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877668 Posts in 32877 Topics- by 24314 Members - Latest Member: Artylo

May 20, 2013, 06:52:57 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit CompetitionLandfall [ALPHA FINISHED (fixed)]
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Author Topic: Landfall [ALPHA FINISHED (fixed)]  (Read 39568 times)
Ivan
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alright, let's see what we can see

Valaam0
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« Reply #135 on: April 06, 2009, 04:57:39 AM »

 Crazy

Holy shit this was some fucking marathon coding. I can barely sit up straight.   Epileptic

I got everything in that I    Droop  wanted to for the first build I think. Network play is not in yet, but the local game is fully networked locally, so I should    Crazy be able to add it in the next couple of days.

http://www.ivansafrin.com/games/Landfall.0.5a.zip

I am going to sleep and sleeping for a long long time.
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PGGB
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« Reply #136 on: April 06, 2009, 06:08:13 AM »

Crashes on startup. Undecided
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Greender
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« Reply #137 on: April 06, 2009, 06:36:36 AM »

An unhandled win32 exception occurred in Landfall.exe [3212]

Apparently it is a buffer saturation of some sort.
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Synnah
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« Reply #138 on: April 06, 2009, 01:19:49 PM »

Ditto.

Coding + Fatigue = Cry
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood.

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Derek
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« Reply #139 on: April 06, 2009, 03:11:42 PM »

Good work, Ivan!  Get some sleep and take care of the remaining issues when you're up to it. Coffee
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Melly
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« Reply #140 on: April 06, 2009, 08:10:59 PM »

Yep, crash at startup. Cry
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Captain_404
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« Reply #141 on: April 06, 2009, 09:06:53 PM »

I still get the same errors as last time. I guess my computer just isn't tricked out enough or something.
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mirosurabu
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« Reply #142 on: April 07, 2009, 08:11:35 AM »

Previous version works, this one doesn't.
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Ivan
Owl Country
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alright, let's see what we can see

Valaam0
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« Reply #143 on: April 07, 2009, 08:52:26 AM »

SHIT! I was so out of it that I included the old assets with the new build. That's why it's crashing! Fuck.

I'll put up the correct assets when I get home tonight.
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nihilocrat
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« Reply #144 on: April 07, 2009, 01:05:47 PM »

This is a common mistake I make as well.  Tiger
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Melly
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« Reply #145 on: April 07, 2009, 08:55:01 PM »

Working version pleeeeeease. Beg
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Ivan
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alright, let's see what we can see

Valaam0
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« Reply #146 on: April 07, 2009, 10:20:50 PM »

 Beer!

After a long battle with linking ogg vorbis in windows, I emerge victorious!!!

Details and download link in the first post.

Here it is just in case anyhow:

http://www.ivansafrin.com/games/Landfall_alpha.zip
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Melly
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« Reply #147 on: April 07, 2009, 10:58:06 PM »

Played it for a while and actually beat a game.

Aesthetically it's superb. I love the bot designs, though I feel the landscaps could use twice as many polygons. the flat untextured polygons on high resolution look you got going works very well.

One thing I remember is that in one of the earlier screenshots of the menu it was glowing a good bit. In my PC I only see the flat shapes with no lighting. Is that how it should look?

The gameplay is pretty simplistic yet, but I can see this being expanded. Being able to strafe would go a long way too.

Overall it's pretty impressive. The weird background voices in, what, french? where kinda unusual, and I'm not sure what the networking part of the coding you did actually do, but still fine effort. Gentleman
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Ivan
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alright, let's see what we can see

Valaam0
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« Reply #148 on: April 07, 2009, 11:03:20 PM »

Hey thanks, Melly!

I took out the glowing shader from the menu because it didn't really fit the game's aesthetic and for people with no shader support, it would be impossible to even quit the game, because you wouldn't even see the menu at all, so i took it out.

The landscapes I'm going to optimize and refine in the future too. There is absolutely no culling going on with the main landscape mesh, so it's kind of pushing the amount of polygons that can render ok on an average computer already. But i hope to add some culling techniques so that I can make it more refined.

The networking part is the basis of the engine. The local bot game is actually a networked game with bots connecting as clients to a local server. I just didn't have the time to implement and test actual online gameplay, but that should be in in the next few days.

I will add more interesting gameplay details as I update it, but the bulk of the work was getting a solid networking engine together, which I am pretty proud of.

Anyways, I'll definitely work on this to make it more fun.
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Melly
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« Reply #149 on: April 07, 2009, 11:07:20 PM »

Please do. Beer!
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