20thCenturyBoy
Senior Devvie    Medals: 3
So much to learn, so little time.
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Reply #90 - Posted
2004-05-01 23:37:01 » |
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OK, logging enabled. Unfortunately it doesn't log anything apart from the fact that it's started logging!
Username = mcr
Platform = WinXP Pro, GeForce Ti4200, 512MB RAM, P3 1GHz JRE = 1.4.2
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"I have never done unit testing and I don’t find it a very useful concept" - Jonathan Blow
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kevglass
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Reply #91 - Posted
2004-05-02 07:30:52 » |
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"mcr" doesn't even make recent logs so the connection is just not going through, unless is fails on sending data I suppose.. I'll add more logging to the network layer as soon as I get back to the client.. hopefully we'll be able to work out the issues.
More questions:
* Are you sure the session in netstat wasn't establishing? * Did the connecting dialog eventually disapear? * Have you tried again recently, it may have been some sort of network outage?
Kev
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20thCenturyBoy
Senior Devvie    Medals: 3
So much to learn, so little time.
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Reply #92 - Posted
2004-05-02 09:15:49 » |
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I tried re-registering as "mrennix". It came back with "registration complete". Then I clicked login, and a dialog appeared saying "connecting". This dialog disappeared after about 0.5 seconds. Netstat said "established" to port 10990 at IP 67.18.125.146. Then nothing, no window, just 90% javaw CPU usage.
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"I have never done unit testing and I don’t find it a very useful concept" - Jonathan Blow
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Games published by our own members! Check 'em out!
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kevglass
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Reply #93 - Posted
2004-05-02 13:24:18 » |
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It appears you registration is actually failing. However, even if your username wasn't recognised I'd still expect you to see an "Incorrect Login" dialog.
Kev
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kevglass
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Reply #94 - Posted
2004-05-14 17:18:43 » |
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Well, I've not managed to work out whats wrong with it not letting you connect however I have managed to do some updates: From the new news.html: Added some dialog type stuff - fixed some of the issues people were seeing with frame rate drops and the dialogs crashing. Added channels to the chat area - the chat area output is now organised into 3 channels which are selectable with the 3 "gems" to the right of the chat area (these can also be toggled with ALT-1,2,3). The gems should also highlight when text has been added to a channel you can't see. Change large buttons to icons - changed the big ugly buttons in the bottom right to some small ugly icons (did I mention I could do with some bespoke art for the GUI?) Adding this news page to the login dialog - The login box now features a panel that gets the news.html file containing the recent updates (preventing the frequent visitors having to log in just check for new features, good idea Seekley  ) I've also fixed a bunch of other bugs on the server and client. In addition the toolset for building the world now also contains a tool for putting actors (NPCs) into the world and defining their movement and conversation. I'm currently in the process of building a new area currently named "Riverside" which should be released in a week or two. However, I'm only building this at work lunch times at the moment so its moving along very slowly. Thanks to everyone who have logged in in the few weeks, its been a great help both to development and my (well know lack of) enthusiasm to stick with it. EDIT: Apologies for the state of the world, its been hacked out, will be replaced fairly promptly. Kev
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ribotLAB
Senior Newbie 
Java games rock!
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Reply #95 - Posted
2004-05-19 12:54:36 » |
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Kev,
One slightly annoying thing is that if you input an incorrect username/password combination, you have no option to go back to the main window to reattempt another variation of what you think your account is set to - you instead have to reload MiniAd from either the JNLP url or from within webstart.
32fps here XP Java 1.5.0 beta
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kevglass
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Reply #96 - Posted
2004-05-19 15:03:09 » |
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Yep, this one is on the list (although I've been slightly sidetracked at the moment).
What graphics spec are you running on? Have you tried turning on the OpenGL pipeline in 1.5?
Kev
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ribotLAB
Senior Newbie 
Java games rock!
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Reply #97 - Posted
2004-05-19 15:07:23 » |
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Just some other thoughts as I play the game on my Apple:
One way of improving performance/gameplay could be to develop a single click and go method of movement whereby a user clicks on an area of the screen and the player will be seen to attempt to make its way to the designated coordinates. A simple A* algorithm.
Also,
1) Cursor bug on Apple - cursor does not integrate well into the environment i.e cursor icon does not change and stays at default OS X state. Occasionally, I am amble to get the intended cursor to work, but it does not update properly with regard to the direction i wish the player to travel in.
2) Have to click on interactive objects (i.e doors) a number of times before anything happens.
3) Also, key-based movement did not work for me on my Apple.
Regards,
ribot
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kevglass
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Reply #98 - Posted
2004-05-19 15:31:26 » |
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Just some other thoughts as I play the game on my Apple: One way of improving performance/gameplay could be to develop a single click and go method of movement whereby a user clicks on an area of the screen and the player will be seen to attempt to make its way to the designated coordinates. A simple A* algorithm.
This one has been asked for several times now. I'll go in soon. Also, 1) Cursor bug on Apple - cursor does not integrate well into the environment i.e cursor icon does not change and stays at default OS X state. Occasionally, I am amble to get the intended cursor to work, but it does not update properly with regard to the direction i wish the player to travel in.
Sounds like an OSX java bug. I'm going to have trouble in any attempt to fix it, not actually owning a Mac sucks. 2) Have to click on interactive objects (i.e doors) a number of times before anything happens.
Do you mean more than double click? Does right click work on a Mac to bring up the context menu? 3) Also, key-based movement did not work for me on my Apple.
Wierd and annoying. Maybe its a focus thing... hmm. Anyone want to send me a Mac  Kev
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ribotLAB
Senior Newbie 
Java games rock!
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Reply #99 - Posted
2004-05-19 15:47:53 » |
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Right click on a mac? Well, I'm on an iBook here with a single button track pad, so the nearest to a right click is a click with a shift button or something... I've tried these, but do not get a context menu.
Double clicking does work, but only when the player is near to the object, which is slightly confusing... but maybe that's just little me.
Regards,
ribot
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Games published by our own members! Check 'em out!
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swpalmer
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Reply #100 - Posted
2004-05-19 16:21:49 » |
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It's CTRL-click to get a context menu on a Mac. As long as your code is using the 'isPopupMenuTrigger()' method or whatever it is, then it should work fine.
Keep in mind that Macs ship with a single button mouse. Though if you plug in a USB mouse with many buttons & a scroll wheel etc., it is supported.
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swpalmer
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Reply #101 - Posted
2004-05-19 16:27:28 » |
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Seems to work pretty good on my Mac, I haven't tried it in ages and the latest version has come a long way.
OS X 10.3.3 Java 1.4.2
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ribotLAB
Senior Newbie 
Java games rock!
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Reply #102 - Posted
2004-05-19 16:47:55 » |
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Well, after playing around with keys a little...
... it seems as though I only need to press the SHIFT button whilst the cursor hovers over an object to view a context menu.
Nothing happens when I CTRL+click.
OS 10.3.3 Java 1.4.2.03
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swpalmer
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Reply #103 - Posted
2004-05-19 17:05:52 » |
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Errr.. context menu isn't working on Mac. Even with a two button mouse.
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kevglass
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Reply #104 - Posted
2004-05-19 17:11:44 » |
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Shift is the keyboard command used for the context button, thats why it works. If that works and normal cursor control doesn't work I'm most confused.
I don't currently use 'isPopupMenuTrigger()' which explains why the right click doesn't work. I'll update this next time.
Kev
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ribotLAB
Senior Newbie 
Java games rock!
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Reply #105 - Posted
2004-05-19 19:10:51 » |
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Yep, this one is on the list (although I've been slightly sidetracked at the moment).
What graphics spec are you running on? Have you tried turning on the OpenGL pipeline in 1.5?
Kev Graphics Spec - Geforce 4 440 Go (64MB) How would I go about turning on the OpenGL pipeline? Regards, ribot
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kevglass
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Reply #106 - Posted
2004-05-20 04:50:43 » |
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Click "Options" at the login dialog. There are a list of options you can play with. By the looks of your login you were getting 32fps because you had target fps set to 30  The OpenGL pipeline is only available in 1.5 but its interesting to see how good it is. On windows, you might also consider turning vsync in windowed mode on  (after I went and got the JNI working for it) Kev
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ribot
Junior Devvie  
Ribot - mobile UI specialist
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Reply #107 - Posted
2004-05-20 08:42:29 » |
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I'd like to test how these options affect the performance but nothing happens when I click the "options" button.  Tested on both apple and pc.
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kevglass
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Reply #108 - Posted
2004-05-20 09:20:09 » |
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Ah yes! I'd forgotten about that... fix it tonight I will.
Kev "Yoda" Glass
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moonpxi
Senior Newbie 
Java games rock indeed!!!
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Reply #109 - Posted
2004-06-04 12:44:19 » |
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Kev, are you using the current J2DA 0.2 for this project, or is it a special version?
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Moon Pxi, a NerdCorper
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kevglass
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Reply #110 - Posted
2004-06-04 13:05:05 » |
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Unfortunately J2DA wasn't really suitable for the initial aim of Mini Adventure. I'd hoped to make the game run on my (at the time) work machine - read very very low spec. To do this I had to make lots of optimisations based on knowing exactly what rendering was being used.
Kev
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kevglass
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Reply #111 - Posted
2004-06-06 12:27:40 » |
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I've received a few queries about the state of Mini Adventure wrt to my time being spent on getting Survivor up and running for the game competition. Mini Adventure isn't dead, or even close, I've got a tonne listed to do. After monday I'll be getting back to moving it along. The observant may have noticed that Lights of Laminos has a new webpage on the grow and New Dawn Software have just started some forums (which will also support the development of Laminos). In short, its not dead, I haven't given up, I just don't have time right now. But soon, oh yes, soon...  Kev
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krypto
Junior Devvie  
while(true) { self.caffeinate (); }
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Reply #112 - Posted
2004-06-15 10:46:40 » |
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Kevin; I'm glad to see that your still working on this. Although my current project is on hold. KRPG, its very similar to yours. I would love to help right the level editors, tools, ect, for you. I would also love to help in the game dev where possible. If you need any help let me know.
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kevglass
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Reply #113 - Posted
2004-06-15 11:07:49 » |
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Funny you should mention this  The new website is up at http://laminos.newdawnsoftware.com although its not heavily populated at the moment. Most interestingly we now have some seperate forums ( http://forum.newdawnsoftware.com) that as MA progresses I'll be frequenting more and more (I hope). Again, its massively under utilised at the moment, but I'm hoping we'll grow an interested user base there. Finally, yep, I'll be looking for help pretty soon. Got a few more bits and piece that I just want to put in straight away (items, basic combat, scripting system) then I'll open it up to the floors  Obviously anything I've done so far will be subject to change as people decide that it makes no sense. Probably most interstingly is I'll be making my toolset available this week (hopefully), which while pretty hard to use should give an idea on what needs doing  Thanks for asking, its got me thinking again Kev
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endolf
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Reply #114 - Posted
2004-06-15 11:28:32 » |
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It's got you doing what now?  Endolf
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krypto
Junior Devvie  
while(true) { self.caffeinate (); }
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Reply #115 - Posted
2004-06-15 12:06:47 » |
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Finally, yep, I'll be looking for help pretty soon. Got a few more bits and piece that I just want to put in straight away (items, basic combat, scripting system) then I'll open it up to the floors  Obviously anything I've done so far will be subject to change as people decide that it makes no sense. Kev I have an xml scripting/dialog system partially implemented as our discussion on the forums about a year ago. It allows for things like <recieve_item><Money amount="100"/></recieve_item> to be embedded in the xml dialogs. I'm sure its not exactly great, but It does work.
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kevglass
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Reply #116 - Posted
2004-06-15 12:38:21 » |
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I'm using pretty much the same system for dialog, apart from the scripting sections are going to be off on the server so that it can be validating before allowing people to continue. Kev PS. Going to be a file wipe soon aswell 
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SpuTTer
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Reply #117 - Posted
2004-06-15 14:53:09 » |
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Does this mean that I'm going to lose my Cleric???
D'oh!
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kevglass
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Reply #118 - Posted
2004-06-19 12:38:47 » |
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I have a zip file now containing source, resources and editors so that I can let you guys have a play. However, my internet connection has decided that it doesn't want to let me upload anything at a proper rate so it'll be a while.
Just to let you know, it *is* on its way.
Kev
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ribot
Junior Devvie  
Ribot - mobile UI specialist
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Reply #119 - Posted
2004-06-19 15:59:08 » |
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looking forward to having a browse of the files and hopefully creating some scene packs.  P.S Don't tell me you're on a 56k (or lower) line?
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