elias
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Reply #30 - Posted
2003-03-23 12:11:13 » |
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Cas only included the redhat version of the libs, so it is using the 0.5 version of them. And 0.5 is currently incompatible with the newest in cvs, unfortunately.
I saw your other post about OAL compiling problems, and I think I fixed them this morning. So you might want to try cvs compile again.
- elias
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tellamon
Junior Newbie
a lifetime in a game
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Reply #31 - Posted
2003-03-23 12:33:27 » |
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I couldn't start it on my computer
duron 700, 256mb, geforce 2 mx
w2k + sp3, jdk1.4.1
I think it has problem with lwjgl version.
I just used 0.4 version yesterday. and I see that i don't have openGL compatible card. but after upgrade to 0.5 today, when running game, i couldn't see anyting, just change fullscreen and return to window without any notice(Webstart).
and when running EXE version.
I could see console message
"Warning... Exception in thread "main"
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princec
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Reply #32 - Posted
2003-03-23 14:40:36 » |
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Make sure lwjgl.dll is nowhere to be found in your path. The only version in existence that currently works is the one that comes with AlienFlux.zip. You don't need the JRE to run the zip distribution so it shouldn't affect the outcome in any way. Cas 
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Games published by our own members! Check 'em out!
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bedelf
Junior Devvie  
Are you suggesting coconuts migrate?
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Reply #33 - Posted
2003-03-23 14:50:12 » |
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I would pretty much test anything you put up cas. Now the amount of effort I put into it is decided by the day. =P
I tried that exe, and it worked. Cool game, but holy shit do I suck at it. Mabey I'll force my mom to play it so I can feel better about myself.
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Tzan
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Reply #34 - Posted
2003-03-23 14:59:29 » |
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Hey that new .zip file worked! I like it and made it to level 3 first time. I guess this means I'm as good as a girl  After you get killed you should display the players final score/stats, rather than just dropping back to the start screen.
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princec
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Reply #35 - Posted
2003-03-23 16:45:49 » |
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I haven't written the endgame sequence yet or the hiscore table, c'mon, give me a break  I just want to see if it runs... Cas 
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William
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Reply #36 - Posted
2003-03-23 17:49:55 » |
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The game works with the zipped dll file  Really responsive, not wholly intuitive though, would maybe be a good idea to make it easier in the beginning to help people learn the controls.
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princec
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Reply #37 - Posted
2003-03-23 19:55:04 » |
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Nah, it can't possibly get any easier on level 1. I will be adding a mouse sensitivity adjuster, and an option to redefine the keys and mouse buttons though, which should be a help to many people. After a few goes you'll get the hang of it. As I say, it's not like it costs 20p a go to practise on it... Cas 
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Orden
Senior Newbie 
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Reply #38 - Posted
2003-03-24 05:39:57 » |
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Cool game  in game sound effects remind me of defender, runs fine on my win me amd1.4 gf3 64m system but... ther's always a but...  32 bit mode crashes when you exit and locks up my PC with a black screen, have to ctrl-alt-del.
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erikd
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Reply #39 - Posted
2003-03-24 05:41:01 » |
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I dare say it's a bit too easy even (although the last 2 webstart versions didn't work for me and I didn't try the last download yet, so maybe things have changed). I'll try the latest dl version when I get home 
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Games published by our own members! Check 'em out!
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princec
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Reply #40 - Posted
2003-03-24 09:45:17 » |
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It is far too easy to begin with once you've got the hang of the controls, but the difficulty starts to ramp up by about level 4. When I've given the Cubes of Doom their Borg lasers you should be having to keep your wits about you. And I put the Boss Tringle in last night to see what it looked like  It's supposed to be just difficult enough by the end of the demo that you want to find out what awaits you on the next level, but just easy enough not to scare off first time players. And the first three levels are nice and short so you can "warm up" by breezing through them collecting powerups. Facing the Boss Tringle without a gun powerup is actually bloody hard as it takes 400 hits to kill it with the normal laser, but only 100 with the biggest laser. Cas 
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soupface
Senior Newbie 
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Reply #41 - Posted
2003-03-24 12:55:56 » |
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i get the menu (from both .exe and webstart), but when i click on new game... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
| at org.lwjgl.opengl.CoreGL.drawRangeElements(Native Method) at com.shavenpuppy.jglib.renderer.Renderer$StateList.render(Renderer.java:155) at com.shavenpuppy.jglib.renderer.Renderer.draw(Renderer.java:373) at com.shavenpuppy.jglib.renderer.Renderer.render(Renderer.java:256) at xap.features.BackgroundFeature.render(BackgroundFeature.java:407) at xap.BattleZone.render(BattleZone.java:78) at xap.GamePanel.renderBackground(GamePanel.java:409) at xap.gui.Component.render(Component.java:1269) at xap.gui.Component.renderChildren(Component.java:1328) at xap.gui.Component.render(Component.java:1277) at xap.gui.Interface.render(Interface.java:555) at xap.Game.main(Game.java:260) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:324) at com.sun.javaws.Launcher.executeApplication(Unknown Source) at com.sun.javaws.Launcher.executeMainClass(Unknown Source) at com.sun.javaws.Launcher.continueLaunch(Unknown Source) at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source) at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source) at com.sun.javaws.Launcher.run(Unknown Source) at java.lang.Thread.run(Thread.java:536) |
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princec
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Reply #42 - Posted
2003-03-24 15:07:08 » |
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Whoops, that's my own stupid fault. (You be usin' old drivers but I should've checked before I called drawRangeElements). Cas 
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cfmdobbie
Senior Devvie    Medals: 1
Who, me?
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Reply #43 - Posted
2003-03-25 11:53:26 » |
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The latest EXE release worked on my desktop! Hurrah! Win98SE, 700MHz Athlon, 32MB GeForce256 DDR. Works like a dream, smooth as a mercury spill. A few comments: I'm really not finding it "fun" at the moment. I expect I'll get into it, but the learning curve is pretty steep, leaving me more frustrated than rewarded. :-/ The purple/black spheres are very hard to see against the background, making shooting them down more luck than skill (um, for me!) While you're porting in, all the homing gidrahs travel to the place where you're going to appear, making you die immediately. You have to hover around one area, then zoom away to somewhere else just before you appear... ruining the whole point of the zoom-in period. Oh, and you *have* to change the sound the Blobs make when you shoot them. It's waaaay too tempting at the moment to blast away, just to hear that little squeak as they expire... 
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Hellomynameis Charlie Dobbie.
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princec
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Reply #44 - Posted
2003-03-25 12:13:46 » |
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I think I just need to brighten the graphics up a few shades in general; the gamma's way out on my LCD screen. I reckon you're getting old and out of touch if you can't handle level 1 now  You're invulnerable for 2 seconds after res-in, which should sort half your spawning problems out; I'll fix the other issue (telepathic gidrahs) in due course. I can't really make it any easier though or it'll be dead boring - however, we're going to put a Trainer on the demo, which just lets you fly around some targets which you can practise shooting at until you get bored (eg. infinite lives, no score). How could you shoot poor Woo Woo? Cas 
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EgonOlsen
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Reply #45 - Posted
2003-03-25 12:23:17 » |
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I still need an OpenGL compatible videocard, because my Radeon 9700pro isn't one in the eyes of A.F.  Edit: Still running XP Home on a P4-3.06Ghz(@3.25) using the Catalyst 3.2 drivers
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markush
Senior Newbie 
Plöp!
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Reply #46 - Posted
2003-03-25 12:35:12 » |
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Worked for me with the radeon 9700pro using winxp and the latest drivers (i think). Cool game by the way, but i suck completly  Stupid furballs are allways in my way. Tested on WinXP radeon 9700pro athlon 2.2 1.5G ddr
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princec
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Reply #47 - Posted
2003-03-25 13:23:19 » |
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I've narrowed down the problem to two things, both to do with monitors: 1) LWJGL basically doesn't cope with dual monitor setups. If it works - good - but it's probable that it won't. We'll have to fix it. Unfortunately there's no hard and fast rule to making it work properly; I suspect I just have to use windowed mode or stretch the window to cover both monitors. Fortunately dual monitor setups are very rare. 2) A.F. requires a 60Hz display and filters out all the modes that are above 60Hz. However it seems some expensive new monitors no longer support 60Hz @ 800x600 (!), which IMHO is a rather major oversight on the designer's part. So I'll be altering the code to get any mode it can. If it can't get 60Hz you might experience a little glitch in the animation. Fortunately such naff monitors are rare  3) Some cards just won't do fullscreen 800x600 no matter what I try. I'll try an 800x600 window as a last resort before bailing out completely. Fortunately such strange video cards are rare  The next (and final) alpha test will be in a few days; I'm just putting in all these tweaks and fixes and working on the low-end renderer. You'll also get to meet the Boss Tringle at the end of level 5. Cas 
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cfmdobbie
Senior Devvie    Medals: 1
Who, me?
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Reply #48 - Posted
2003-03-25 13:26:48 » |
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How could you shoot poor Woo Woo? How could I not?  That little squeak is delightful! It's a bit like Prince Herbert falling out of the swamp castle in Holy Grail...
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Hellomynameis Charlie Dobbie.
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soupface
Senior Newbie 
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Reply #49 - Posted
2003-03-25 14:25:28 » |
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Whoops, that's my own stupid fault. (You be usin' old drivers but I should've checked before I called drawRangeElements) so all i need is newer drivers then? uh, okay. it works now, but locks up on exit (my computer still works alright, but the application goes [Not Responding] great game. thanks
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EgonOlsen
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Reply #50 - Posted
2003-03-25 14:46:03 » |
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1) LWJGL basically doesn't cope with dual monitor setups. If it works - good - but it's probable that it won't. We'll have to fix it. Unfortunately there's no hard and fast rule to making it work properly; I suspect I just have to use windowed mode or stretch the window to cover both monitors. Fortunately dual monitor setups are very rare.
I don't have a dual monitor setup but i do use the DVI-output for my single (analog) monitor. That's because the Radeon 9700/9500 series has some problems with interferences from *whatever* when using the primary VGA output. But that shouldn't be problem, should it? 2) A.F. requires a 60Hz display and filters out all the modes that are above 60Hz. However it seems some expensive new monitors no longer support 60Hz @ 800x600 (!), which IMHO is a rather major oversight on the designer's part. So I'll be altering the code to get any mode it can. If it can't get 60Hz you might experience a little glitch in the animation. Fortunately such naff monitors are rare  My monitor can do 800*600@60Hz for sure, so that shouldn't be a problem. BTW: Forcing 60 Hz is ridiculous in my EYES...  It flickers like crazy...it hurts the eyes...just don't do it, please. 3) Some cards just won't do fullscreen 800x600 no matter what I try. I'll try an 800x600 window as a last resort before bailing out completely. Fortunately such strange video cards are rare  Again, the Radeon 9700pro does for sure. I can play whatever i want to in 800*600 (not saying that i really want to...but if i have to...) So i'm hoping for the next release to fix my problems with A.F.
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zparticle
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Reply #51 - Posted
2003-03-25 16:42:18 » |
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Just a note, I'm using dual montiors and it is working for my set up.
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swpalmer
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Reply #52 - Posted
2003-03-26 13:12:36 » |
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For the record it doesn't work at all on Mac OS X with the recent 1.4.1_01 JRE release. The app loads and then simply hangs with no UI whatsoever. I didn't see any stack traces or other error messages in the console. 
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princec
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Reply #53 - Posted
2003-03-26 14:12:11 » |
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LOL! I'd be kinda amazed if it did run on the Mac seeing as the first thing it'll try to do is open a native library that hasn't been written yet! Cas 
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swpalmer
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Reply #54 - Posted
2003-03-26 18:22:10 » |
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 I figured.. but it could fail more gracefully... Now when is that native lib gonna get done?
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princec
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Reply #55 - Posted
2003-03-26 18:57:18 » |
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Don't blame me, it should've bailed gracefully when it didn't find the dll! Gregorypierce of this parish is working on it but he's quite busy right now thanks to the fools liberating Iraqi oill^H^H^Hpeople. Cas 
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NielsJ
Senior Newbie 
Java games rock!
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Reply #56 - Posted
2003-03-27 11:46:58 » |
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FWIW: AF runs on my dual-monitor setup (one TFT, one CRT) but it did require the most recent NVidia drivers. (So, in relation to recent discussion: the 16MB drivers would have been a larger barrier-to-entry than the 8MB JRE which I already had  ) The default drivers supplied by Dell were too old (the machine is less than 4 weeks old), and caused the mysterious "not OGL compatible" error some of you have seen.
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swpalmer
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Reply #57 - Posted
2003-03-27 12:38:16 » |
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Who should I blame?  Like I said, I didn't get an unsatisfied link error or some such exception in the console window - and I usually do when that error happens.
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vrm
Junior Devvie  
where I should sign ?
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Reply #58 - Posted
2003-03-27 16:40:19 » |
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seen few bugs on linux after quitting the game, the Display & Keyboard are weirdo you do Keyboard.destroy(); Display.destroy(); at exit ? else it's very fun , a bit hard for my dumbness  there is some graphic glitches in 16 bit mode (how can I take a screenshot?)
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princec
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Reply #59 - Posted
2003-03-27 17:29:13 » |
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F6 does a screenie (won't work in the exe). Any probs in 16 bit mode are down to your drivers. Cas 
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