"Those Funny Funguloids!" -- v1.06 [+ Linux ver]
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These orange-glowing things are damn hard to catch The only tiny inconsistency I found is that if you enter a name into the highscore list and the fist character is a blank, then you can't get out of the menu (until you delete the blank). Looks very neat, I think I'll give a more detailed comment when I have found the time to play it for more than 10 minutes.
Enough is never enough.
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- Halfling
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You only need to change the includes in the main.cpp and ogreapp.cpp. After adding the ConvertUTF.h (google.com) it worked really good.mh wrote:Cool, you got it up and running? Would you mind elaborating what needs to be changed? #Includes in which file?
The Makefile if anyone's interessted:
Code: Select all
all:
g++ src/*.cpp -o funguloids `pkg-config OGRE --cflags --libs` -Iinclude -Iinclude/SimpleIni -I/usr/local/include/fmodex -lfmodex -llua
- mh
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Thanks for the very positive (so far) feedback, everybody!
Hey, has anyone played it with Nvidia hardware? To be honest, we didn't test it on Nvidia cards, since we don't have any.. So I'm interested to know if it runs properly (not that it wouldn't..) Could somebody Nvidia user send me a screenshot or two of the game? (PrintScrn key saves PNGs to the game folder)
I know, hehe.. There's a trick to it, though..jjp wrote:These orange-glowing things are damn hard to catch
Oops, I forgot to remove that. It's actually in the code and it's not a bug.. I used some older code of mine for the hiscore input. My reason for that "blank check" was that player's couldn't enter blank names (i.e. all space). But that's not really a problem, so it should be allowed and in any case it should check for the whole string not the first char.. Oh well, thanks for reminding me, I'll remove it for the next version.The only tiny inconsistency I found is that if you enter a name into the highscore list and the fist character is a blank, then you can't get out of the menu (until you delete the blank). Looks very neat, I think I'll give a more detailed comment when I have found the time to play it for more than 10 minutes.
Ok, got it, thanks. Would it be too much trouble for you if you cleaned up the Windows specific files (*.dll) from the dir, included the makefile (which should have the optimization flags, for example -O2 there, right? Or maybe Ogre already specifies it..) and packaged them all up in .bz2 or .7z? I could then release it on SourceForge for all Linux users. Thanks for your help so far!rUmbl3 wrote:You only need to change the includes in the main.cpp and ogreapp.cpp. After adding the ConvertUTF.h (google.com) it worked really good.
Hey, has anyone played it with Nvidia hardware? To be honest, we didn't test it on Nvidia cards, since we don't have any.. So I'm interested to know if it runs properly (not that it wouldn't..) Could somebody Nvidia user send me a screenshot or two of the game? (PrintScrn key saves PNGs to the game folder)
.: An Ogre game: Those Funny Funguloids! :.
- sinbad
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- mh
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Thanks sinbad! Any chances for featured projects gallery..? Could show that Ogre works with 2dish games as well..sinbad wrote:Great work, this was a lot of fun. I actually played it on my Mobility 9700 since my main machine (nVidia) is tied up right now.
.: An Ogre game: Those Funny Funguloids! :.
- Aladrin
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I didn't get to play it for very long because I was busy, but it ran beautifully on my GeForce 7800GTX. I'll take some screenies when I get home so you can verify it looks right. (Maybe dig out Fraps, too.)mh wrote: Hey, has anyone played it with Nvidia hardware? To be honest, we didn't test it on Nvidia cards, since we don't have any.. So I'm interested to know if it runs properly (not that it wouldn't..) Could somebody Nvidia user send me a screenshot or two of the game? (PrintScrn key saves PNGs to the game folder)
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- Halfling
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I used it with my nvidia card, too (FX 5900). And it worked like a charm (even with OpenGL ).
It shouldn't be a too big problem to supply a version for linux users. But i would like to pack that into a big package with autoconf/automake/configure tools and all stuff linux users like to have
I might be able to do that all tomorrow although i hate working with autobuild. After i am finished I'll post a download link in this thread and you can put it on the sf.net space then.
It shouldn't be a too big problem to supply a version for linux users. But i would like to pack that into a big package with autoconf/automake/configure tools and all stuff linux users like to have
I might be able to do that all tomorrow although i hate working with autobuild. After i am finished I'll post a download link in this thread and you can put it on the sf.net space then.
- mh
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Good to hear that it works fine on nVidia (so THAT was the spelling, I thought mine looked wrong! Haha I'm so out of the loop these days! ). Screenshots would be extra nice, Aladrin. The bloom "issue" I talked about in one thread is still there, the bloom (in D3D) is a bit offset from the center on the Radeons we tested, maybe nVidia doesn't have that. Not that it really matters, as the bloom is quite subtle..
EDIT: I uploaded a little video clip from the game..
That'd be awesome, I was kinda hoping somebody would step up and do the whole autotools thing (of which I personally know nothing about, all my past Linux releases have been just the sources + a little makefile, from which I've gotten some complaints about.. Linux folk do like the autotools better. But I guess that makes sense).. Anyways, your efforts are highly appreciated rUmbl3. ^^rUmbl3 wrote:It shouldn't be a too big problem to supply a version for linux users. But i would like to pack that into a big package with autoconf/automake/configure tools and all stuff linux users like to have
I might be able to do that all tomorrow although i hate working with autobuild. After i am finished I'll post a download link in this thread and you can put it on the sf.net space then.
EDIT: I uploaded a little video clip from the game..
.: An Ogre game: Those Funny Funguloids! :.
- Aladrin
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http://www.kelahn.com/screencaps/tff/
If you want me to delete the ogre.cfg and change to D3D, I'll do that, too. I chose OpenGL out of reflex when I first fired it up.
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Render System=OpenGL Rendering Subsystem
[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=No
Anti aliasing=None
Floating-point mode=Fastest
Full Screen=Yes
Rendering Device=NVIDIA GeForce 7800 GTX
VSync=No
Video Mode=800 x 600 @ 32-bit colour
[OpenGL Rendering Subsystem]
Colour Depth=32
Display Frequency=59
FSAA=0
Full Screen=Yes
RTT Preferred Mode=FBO
VSync=No
Video Mode=1440 x 900
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[graphics]
bloom=on
bloom_amount=1.0
shadows=on
dynamic_light_shadows=on
dynamic_lights=on
debug_info=off
[audio]
sounds=on
volume=1
music_volume=0.4
- mh
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Thanks, those look correct. However, the bloom isn't as nice in OpenGL as it is in D3D.. So yeah, some D3D shots would be nice.Aladrin wrote:If you want me to delete the ogre.cfg and change to D3D, I'll do that, too. I chose OpenGL out of reflex when I first fired it up.
EDIT: How does it run on resolution that big? Even 1024x768 is a bit too much for my computer, darn..
.: An Ogre game: Those Funny Funguloids! :.
- Aladrin
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Same URL as before.
I like the D3D better. Compare shot 01 to 07, especially the twirly yellow thing.
nVidia has historically handled OpenGL better, and ATI handled D3D better... That makes these results a little odd to me.
As for how it performs... Smooth as silk on both OpenGL and D3D.
P4 3.2Ghz
2GB PC2-5300 (Pretty sure, might have been 4300. Been a while since I built this one.)
GeForce 7800 GTX
Onboard Audio
Code: Select all
Render System=Direct3D9 Rendering Subsystem
[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=No
Anti aliasing=None
Floating-point mode=Fastest
Full Screen=Yes
Rendering Device=NVIDIA GeForce 7800 GTX
VSync=No
Video Mode=1440 x 900 @ 32-bit colour
[OpenGL Rendering Subsystem]
Colour Depth=32
Display Frequency=60
FSAA=0
Full Screen=Yes
RTT Preferred Mode=FBO
VSync=No
Video Mode=1024 x 768
nVidia has historically handled OpenGL better, and ATI handled D3D better... That makes these results a little odd to me.
As for how it performs... Smooth as silk on both OpenGL and D3D.
P4 3.2Ghz
2GB PC2-5300 (Pretty sure, might have been 4300. Been a while since I built this one.)
GeForce 7800 GTX
Onboard Audio
- mh
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Yeah, me too. As I wrote in the readme, the OpenGL bloom shader might need some love..Aladrin wrote:I like the D3D better. Compare shot 01 to 07, especially the twirly yellow thing.
Cool.As for how it performs... Smooth as silk on both OpenGL and D3D.
EDIT: I'm releasing v1.01 soon, it has greatly improved OpenGL bloom shader.
Last edited by mh on Tue Mar 06, 2007 10:35 pm, edited 1 time in total.
.: An Ogre game: Those Funny Funguloids! :.
- neocryptek
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Very nice!
Runs perfect and looks great with everything maxed + 4x FSAA @ 1680x1050 on my lowly nVidia 6600 GT in DirectX (haven't tried OpenGL yet). Have only had a few minutes to play around so far though, looking forward to more when I get time.
Congratulations on the release and thanks for sharing the source!
Runs perfect and looks great with everything maxed + 4x FSAA @ 1680x1050 on my lowly nVidia 6600 GT in DirectX (haven't tried OpenGL yet). Have only had a few minutes to play around so far though, looking forward to more when I get time.
Congratulations on the release and thanks for sharing the source!
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Thanks!
Wow..neocryptek wrote:Runs perfect and looks great with everything maxed + 4x FSAA @ 1680x1050 on my lowly nVidia 6600 GT in DirectX (haven't tried OpenGL yet).
.: An Ogre game: Those Funny Funguloids! :.
- mh
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I released v1.01. Couple of little bugs fixed, and the OpenGL bloom shader is greatly improved. Now it looks virtually like the D3D port! Especially the OpenGL users should update.
http://funguloids.sourceforge.net
http://funguloids.sourceforge.net
.: An Ogre game: Those Funny Funguloids! :.
- mh
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Sinbad, thanks for mentioning us on the Ogre Community news! There's a little typo (Fungaloids) though, but it's not a big deal..
No comments on the v1.01..? Hehe, anyways, I don't really have anything new to report atm. Waiting to hear from rUmbl3 regarding the Linux port. And I guess I should bite the bullet and start porting this to Eihort some day..
No comments on the v1.01..? Hehe, anyways, I don't really have anything new to report atm. Waiting to hear from rUmbl3 regarding the Linux port. And I guess I should bite the bullet and start porting this to Eihort some day..
.: An Ogre game: Those Funny Funguloids! :.
- sinbad
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- Halfling
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I am sorry that i cant really work at it atm, but i am injured at my left hand and typing is a little bit hardmh wrote:Waiting to hear from rUmbl3 regarding the Linux port.
On the other side another project i am working on (non-Ogre) is coming close to a first release and i got some bugs to fix etc. But i am sure i can work on the build files in one or two weeks (depends on my hand).
- mh
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Ah okay, no problem - there's no hurry.rUmbl3 wrote:I am sorry that i cant really work at it atm, but i am injured at my left hand and typing is a little bit hardmh wrote:Waiting to hear from rUmbl3 regarding the Linux port.
On the other side another project i am working on (non-Ogre) is coming close to a first release and i got some bugs to fix etc. But i am sure i can work on the build files in one or two weeks (depends on my hand).
Update: I've successfully ported this over to Eihort! A couple of media upgrades left and it's done. It wasn't that bad as I thought it'd be.. Now I'm just waiting for the stable non-RC Eihort before releasing the next version.
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- mh
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