Game update...

This is a discussion on Game update... within the Game Programming forums, part of the General Programming Boards category; Having a rough hurricane season here in the south did slow things down a little as far as code/artwork on ...

  1. #1
    Used Registerer jdinger's Avatar
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    Game update...

    Having a rough hurricane season here in the south did slow things down a little as far as code/artwork on my game ( Skylock: Cyborga ) but the time away from the comp was kind of a mixed blessing.

    I got to spend some time with just a notebook and pen and rework on some of the quirks that came out of my original design. The gameplay design itself is unchanged, I only had to rework some of the I/O issues (shared resource memory manager, database manager, custom file formats, etc).

    A demo of the latest incarnation can be downloaded here. This demo shows off some of the new artwork (ie: a POW rifleman).

    ***Note: the control panel is missing. Everything still functions, I just commented out the sections that weren't affected by my reworkings.***

    Also, I've noticed that just about 2 seconds after loading there is a slight lag that lasts about 1-2 seconds but doesn't show up after that. The FPS.log file shows a drop in frame rate but there's no explaination for it.

    It only lags right at the beginning and not again after that. It's kind of weird because there isn't anything major going on at the time. It happens after all the file I/O is done and all the subsystems are loaded.

    As always: runs on Win98/2k/XP with DX 7 or higher

  2. #2
    Rambling Man
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    Wow, that is incredibly smooth scrolling. Excellent job. About the initial lag here is what I obtained on my first execution

    Code:
    SkyLock FPS log file
    ----------------
    Initializing...
    1 - fps
    61 - fps
    54 - fps
    61 - fps
    61 - fps
    and 61 fps pretty much from here on out
    2nd time

    Code:
    SkyLock FPS log file
    ----------------
    Initializing...
    6 - fps
    61 - fps
    59 - fps
    60 - fps
    61 - fps
    61 - fps
    61 - fps
    61 - fps
    51 - fps
    42 - fps
    42 - fps
    35 - fps
    45 - fps
    53 - fps
    61 - fps
    61 - fps
    59 - fps
    The animation from the player really slows down the fps this time.

    3rd time

    Code:
    SkyLock FPS log file
    ----------------
    Initializing...
    6 - fps
    59 - fps
    60 - fps
    61 - fps
    61 - fps
    61 - fps
    61 - fps
    61 - fps
    61 - fps
    53 - fps
    61 - fps
    61 - fps
    Not nearly as much lag this time from the animation.

    Overall, I don't really see much of a problem with an initial lag.

    500 mhz processor
    384mb RAM
    4mb video card
    Win2k

  3. #3
    C++ Developer XSquared's Avatar
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    Runs quite smoothly on my PC
    Code:
    SkyLock FPS log file
    ----------------
    Initializing...
    808 - fps
    1155 - fps
    922 - fps
    952 - fps
    1003 - fps
    1100 - fps
    1183 - fps
    1197 - fps
    1202 - fps
    1322 - fps
    1332 - fps
    1185 - fps
    1191 - fps
    1206 - fps
    1197 - fps
    1209 - fps
    1212 - fps
    1GHz processor
    512MB RAM
    Gf3 Ti500 /w 64MB DDRRAM
    Win2K
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  4. #4
    Carnivore ('-'v) Hunter2's Avatar
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    lol maybe I should get a gf3
    Just Google It. √

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  5. #5
    mov.w #$1337,D0 Jeremy G's Avatar
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    wont start for me
    c++->visualc++->directx->opengl->c++;
    (it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)

  6. #6
    Used Registerer jdinger's Avatar
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    Originally posted by dbgt goten
    wont start for me
    What are your system specs? (Including DX version) Also, are you running the unzipped *.exe or are you trying to run it by double-clicking it from within WinZip (in which case it can't access the necessary database files)?

    If you unzipped everything into the same folder and tried to run it then it created a log file (SLEditor.log). E-mail that log file to me and it'll identify where the failure happened.

  7. #7
    S Sang-drax's Avatar
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    The scolling was very slow, smooth yes, but slow.

    Is it possible to do anything yet?
    I didn't succeed.
    Originally posted by XSquared
    Runs quite smoothly on my PC
    ?? ??
    This is what I get from my computer
    P4- 1.7 GHz
    512 MB Ram
    Geforce3 Ti200
    Code:
    SkyLock FPS log file
    ----------------
    Initializing...
    52 - fps
    74 - fps
    69 - fps
    74 - fps
    76 - fps
    72 - fps
    74 - fps
    56 - fps
    65 - fps
    76 - fps
    76 - fps
    76 - fps
    75 - fps
    76 - fps
    75 - fps
    Last edited by Sang-drax : Tomorrow at 02:21 AM. Reason: Time travelling

  8. #8
    Used Registerer jdinger's Avatar
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    In the final release you will have the option to adjust the scroll speed. It's based on a member var of my mouse object. Right now that's not important so I just set to a const value of 2, which is what I use to test it. It'll be fully customizable when it's released. The functionality is already in place but it's not relevant now so I've just locked it out.

    Having just finished up the db mgr and shared resource mem mgr I'm going to spend the next few weeks concentrating on new art. For the remaining POWs (3 of 5 not finished yet) and Bots (1 of 5 not finished yet).

  9. #9
    mov.w #$1337,D0 Jeremy G's Avatar
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    SLEditor version 1.1.0
    Debug log file
    11/05/02 - 12:59:29
    ------------------
    12:59:29 - Initialize Start Point
    12:59:29 - DirectInput object created OK.
    12:59:29 - diKeyboard object created/acquired OK.
    12:59:30 - Surface loaded into VidRam OK : tile
    12:59:30 - Mouse device created OK.
    12:59:30 - Mouse data format set OK.
    12:59:30 - Mouse cooperative level set OK.
    12:59:30 - Mouse device acquired OK.
    12:59:30 - Surface loaded into VidRam OK : ms
    12:59:30 - diMouse object created/acquired OK.
    12:59:30 - Mousemap data loaded OK.
    12:59:30 - Surface loaded into VidRam OK : rflidl.bmp
    12:59:30 - Surface loaded into VidRam OK : rflmov.bmp
    12:59:30 - Surface loaded into VidRam OK : rflatk.bmp
    12:59:30 - Surface loaded into VidRam OK : rfldef.bmp
    12:59:30 - Surface loaded into VidRam OK : rflkid.bmp
    12:59:30 - Surface loaded into VidRam OK : rflkat.bmp
    12:59:30 - Surface loaded into VidRam OK : rflkdf.bmp
    12:59:30 - Out of VidRam surface loaded into SysRam : ̉.bmp
    12:59:31 ERROR - -2147024882 - Out of VidRam surface loaded into SysRam : (.bmp

    SkyLock FPS log file
    ----------------
    Initializing...

    Microsoft Windows 98 4.10.2222 A
    Clean install using Full OEM
    IE 5 6.0.2800.1106
    Uptime: 0:00:06:18
    Normal mode

    AuthenticAMD AMD Athlon(tm) Processor
    128MB RAM
    78% system resources free
    Windows-managed swap file on drive C (22872MB free)
    Available space on drive C: 22872MB of 28609MB (FAT32)
    c++->visualc++->directx->opengl->c++;
    (it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)

  10. #10
    Used Registerer jdinger's Avatar
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    You're missing the mar.dbs file. Either that or the one you have has been corrupted somehow.
    Last edited by jdinger; 11-05-2002 at 03:41 PM.

  11. #11
    mov.w #$1337,D0 Jeremy G's Avatar
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    i redownloaded the "here" link your first post 2 times and it still didnt work.

    So i investigated your home page, and found a different download from the downloads section.

    I ran that one with out problems.. If you care for the results:

    SLEditor version 1.0.0
    debug log file
    11/05/02 - 21:54:58
    -----------------
    21:54:58 - Initialize Start Point
    21:54:58 - DirectInput object created OK.
    21:54:58 - diKeyboard object created/acquired OK.
    21:54:58 - Display mode set OK.
    21:54:58 - Primary surface created OK.
    21:54:58 - Backbuffer created OK.
    21:54:58 - Mouse device created OK.
    21:54:58 - Mouse data format set OK.
    21:54:58 - Mouse cooperative level set OK.
    21:54:58 - Mouse device acquired OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - diMouse object created/acquired OK.
    21:54:58 - Mousemap data loaded OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Surface loaded into VidRam OK.
    21:54:58 - Initialization complete.
    21:54:58 - 2-sz
    21:54:59 - 75 - fps
    21:55:00 - 75 - fps
    21:55:01 - 74 - fps
    21:55:02 - 75 - fps
    21:55:03 - 75 - fps
    21:55:04 - 75 - fps
    21:55:05 - 75 - fps
    21:55:06 - 75 - fps
    21:55:07 - 76 - fps
    21:55:08 - Surface loaded into VidRam OK.
    21:55:08 - Surface loaded into VidRam OK.
    21:55:08 - Surface loaded into VidRam OK.
    21:55:08 - Surface loaded into VidRam OK.
    21:55:08 - 69 - fps
    21:55:09 - 75 - fps
    21:55:10 - 75 - fps
    21:55:11 - 75 - fps
    21:55:12 - 75 - fps
    21:55:13 - 75 - fps
    21:55:14 - 76 - fps
    21:55:15 - 76 - fps
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - Surface loaded into VidRam OK.
    21:55:16 - 67 - fps
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - Surface loaded into VidRam OK.
    21:55:17 - 67 - fps
    21:55:18 - 75 - fps
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - Surface loaded into VidRam OK.
    21:55:19 - 68 - fps
    21:55:20 - 76 - fps
    21:55:22 - 75 - fps
    21:55:22 - 75 - fps
    21:55:23 - 75 - fps
    21:55:24 - 75 - fps
    21:55:25 - 75 - fps
    21:55:26 - Surface loaded into VidRam OK.
    21:55:26 - Surface loaded into VidRam OK.
    21:55:26 - Surface loaded into VidRam OK.
    21:55:26 - Surface loaded into VidRam OK.
    21:55:27 - 71 - fps
    21:55:27 - Surface loaded into VidRam OK.
    21:55:27 - Surface loaded into VidRam OK.
    21:55:27 - Surface loaded into VidRam OK.
    21:55:27 - Surface loaded into VidRam OK.
    21:55:27 - 72 - fps
    21:55:28 - 75 - fps
    21:55:29 - 75 - fps
    21:55:30 - Surface loaded into VidRam OK.
    21:55:30 - Surface loaded into VidRam OK.
    21:55:30 - Surface loaded into VidRam OK.
    21:55:30 - Surface loaded into VidRam OK.
    21:55:31 - 71 - fps
    21:55:31 - 75 - fps
    21:55:32 - 75 - fps
    21:55:33 - 75 - fps
    21:55:34 - 75 - fps
    21:55:36 - 75 - fps
    21:55:36 - 75 - fps
    21:55:37 - 75 - fps
    21:55:38 - 76 - fps
    21:55:40 - 75 - fps
    21:55:41 - 75 - fps
    21:55:41 - 75 - fps
    21:55:42 - 75 - fps
    21:55:44 - 75 - fps
    21:55:45 - 75 - fps
    21:55:46 - 75 - fps
    21:55:46 - 76 - fps
    21:55:48 - 75 - fps
    21:55:49 - 75 - fps
    21:55:50 - 75 - fps
    21:55:51 - 75 - fps
    21:55:51 - 75 - fps
    21:55:53 - 75 - fps
    21:55:54 - 75 - fps
    21:55:55 - 75 - fps
    21:55:56 - 75 - fps
    21:55:57 - 75 - fps
    21:55:58 - 75 - fps
    21:55:58 - CleanUp start point.
    21:55:58 - asm0.bmp
    21:55:58 - asm0.tp
    21:55:58 - asm1.bmp
    21:55:58 - asm1.tp
    21:55:58 - asm2.bmp
    21:55:58 - asm2.tp
    21:55:58 - asm3.bmp
    21:55:58 - asm3.tp
    21:55:58 - sol0.bmp
    21:55:58 - sol0.tp
    21:55:58 - sol1.bmp
    21:55:58 - sol1.tp
    21:55:58 - sol2.bmp
    21:55:58 - sol2.tp
    21:55:58 - sol3.bmp
    21:55:58 - sol3.tp
    21:55:58 - CleanUp complete.
    c++->visualc++->directx->opengl->c++;
    (it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)

  12. #12
    Used Registerer jdinger's Avatar
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    dbgt goten, I just found out why you were having so much trouble with the zip file. The mar.dbs file was missing from it! Sorry about that. The file has been updated. The link above is good for the updated zip file.

    Thanks for helping me catch that!

  13. #13
    mov.w #$1337,D0 Jeremy G's Avatar
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    Nice job.


    heres my report.
    SkyLock FPS log file
    ----------------
    Initializing...
    41 - fps
    75 - fps
    73 - fps
    74 - fps
    75 - fps
    74 - fps
    74 - fps
    73 - fps
    76 - fps
    72 - fps
    75 - fps
    75 - fps
    76 - fps
    74 - fps
    75 - fps
    74 - fps
    75 - fps
    74 - fps
    74 - fps
    74 - fps
    75 - fps
    74 - fps
    74 - fps
    73 - fps
    73 - fps
    75 - fps
    75 - fps
    c++->visualc++->directx->opengl->c++;
    (it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)

  14. #14
    S Sang-drax's Avatar
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    (edit)
    Ok, ok ok.
    Last edited by Sang-drax; 11-08-2002 at 10:48 AM.
    Last edited by Sang-drax : Tomorrow at 02:21 AM. Reason: Time travelling

  15. #15
    Used Registerer jdinger's Avatar
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    Sang drax, the problems been resolved. What's the point of reposting from his post when the problem's been fixed? Is that some how constructive in a way that I'm just not seeing? Are does it just make you feel good to re-point it out after it's been fixed?
    Last edited by jdinger; 11-08-2002 at 07:32 AM.

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