Re: Proun
Posted: Sun Oct 25, 2009 10:29 pm
Just played it on a laptop with an Intel GMA x3100 graphics card and it ran it about 25 fps, which makes the game playable on it.
Support and community hang-out spot for Ogre3D
https://forums.ogre3d.org/
In directX it loads the level fine but other then the gui everything is pure black.15:47:06: WARNING: Twister_Collider.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:47:06: Mesh: Loading Twister_Rest.mesh.
15:47:06: WARNING: Twister_Rest.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:47:06: Finished loading resource group track
15:47:06: Can't assign material StandardEmptyMaterial_ to SubEntity of 7 because this Material does not exist. Have you forgotten to define it in a .material script?
15:47:06: Can't assign material 21___Default to SubEntity of 65 because this Material does not exist. Have you forgotten to define it in a .material script?
15:47:06: Mesh: Loading Triangle01_Colour.mesh.
15:47:06: WARNING: Triangle01_Colour.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
15:47:06: Can't assign material NoMaterial to SubEntity of VehicleEntity_1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:47:06: WARNING: material DoFMaterialVeryHigh76 has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Cg_DoF_VP cannot be used - not supported.
15:47:06: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1087)
Rotating the sphere, how would you imagine that to work? Making the sphere a ball that really rolls over the cable seems maybe a bit out of place? I don't like the staticness of the ball as it is right now, but I don't see how rotation would work exactly. Do you have some nice idea for this?rizu wrote:Nice work so far! I tested your game and play controls seemed very polished. Especially response to movement was really good. For final game I'd wish there were at least some illusion of rotation for the sphere, it's planned already right? Also I wouldn't mind if things got into turbo-mode more often, at slower speeds controlling seemed little too easy.
I did get a crash when trying to first use OpenGL version, logs are attached. On DX9 I got very solid performace, I was running 1920x1200 with AA on level 8 I got 230-250fps, with 1680x1050 and without AA I got 340-385fps. Running with i7 920@2.6ghz + GTX285.
I get very mixed reactions to those crash particles. I think adding sound effects and a camera shake would already go a long way for this, and I am considering adding some scaling animation, since the thing just pops into and out of existence as it is. Animation might help to make it look more in place. At least, I hope so!spacegaier wrote:... However, I don't like the crash visualization. Looks like kind of an unfinished placeholder. I think that some particles could enhace the effect...
I am pretty sure the second clip would work well with the game, but I just personally don't like that kind of music. And most racing games use dance already, and I don't want this game to be like most racing games. It's a personal thing, though, since the music you propose would probably work well. The noise-track is something I like a lot more, but I don't think that would work with this game. I have to admit that designing a racing game specifically to fit that noise seems like an interesting thing to do! Not now, though...Vectrex wrote:...
The game style reminds me of this http://www.youtube.com/watch?v=AyJfHU4G ... re=related
I personally would love that music but no-one else would
This old electronic track from 1994 would fit. I feel like it should be kind of scary sounding and tension building. Not like lounge music
http://www.youtube.com/watch?v=Xko4qzTK148
The filmclip is in a similar trippy vain too
It's medium/high/very high because there is a "very low" mode as well, without depth of field blur, but that is only partly implemented right now, so I left it out of this version.Pyritie wrote:...(why medium, high, very high? Why not low/med/high?)
...
Level 1:
Near the end of the big tube spinny thingy the "ship" obstructs your view so you can't really see ahead of you here.
Why does the ship start spinning around the track when you go into superspeed before that big red triangle?
Level 2:
It's long.
...
I got the same error from someone else as well (with a much newer Ati card, even), so I am going to look into it, since your card should be able to run this game perfectly well. I posted about it here. Hopefully someone knows how to fix this!Rambus wrote:...
In directX it loads the level fine but other then the gui everything is pure black.
Imagine a ball made of soft elastic matter. When it doesn't move it is a perfect sphere, but when it rotates, centrifugal forces will flatten it. So speed can be shown by how flat the ball is, the more disk-like, the faster.Oogst wrote: Rotating the sphere, how would you imagine that to work? Making the sphere a ball that really rolls over the cable seems maybe a bit out of place? I don't like the staticness of the ball as it is right now, but I don't see how rotation would work exactly. Do you have some nice idea for this?
In directx it seems to be playing, but apart from text (framerate, tri count in the top left, and game info in the bottom left) the entire screen is just black. Nothing much in the log apart from lots of cube map texture errors.OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 1087)
Joystick support is planned, but that will probably take a few weeks to get in. Especially since Torchlight came out, so I work on Proun until Sunday (the IGF deadline) and then I am going to play Torchlight first.akem321 wrote:Wow, totaly cool game, i love the design, and the music is great too!
but i can' t play with my pad!
anyway congratz!
good job.
Work fine for me too ! On my ATI HD4850, in 1650*1050, I get 160 FPS.Kojack wrote:That new one works fine for me. I'm down to 40.66 seconds for track1 (while brushing my teeth and getting ready for work).
Ok, very high quality (I forgot I dropped it done when testing) is around 400-500fps (still 1680x1050)
I'm not sure what I were really after, it just feels weird that a ball slides along the rope while not rotating at all (I mean rotation towards the overal movement, not just sideways rotation). It doesn't really bother on normal and turbo speeds, only when going slow when you see static ball with that rippled material.Oogst wrote:Rotating the sphere, how would you imagine that to work? Making the sphere a ball that really rolls over the cable seems maybe a bit out of place? I don't like the staticness of the ball as it is right now, but I don't see how rotation would work exactly. Do you have some nice idea for this?
I like now the "normal" difficulty on v53, just around the nice speed to feel the "flow".Oogst wrote:A colleague of mine mentioned the easiness today as well: he wanted to go twice as fast. But some people also say they think the current track is too difficult, so I think I will just introduce a "hard" difficulty, where you can go something like 50% faster.
I'm using it on an intel gma x3100 graphics card (128 mb, SM2.0) and it works on medium settings.Joric wrote:Doesn't work on x600 either (64Mb). Does it want SM3.0? x600 only has SM2.
Thanks for the tip! I wonder, though: would simply adding that DLL to my game be enough? Doesn't installing a DirectX version do more than just copy one DLL?Tiibiidii wrote:i saw your trailer on youtube and upon seeing the awesome graphics decided to try it
unfortunately i was unable to make it work on my win 7 64bit:
it warned about the absence of d3dx9_35.dll
i solved it by installing the directx end user runtime... so i guess you may want to redistribute it along the visualc++ runtimes
keep up the good work
Weird that it runs there! So far I only implemented SM2.x, not 2.0. But then again, those Intel's are known for their randomized features sets.calsmurf2904 wrote:I'm using it on an intel gma x3100 graphics card (128 mb, SM2.0) and it works on medium settings.
For now it won't start on x600 from the very beginning (with latest DirectX rutime). Changing quality to medium in config file doesn't help.Oogst wrote:New version!
Okay, I put in a lot more polish, including graphics for the menu and AI. Still only one track, though. Here's the download:
Proun testversion v59