Freeze on Level 8
Okay, I've been playing this off-and-on since you released it and just LOVE it. DAMN good job. The controls are just so NATURAL feeling, and everything is just expertly done. Please do Descent 2! Only thing I've encountered thus far is a freeze-up bug on Level 8. I don't have the red key, and when I approach a locked red door, the entire thing just freezes solid. Had to load the save on my PC version, get a ways past the problem, and then start it back on the Wii. I have the save game file if you want to take a look at it. I was able to replicate the problem each and every time. TheWizardOfOz
- A bug in the square root calculation prevented it from converging on a result. A fixed build is available from here. Tueidj 09:33, 21 May 2011 (CEST)
- Thank you, and keep up the excellent work! TheWizardOfOz 19:28, 21 May 2011 (CEST)
Control Customization and Widescreen Issues
Great job on the port! It seems to run really well, although I had trouble with the controls.
- Control customization is broken in a couple different ways:
- You cannot map turning left/right with pointing left/right (it uses the tilt axis instead)
- The x1/y1 axis (nunchuk) are inverted. With inverted set to "N" and x1 mapped to sliding left/right, left on the nunchuk slides right and right on the nunchuk slides left. Likewise, with y1 mapped to throttle, up moves backwards and down moves forwards.
- Widescreen is not properly supported, and messages at the top/bottom of the display get cut off.
Lastly, a feature request: OGG support, so players can use soundtracks from dxx-rebirth! Either that, or more step-by-step instructions for setting up the timidity patches. I downloaded the patchset from the site you linked and tried to set it up the way you described, but I had no music. Assuming I've downloaded freepats-20060219.zip, what do I do with it to make the music work? Gblues 07:21, 1 June 2011 (CEST)
- Pointer control is not implemented, only twisting left/right or tilting up/down (when using wiimote only).
- That's how joystick control is implemented in the original code and that's why there's an invert option.
- Widescreen is properly supported, if you compare the viewport with widescreen on/off you will see the viewable area and pixel aspect ratio are different. As for messages being cut off, they're already half an inch inside the border of both my CRTs and I didn't want to waste any more screen space.
- If you want to use ogg files, convert them to MP3. For the timidity stuff:
- copy either crude.cfg or freepats.cfg to /etc/timidity/timidity.cfg
- copy the Drum_000 and Tone_000 folders to /usr/local/lib/timidity/. Don't just copy the files inside them, copy the folders themselves. Tueidj 11:43, 1 June 2011 (CEST)
- Aha, I had copied the Drum_000 and Tone_000 folders to the right spot, but I didn't rename the freepats.cfg to timidity.cfg. Thanks! With regards to the nunchuk axes, I suspect that the axis values provided by the nunchuk are opposite those generated by a PC joystick. The point still stands that when invert=N, both axes act as if they're inverted.
- I didn't realize that the up/down was based purely on the tilt sensor, not the pointer. I guess that makes sense. I'll see how it works in wiimote-only mode. Gblues 20:49, 1 June 2011 (CEST)
Is the GameCube controller not compatible? I can select controller when creating a pilot, but the calibration does not continue when pressing A. Can't select controller from the Options menu. —Preceding unsigned comment added by Adambean (talk • contribs) 01:51, 1 September 2011 (CEST)
- It isn't implemented, otherwise it would be listed on the page. Tueidj 02:16, 1 September 2011 (CEST)
- Ah I thought the Classic/GameCube controllers interfaced in exactly the same way as they are just re-arranged hardware. Is there likely to be GameCube controller support in a future version? Adambean —Preceding undated comment added 18:09, 5 September 2011 (CEST).