just going to have to suffer through the bug in level 25. It sucks, but oh well. :-/
d2x-xl doesn't have this problem though. But last I checked (I haven't downloaded a new version since .144 because its so stable and later versions (up to .150+) that I've tested seem to break that, so I can't verify its continued existence), you couldn't get into secret level 1 in Vignettes without d2x-xl crashing. So you pick and choose which you think is worse.
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Sirius
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Post by Sirius » Mon Dec 28, 2009 2:19 pm

Tested secret level 1 on 1.14.193, no crash.
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Post by Stroodles » Tue Jan 05, 2010 7:19 pm

I used the astral cheat on level 25 to fly directly to the boss room, the D1X crashes got too frusterating...but kudos, it *is* incredibly well made.
Amg! It's on every post and it WON'T GO AWAY!!
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Post by DarkFlameWolf » Wed Jan 06, 2010 5:11 am

Its a bug in the D1 engine itself based on robot path-finding. I guess that particular layout of the level screws with robot path-finding when they are finding routes to get to you and it crashes. This was verified by Zico when he fixed it in an upcoming version of d1xrebirth which should have the bug non-existant by that point.
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Post by Sirius » Wed Jan 06, 2010 11:41 am

Oh... that's interesting to hear.
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DarkFlameWolf
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Post by DarkFlameWolf » Wed Jan 06, 2010 7:20 pm

I know, this bug was apparently fixed in the interim between Descent 1 and Descent 2's release.
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Stroodles
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Re:

Post by Stroodles » Wed Jan 06, 2010 9:48 pm

DarkFlameWolf wrote:Its a bug in the D1 engine itself based on robot path-finding. I guess that particular layout of the level screws with robot path-finding when they are finding routes to get to you and it crashes. This was verified by Zico when he fixed it in an upcoming version of d1xrebirth which should have the bug non-existant by that point.
It was actually intentional. Interplay knew that people might be able to beat the game on insane, so they added an even harder difficulty. See, the robots stopped trying to shoot at you, and are instead using software beams to lock up your game. It's quite an innovative idea actually.
Amg! It's on every post and it WON'T GO AWAY!!
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Post by Alter-Fox » Wed Mar 17, 2010 8:48 am

What's the title of the level 19 music? I really liked that one. I remastered it in FL Studio, and I want to give it its correct title. (Knowing DFW's missions I would have looked in the credits, but the mission doesn't seem to have them. I guess in D1 it might need to have briefings for that?)
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Re:

Post by gameaddict11707 » Tue Mar 30, 2010 10:43 am

Stroodles wrote:It was actually intentional. Interplay knew that people might be able to beat the game on insane, so they added an even harder difficulty. See, the robots stopped trying to shoot at you, and are instead using software beams to lock up your game. It's quite an innovative idea actually.
Good one! :mrgreen:
APPLAUSE
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Stroodles
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Re:

Post by Stroodles » Fri Apr 02, 2010 6:00 pm

gameaddict11707 wrote:
Stroodles wrote:It was actually intentional. Interplay knew that people might be able to beat the game on insane, so they added an even harder difficulty. See, the robots stopped trying to shoot at you, and are instead using software beams to lock up your game. It's quite an innovative idea actually.
Good one! :mrgreen:
I try.
Amg! It's on every post and it WON'T GO AWAY!!
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Post by DarkFlameWolf » Sun Apr 04, 2010 6:44 am

All videos are now available for Vignettes!
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Post by heatbag » Mon Apr 12, 2010 12:13 pm

Many thanks to DarkFlameWolf and his crew for releasing new and extremely high quality mission packs.

I've just finished Vignettes and I really liked it!

The dog fighting element of these levels is really fun!

Please keep up the good work!
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Sirius
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Post by Sirius » Mon Apr 12, 2010 11:40 pm

And here was I thinking her gender was not that well-kept a secret :mrgreen:
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Post by DarkFlameWolf » Tue Apr 13, 2010 5:47 am

I won't even bother correcting.

Regardless, I'm glad you like the level set. I tried my best to make each level have at 'least' one dogfighting room. Because you simply do not get enough of that fun-ness in the original Descent campaign.
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Post by heatbag » Tue Apr 13, 2010 12:11 pm

How embarrassing for me... Sorry about that DFW!
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Re:

Post by Duper » Tue Apr 13, 2010 12:25 pm

heatbag wrote:How embarrassing for me... Sorry about that DFW!
lol. don't feel bad. i think we've all done that at one time or another. ;)
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Post by Xfing » Sun Apr 25, 2010 5:30 am

Must... Download...
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Post by DarkFlameWolf » Sun Apr 25, 2010 1:53 pm

you haven't gotten this yet Xfing?
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Xfing
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Post by Xfing » Sun Apr 25, 2010 4:10 pm

Ok, I've played through this. Difficult as hell, but also beautiful as hell. These levels are some of the most stunning D1 levels I've ever played, they eclipse even Descent 2 levels with their design to be honest. The textures offered by Descent 1 are more matter-of-fact and give a great industrial feel - also congratulations for using the fuel center doors, as they were not included in the original 30 levels. Perfect job in general, I applaud you, DFW.
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Post by Xfing » Sun Apr 25, 2010 6:10 pm

Except level 25 of course, because it tends to crash in quite a few points. I'll probably wait 'til Rebirth fixes this problem, as I don't play on XL.
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Post by DarkFlameWolf » Mon Apr 26, 2010 5:18 am

that can't be helped, its actually a bug in the Descent 1 robot pathfinding code that causes level 25 to crash. That's a mistake on Parallax's part, not ours. However, that bug was fixed in Descent 2 and in the latest versions of D2X-XL. Rebirth is taking forever to get a new version out which fixes this bug, so right now, D2X-XL is the only program out there that can run this entire set smoothly.
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Post by Xfing » Tue Apr 27, 2010 6:11 am

I've got the newest version of XL. The graphics are indeed stunning, but the sound is a mess. Just my machine's problem, most likely. I recommend XL only to those with substantial experience playing vanilla.
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Post by Aus-RED-5 » Tue Apr 27, 2010 6:43 am

Your sound problems might have to do with the -hires_sound 2 switch located in the d2x.ini file.

If you don't have hires sounds installed?
Then you need to either download them or change the switch from:

-hires_sound 2 (44 khz sounds ('sounds2' subfolder) to

-hires_sound 1 (22 khz sounds ('sounds1' subfolder).

Further help regarding XL would be better suited at the XL forum.

No need to continue to derail this thread anymore. ;)
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Post by Xfing » Wed Apr 28, 2010 4:41 pm

Agreed.

So I'd like to say I loved the ice themed Vignettes. Question for DFW, how did you make that Observatory Tubes gimmick with non-retaliating robots? Didn't know that could be scripted...
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Post by Sirius » Thu Apr 29, 2010 12:29 am

It can't - they just can't see you, so don't try to shoot you.
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Post by Xfing » Thu Apr 29, 2010 10:26 am

So I take it this depends on the texture used? These two bars are not treated like a normal grating?
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Post by Sirius » Thu Apr 29, 2010 11:12 pm

It's the wall on the other side. It isn't see-through in the other direction, at all. You'd be able to pull off the same effect with any partially transparent texture, as long as the other side was completely opaque.
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Post by Xfing » Fri Apr 30, 2010 9:33 am

Thanks, Sirius. Sounds simple enough. After I'm done with my baccalaureate I may give level designing a shot too.
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Post by Xfing » Mon May 17, 2010 8:06 am

Sorry for double posting, but I've found that Claustrophobia is actually possible to complete, even using Rebirth. All players need to do is avoid some cubes. Here's some hints:

- If you don't want the game to crash, always enter the yellow key and red key rooms through the upper doors and exit them through the lower right. Any other approach will crash the game.
- Also the middle area of the red key room (just stay near the edges at all times and you'll be ok)
- The energy center near the red key room is bugged. The one near the yellow key room is alright, though, so if you need recharge, use that one.

If you follow these pointers you can play Claustrophobia on Rebirth with minimal damage to the overall fun factor, and it's otherwise bugless and perfectly completable.
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Post by DarkFlameWolf » Mon May 17, 2010 2:45 pm

its so odd, that the bugs would work in that fashion. It'd be interesting to find out what is truly going on there with the level design and the coding of the Descent engine with regards to the crashing.
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Post by Xfing » Thu May 20, 2010 10:28 am

Yeah, evidently. But I posted only my observations (which are double-checked and accurate). I have no idea what these could implicate, but at least I confirmed it actually is possible to complete Claustrophobia. The boss fight is epic :D
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Re:

Post by Stroodles » Thu Jun 03, 2010 7:40 pm

Xfing wrote:Yeah, evidently. But I posted only my observations (which are double-checked and accurate). I have no idea what these could implicate, but at least I confirmed it actually is possible to complete Claustrophobia. The boss fight is epic :D
I appreciate this. The Yellow Key room has been my vile archenemy for a very long time.
Amg! It's on every post and it WON'T GO AWAY!!
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Re:

Post by Lord Scalgon » Fri Jul 09, 2010 5:26 pm

Xfing wrote:Yeah, evidently. But I posted only my observations (which are double-checked and accurate). I have no idea what these could implicate, but at least I confirmed it actually is possible to complete Claustrophobia. The boss fight is epic :D
So I made an attempted recording run for level 25, and I followed what you said, but after I obtained the red key, as I exited the room to the lower right, the game crashed. I even tried exiting to the same door I entered and the game still crashed...and yes, I stayed close to the edges.

I guess to me, it's just not possible.
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Post by DarkFlameWolf » Fri Jul 09, 2010 10:57 pm

try using d2x-xl, the engine simply ignores the inherent bug within Descent 1 coding that apparently level 25 trips.
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Post by DarkFlameWolf » Wed Sep 08, 2010 2:35 am

Just a minor bump:
http://www.youtube.com/user/Darkflamewo ... F820E12C49
A complete youtube walkthrough with every secret and secret level revealed, for those curious about it all. I'm also thinking of starting up a no death, hotshot, speed run series of Vignettes...if enough interest was involved.
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