Thread: some updates for my game

  1. #1
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    some updates for my game

    I've made some updates to my game. It is probably buggy and will crash on half of your systems. Even though we aren't rendering with DX if youdon't have DX installed it won't run.

    here are the textures:
    http://www.thedevelopersalliance.com...o/textures.zip

    and here's the engine

    http://www.thedevelopersalliance.com...%2023%2003.zip

    extract the engine to a folder then extract the textures to that folder.

  2. #2
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    also note it is 3D first person

  3. #3
    Grammar Police HybridM's Avatar
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    Nice going up/down stairs now, only thing is I need reverse mouse.
    Thor's self help tip:
    Maybe a neighbor is tossing leaf clippings on your lawn, looking at your woman, or harboring desires regarding your longboat. You enslave his children, set his house on fire. He shall not bother you again.

    OS: Windows XP
    Compiler: MSVC

  4. #4
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    reverse mouse? wtf?!?!?!

  5. #5
    'AlHamdulillah
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    as in moving mouse backwards causes cursor to go up, and vice versa.

  6. #6
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    well, obviously, but i don't see how that is possible

  7. #7
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    Reverse mouse is pretty standard and very easy to implement. Just negate your angle of rotation.

    Note: It wouldn't run on my machine, it gave me an error of MultiTexturing not supported. I found this amusing because I have an ATI Radeon 9700pro. The error logs were empty too.
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  8. #8
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    but the thing is it isn't reverse on my computer or anyone else's computer I've ever used.

    For some reason though your implementation of GL with your drivers for some reason returned false here:

    Code:
    	glActiveTextureARB		 = (PFNGLACTIVETEXTUREARBPROC)	 wglGetProcAddress("glActiveTextureARB");
        glClientActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)   wglGetProcAddress("glClientActiveTextureARB");
    
    	// Here we make sure that the functions were loaded properly
    	if(!glActiveTextureARB || !glClientActiveTextureARB)
    	{
    		MessageBox(NULL, "Your video card doesn't support multitexturing", "Error", MB_OK);
    		PostQuitMessage(0);
    	}
    did i do something wrong? That's how I've learned to do multitexturing from various tutorials

    I've got a 9600 pro and it works fine, rargle

    EDIT: and the error logs were empty because there weren't any other errors...
    Last edited by Silvercord; 09-24-2003 at 02:59 PM.

  9. #9
    Pursuing knowledge confuted's Avatar
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    Hey, I know how much work that was, and I think it's pretty awesome.

    Here's my list of criticisms:
    I could tell that you were using a cube for the sky, because there was a slight problem with the edge of the cube. I'd suggest using something with more sides to give the sky a rounder look.

    I dislike the "inertia" thing when walking and then stopping. It makes it a bit hard to control. (heh, you probably put it in on purpose, too)

    I know that you're going to kill me for this... but going down stairs is jerky When a normal person walks down stairs, they bend their knees and such so that it's smoother... I dunno, you can ignore me if you want

    I had some trouble with artifacts/noise. As I was running around, there would be flashes where there was some noise on the screen, just for 1/2 a second or so. It could be my videocard (Geforce 2 MX) not liking OpenGL much... (I was running in the highest settings for resolution)

    Completely arbitrary - I don't like space for jumping. Not a big deal.

    When jumping with a ceiling close to the player's head (like when overlooking the central room from the ledge above it), the camera is jerky. This is a problem with many games, but it seemed a bit worse here.

    When I was up on the ledge I just mentioned, I had trouble going back through the opening. I'm not sure of the cause - it's either the controls or the opening just wasn't big enough, probably.

    Anyway... impressive.
    Away.

  10. #10
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    I literally haven't even implemented a skybox, that's why it looks like crap lol.

    The reason it is 'jerky' when you hit the ceiling is because it cancels the upward jump speed, because otherwise if you hit the ceiling and still apply the upward force of the jump then you stick to the ceiling.

    About the going down stairs thing, I'm going to make it so your knees bend when you go for a short fall, but that you don't actually lose control (I don't know if you noticed or not but when you jump you only have a percent of control).

    I actually like what confuted just did, they were constructive criticisms with the understanding I've worked my ass off on this.

    EDIT: and about the inertia, I can easily make that less. My engine is getting to the point that almost all of the criticisms people have can be edited by fiddling with some variables, I need to implement a fricken console. Yeah it was difficult to make the inertia look right (and be time based), because it was worse just coming to a total stop. Quake engines implement this but it is much smaller and less noticable which I think you'd like more than just a total stop.

    EDIT1: about the doorway thing, you can hit ctrl and crouch

    EDIT2: about the artifacts, vsync is disabled, that could be the cause of the artifacts, I need to make an option for that.

    EDIT3: how would you suggest I change the problem with jumping with a ceiling near the player's head? I obviously cannot keep applying the jump vector, because you get stuck against the ceiling, but I can't think of a more elegant way of doing it (even projecting the jump velocity against the hit plane will almost always completely cancel it if the plane normal is 0, -1, 0)
    Last edited by Silvercord; 09-24-2003 at 04:55 PM.

  11. #11
    Grammar Police HybridM's Avatar
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    but the thing is it isn't reverse on my computer or anyone else's computer I've ever used.
    Here's my story:

    Me and my friend used to take turns trying to beat each other's times on Quake levels. He used reverse mouse because he was a flight sim buff, I didn't, but he convinced me it was more common to use it reversed. I learnt, which takes about a week, and am now thinking about swapping back.

    Anyhoo despite this, it is more common than you may think, it's just not usually the default option.
    Thor's self help tip:
    Maybe a neighbor is tossing leaf clippings on your lawn, looking at your woman, or harboring desires regarding your longboat. You enslave his children, set his house on fire. He shall not bother you again.

    OS: Windows XP
    Compiler: MSVC

  12. #12
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    But the thing is I got the mouse movement in screen coordinates, and already compensated for the fact that the Y values go down the screen and that a rotation of positive degrees about an axis is counter clockwise, and it works on all the computers I've ever tried it on (the point (0, 0) is in the top left corner of your screen). It's like saying that for some reason *your* screen coordinates are different? Weird. Besides it would be better to just use directInput.

  13. #13
    & the hat of GPL slaying Thantos's Avatar
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    Some quick observations:
    Even if you Alt-Tab out and set focus to another app, its still taking the input from the mouse and not letting you use it.

    Please make sure in the final verison you can use the ten key or arrow keys instead of asdw for movement.

    IMHO, once you jump you shouldn't be able to use directional keys to move in the air. Using the directional keys when jumping to move is fine however.

  14. #14
    Grammar Police HybridM's Avatar
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    I think you're misunderstanding.

    What I mean is moving the mouse away from you moves the game view skyward, which is obviously what you intended.
    But some people play like the old "aeroplane" controls, that is, moving the mouse away from you moves the game view toward the floor. I'm one of those people.

    I've yet to see a 1st or 3rd person game that doesn't allow for Y reversal, so you should probably implement it.
    Thor's self help tip:
    Maybe a neighbor is tossing leaf clippings on your lawn, looking at your woman, or harboring desires regarding your longboat. You enslave his children, set his house on fire. He shall not bother you again.

    OS: Windows XP
    Compiler: MSVC

  15. #15
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    Ohh okay Hybrid, I see what you are saying now! lol, took me a while (my social skills aren't as good as my 3d coding skills). so you're saying it is doing what i intended just not what you are used to. I'll implement a feature so that you can choose what mode you want.

    Thantos, you are right that is a problem, I'm going to work on changing that (thanks for reminding me, I forgot about that).And also, I thought about not allowing any control while jumping, but quake3 seems to allow you a certain percent of control while in air. I think I've got it so you have 50% control while in air/falling. I'm just trying to do it as most quake3 players are used to, so that's what I'm shooting for.

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