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TIGSource ForumsCommunityDevLogsVenus Patrol
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Author Topic: Venus Patrol  (Read 17757 times)
tesselode
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« Reply #40 on: October 19, 2010, 02:49:19 PM »

Link is broken now.
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Pishtaco
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« Reply #41 on: October 19, 2010, 10:21:32 PM »

Link is broken now.
Oops - I'd updated the link in the first post, but not the other one. Should work now.
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deathtotheweird
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« Reply #42 on: October 22, 2010, 03:59:58 PM »

I lied, I changed the settings.txt back to windowed mode and it still crashes every now and then with the access violation error..

I think it's a problem with something on my system, because for the life of me I can't reproduce this bug today.

Saw you entered it into the IGF  Beer! good luck
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MaloEspada
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« Reply #43 on: October 22, 2010, 04:09:55 PM »

I lied, I changed the settings.txt back to windowed mode and it still crashes every now and then with the access violation error..

I think it's a problem with something on my system, because for the life of me I can't reproduce this bug today.

Saw you entered it into the IGF  Beer! good luck

sadly, this happens to me too, whether i change settings or not.
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Pishtaco
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« Reply #44 on: October 23, 2010, 01:26:28 AM »

@allen - thanks!

@rdein - can you post your system specs and the contents of log.txt?



In other news:





The American B29 is standing in for the Russian Tu-4, which was a copy of it. In the game I currently have Tu-80s, which were prototypes of an enlarged Tu-4. They never went into production, since the swept-winged Tu-85 was produced instead.

My Tu-80 is looking like this:



I recently changed the model to make it more blocky, to fit with the other aircraft. Maybe I should go back to octagons rather than hexagons for the engines.

It's a real monster when all the turrets are going, and it's an interesting problem to get the AI to do sensible attacks against it. It should happen in at least two stages; first go to the right relative position, while staying out of range (possibly of other bombers as well), and then come in to attack, and then break off.
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YagerX
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« Reply #45 on: October 23, 2010, 01:47:36 AM »

Is it weird that I see this?


Zee Log:
Code:
Aliased point size range: 1 - 8192
Smooth point size range: 1 - 63
Aliased line width range: 1 - 128
Smooth line width range: 1 - 63
Available OpenAL sound devices: DirectSound Software, Generic Software,
Using sound device: DirectSound Software
Messengers reset
Loading image new_terrain.bmp ... OpenGL framebuffer setup okay
Loading image instruments.png ... successful
Loading shader island...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader aircraft...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader effect...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader post...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader sky...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader speckles...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Clearing level...
Messengers reset
Loaded sound: sine
Running script intro
- colour top 190 200 190
- colour middle 197 188 106
- colour bottom 190 81 9
Loading aircraft resource meteor ...
Loading mesh meteor
Mesh meteor loaded, with 852 triangles and 11 submeshes
Mesh added to resource
Finished loading resource meteor
Loading aircraft resource rocket60lb ...
Loading mesh rocket60lb
Mesh rocket60lb loaded, with 78 triangles and 2 submeshes
Mesh added to resource
Finished loading resource rocket60lb
Loaded sound: wind_whistle
Loaded sound: jet2
Loading shader cloud...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading image grit.png ... successful
Creating mipmaps
Loading mesh flame
Mesh flame loaded, with 8 triangles and 1 submeshes
Loading image gradient.png ... successful
Loading mesh sphere
Mesh sphere loaded, with 960 triangles and 1 submeshes
Loading image sharp_circle.png ... successful
Loading mesh exhaust
Mesh exhaust loaded, with 20 triangles and 1 submeshes

Bits of dxdiag:
Code:
           Processor: Intel(R) Core(TM)2 Duo CPU     P8600  @ 2.40GHz (2 CPUs), ~2.4GHz
             Memory: 4096MB RAM
          Card name: ATI Mobility Radeon HD 3650
    DirectX Version: DirectX 11
       D3D9 Overlay: Not Supported
            DXVA-HD: Not Supported
       DDraw Status: Enabled
         D3D Status: Enabled
         AGP Status: Enabled

PS: I tried hitting v twice, no difference, even when post processing is disabled.
« Last Edit: October 23, 2010, 01:54:41 AM by YagerX » Logged

Pishtaco
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« Reply #46 on: October 23, 2010, 03:37:57 AM »

Is it weird that I see this?
It's not supposed to look like that  Undecided. Thanks for the details.

It looks like point sprites are working weirdly for you. I've read there are various problems with the ATI implementation of these.

To do round particles, you can just used glPoints, but on my ancient ATI laptop these come out square, and if I smooth them the framerate drops enough to take it below 60fps. So instead I'm using pointsprites and drawing a circular texture on to them. However smoothed glpoints should be nothing to a modern machine. So here's a version that doesn't use pointsprites:

http://www.box.net/shared/avjunqfaf8

(you can press f to show the framerate, in milliseconds per frame)

@rdein and allen - It's possible that point sprites are causing your problems as well. Does this version work better?

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MaloEspada
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« Reply #47 on: October 23, 2010, 04:40:28 AM »

Code:
WARNING: OpenGL shading language extensions are not all available.
Aliased point size range: 1 - 63
Smooth point size range: 1 - 63.38
Aliased line width range: 1 - 10
Smooth line width range: 0.5 - 10
Available OpenAL sound devices: DirectSound Software,
Using sound device: DirectSound Software
Messengers reset
Loading image new_terrain.bmp ...

is what I get when I try to initialize the game.
I use Windows XP SC3 I believe, and a GeForce MX 4000 video card.
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Pishtaco
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« Reply #48 on: October 23, 2010, 04:59:09 AM »

I use Windows XP SC3 I believe, and a GeForce MX 4000 video card.
Thanks! It sounds like your computer is even older than mine, and it's stopping at a weird place, in the middle of loading an image in SDL (for a heightmap). I don't know what it would take to get it running on your card, sorry.  Sad
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deathtotheweird
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« Reply #49 on: October 23, 2010, 12:21:12 PM »

that version runs just about identical to the original point sprites version.

I opened and closed it many times to get the no point sprites version to crash on startup but it never did. So I think this fixed that little startup crash I kept experiencing.
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YagerX
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« Reply #50 on: October 23, 2010, 04:30:32 PM »

Awesome, no point sprite version works wonderfully
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Pishtaco
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« Reply #51 on: October 30, 2010, 08:40:26 AM »

Yikes, I just tried this myself on a modern ati card, a 5450. On the original demo version the particles don't show at all. On the updated one (not using pointsprites) it looks more or less okay, but the atmosphere particles are square for some reason, the lines are broken up into weird segments instead of being continuously flowing, and something has changed with how the transparency is displayed in the jet exhaust. Oh OpenGL  Sad.

Also I haven't yet found a satisfactory low-res widescreen resolution setting for the monitor.
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oyog
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« Reply #52 on: October 30, 2010, 09:00:09 AM »

Yikes, I just tried this myself on a modern ati card, a 5450. On the original demo version the particles don't show at all. On the updated one (not using pointsprites) it looks more or less okay, but the atmosphere particles are square for some reason, the lines are broken up into weird segments instead of being continuously flowing, and something has changed with how the transparency is displayed in the jet exhaust. Oh OpenGL  Sad.

Also I haven't yet found a satisfactory low-res widescreen resolution setting for the monitor.

Huzzah!  Now I don't feel nearly as insecure about my seven year old computer, cause this looks AWESOME on it.  Tongue
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Pishtaco
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« Reply #53 on: November 20, 2010, 01:26:51 PM »

New version with a couple more missions.



with Vampires, airships and Yaks.

The new version should hopefully fix this wretched problem with pointsprites and lines on some computers. Particles should be round (and the atmosphere should be full of them), aircraft trails should not be in segments, and jet exhaust should be smooth rather than ragged.
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saibot216
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« Reply #54 on: November 20, 2010, 01:48:39 PM »

Wow, looks very cool, can't wait for a full version. When it spots the enemy I think you should add a voice in there saying "bandit at 3 o' clock" or somethin, but that's just me. Even if that wasn't in there it'd still be hardcore awesome.
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frederiksen
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« Reply #55 on: January 17, 2011, 01:33:48 PM »

the game is great, from how it looks to how it plays and it has airships, so it can only be good. The setting reminds me a bit of Air Power, ok it hasn't that many similarities but that has airships too.
But i hate that i have to press p to get out of pause. Either make it escape again or another button that isn't so far away. (Or you could go to pause as long as you press the right mouse button because most of the time if you look around you will be in pause anyway, but perhaps that messes with the gameflow.)
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Pishtaco
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« Reply #56 on: January 19, 2011, 09:04:44 PM »

Thanks! Sounds like you're pausing and unpausing more frequently than I do; maybe I'll add R as pause as well. Seems like I'm not going to get around to using R to access other radio commands.

Anyway, I think it's about time to stick a fork in this. I'm planning to smarten up some of the 3d models (dazzle camo on the carrier?), maybe tidy up one or two other things, and call it done.
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Pishtaco
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« Reply #57 on: January 20, 2011, 01:19:00 AM »





Messing around with dazzle camouflage. Not sure whether to go with it. It's looking best where the pattern is very big and bold.
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droqen
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« Reply #58 on: January 20, 2011, 07:47:27 AM »

It looks a little too much like broken texture texture to me.

However, having just looked up dazzle, I have come to the conclusion that it is awesome. Maybe you should make the stripes narrower?
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droqen.com
Pishtaco
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« Reply #59 on: January 20, 2011, 08:43:55 AM »

It looks a little too much like broken texture texture to me.

However, having just looked up dazzle, I have come to the conclusion that it is awesome. Maybe you should make the stripes narrower?

I see what you mean about the broken texture. And I'm not even using textures - I'm just colouring the triangles. Of which there aren't that many, although I shouldn't get stuck up about not splitting some things in two if it would give nicer stripes. I could add another colour.
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