Lockdown Protocol
- metaldev
- Orc Shaman
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Re: The Platform Shooter (public alpha v0.5.0)
nice job on the camera, it feels pretty natural. I'm sure that wasn't simple.
- Mind Calamity
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Re: The Platform Shooter (public alpha v0.5.0)
Great game. Just tell me - how the heck did you manage to move the dlls in another directory ? Did you change the working directory ?
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
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- xavier
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HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
- fractile
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Re: The Platform Shooter (public alpha v0.5.0)
Mind Calamity: The executable adds lib -subdirectory to PATH (in Windows) and LD_LIBRARY_PATH (in Linux) environment variable before loading a shared library that contains the actual game code and depends on the other libraries. Working directory is not changed.
I don't quite remember what was the exact thing that solved the issue, but shouldn't setting the PATH environment variable be enough for dlls to be found from another directory?
I don't quite remember what was the exact thing that solved the issue, but shouldn't setting the PATH environment variable be enough for dlls to be found from another directory?
- Mind Calamity
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Re: The Platform Shooter (public alpha v0.5.0)
Yes it should, but wouldn't that also make some conflicts if another application that uses one or more of the same libraries like yours adds it's own directory to the PATH environment variable ?fractile wrote:Mind Calamity: The executable adds lib -subdirectory to PATH (in Windows) and LD_LIBRARY_PATH (in Linux) environment variable before loading a shared library that contains the actual game code and depends on the other libraries. Working directory is not changed.
I don't quite remember what was the exact thing that solved the issue, but shouldn't setting the PATH environment variable be enough for dlls to be found from another directory?
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
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HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
Do you need help? What have you tried?
- xavier
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HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
- fractile
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Re: The Platform Shooter (public alpha v0.5.0)
Not if you add your library directory in the beginning of the PATH variable. The original global PATH variable may contain directories with duplicate libraries, but run-time linker searches directories in the order they are in the PATH variable. I'm only modifying the PATH variable instance in the current process, not the global PATH variable.Mind Calamity wrote:Yes it should, but wouldn't that also make some conflicts if another application that uses one or more of the same libraries like yours adds it's own directory to the PATH environment variable ?fractile wrote:Mind Calamity: The executable adds lib -subdirectory to PATH (in Windows) and LD_LIBRARY_PATH (in Linux) environment variable before loading a shared library that contains the actual game code and depends on the other libraries. Working directory is not changed.
I don't quite remember what was the exact thing that solved the issue, but shouldn't setting the PATH environment variable be enough for dlls to be found from another directory?
- fractile
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Re: The Platform Shooter (public alpha v0.5.0)
- fractile
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Re: The Platform Shooter (public alpha v0.7.0)
New alpha version 0.7.0 has been released!
The game has been split into demo and full versions. The demo version limits the number of available built-in levels, but is otherwise fully functional, including the level editor. Both versions are available as direct downloads and on Desura. The full version is available at 40% discount while the development is in alpha stage:
Besides many improvements and fixes since version 0.5.0, the most notable additions are the new weapon, rocket launcher, and eight new single player levels.
Here's a list of changes in 0.7.0 release:
The game has been split into demo and full versions. The demo version limits the number of available built-in levels, but is otherwise fully functional, including the level editor. Both versions are available as direct downloads and on Desura. The full version is available at 40% discount while the development is in alpha stage:
Besides many improvements and fixes since version 0.5.0, the most notable additions are the new weapon, rocket launcher, and eight new single player levels.
Here's a list of changes in 0.7.0 release:
- Moved all user-created levels, configuration and logs to OS specific user directory.
- Changed file handling to allow installation to read-only directory.
- Added possibility to delete user-created levels from edit menu.
- Fixed a bug in Windows DLL search path setup that caused start-up problems for some users.
- Added "--reconfigure" command line option for re-showing rendering settings dialog.
- Fixed a crash when rendering settings dialog is cancelled.
- Fixed level downloading failures when connecting to a multiplayer game on slow connection.
- Added eight more single player levels.
- Added rocket launcher.
- Made level editor rotate selection when clicking on multiple overlapping elements.
- Added demo version time limitation in levels beyond 8th single player level.
- Rewrote license text in readme.txt.
- Fixed completely broken XML reserved character escaping.
- Made dragons born from eggs immediately look for targets.
- Limited level file names to only accept latin letters, numbers and a few special characters.
- Added version number to level XML for backwards compatibility in future.
- Prevented editing built-in levels.
- Prevented overwriting existing levels by creating a new level with same name.
- Fixed dragon eggs falling over too easily.
- Made explosion and shot sounds attenuate less over distance.
- Combined all audio related settings in configuration menu into one "audio quality" setting.
- Made dragon AI wake up on nearby gunshots.
- Fixed projectiles randomly becoming invisible.
- Fixed crash at start up when audio device initialization fails.
- Removed randomly failing MMDeviceAPI audio support on Windows (OpenAL).
- fractile
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Re: The Platform Shooter (public alpha v0.7.0)
New alpha version 0.8.0 has been released!
Here's a list of changes since 0.7.0 release:
Here's a list of changes since 0.7.0 release:
- Added two more single player levels.
- Added one more multiplayer level.
- Added support for checkpoints in levels.
- Added checkpoints to existing levels.
- Adjusted grid snap positions on light poles and containers for easier placement in editor.
- Player now dies instantly if falling outside level.
- Apply movement and rotation limits properly while dragging level elements in editor.
- Changed port number fields in menu to text fields accepting only numbers for easier editing.
- Made corpses less shiny and adjusted the texture for more consistent look.
- fractile
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Re: The Platform Shooter (public alpha v0.8.0)
New alpha version 0.9.0 has been released!
Here's the list of changes since 0.8.0 alpha release:
The game now has a page on Facebook too.
Here's the list of changes since 0.8.0 alpha release:
- Added basic online level sharing functionality (uploading, browsing, downloading).
- Added new level block theme called "lab" (standard wall and floor blocks).
- Added new lab platform entity to match the new theme.
- Added new lab table and lab container entities.
- Added one more single player level.
- Menu now highlights non-editable items with square brackets to separate them from editable items.
- Disabled collision mesh optimization to fix level collision issues.
- Tweaked player ground contact detection a bit to reduce leg twitching when stepping up.
- Enlarged the green containers so that they can be used as cover too.
- Added pop-up dialog on library loading errors in Linux.
- Added a warning in editor when saving level without title.
- Fixed displaying level titles for levels with no author name set.
- Upgraded Ogre3D and OpenAL libraries to versions 1.8.1 and 1.15.0 respectively.
- Fixed broken platform/elevator movement start sound support.
- Added controller type selection in system settings instead of enabling/disabling mouse usage.
- Added reconfigure.sh/exe shortcuts for easily reconfiguring rendering settings.
The game now has a page on Facebook too.
- fractile
- Gremlin
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Re: The Platform Shooter (public alpha v0.10.0)
New alpha version 0.10.0 has been released. This update brings a lot of improvements to the built-in level editor.
Here is a time-lapse video of the new level editor in action:
[youtube]uWYkL-tafRk[/youtube]
Here's a full list of changes since 0.9.0 alpha release:
Here is a time-lapse video of the new level editor in action:
[youtube]uWYkL-tafRk[/youtube]
Here's a full list of changes since 0.9.0 alpha release:
- Added level element selection by picking element from element selector tool.
- Removed separate insert modes for different types of elements in level editor.
- Fixed level editor element picking with rotated camera.
- Implemented box selection in level editor by dragging in edit mode.
- Added multilevel undo/redo functionality in level editor.
- Added possibility to rotate selected elements using arrow keys in level editor.
- Rotation in level editor now always rotates around global axes.
- Added possibility to reset position and rotation of selected elements separately.
- Human skins are now shown in editor.
- Added default depth parameter for entities to have them inserted directly at correct depth.
- Allow saving levels with no start points for backing up work in progress.
- Control + R now reset camera back to default position in level editor.
- Fixed rotated elements not getting aligned to grid properly.
- Added level editor command for setting initial element states (e.g. sentry gun armed/disarmed).
- Added level editor command for normalizing level center point to origo.
- Camera motion is now much faster in editor than during game play.
- Added missing crouch button to keyboard help.
- T -button press for sending chat message no longer ends up in the message text.
- Fixed hole in cyan wall light element.
- spacegaier
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Re: The Platform Shooter (public alpha)
Looking good. Keep it up!
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Re: The Platform Shooter (public alpha)
I like the project and your very active change logs!
- fractile
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Re: The Platform Shooter (public alpha)
I have been planning to eventually rename this game, since the current name is actually just a working title and I don't think it's a very good name. The new name I have had in mind is "Lockdown Protocol". Although the story in the game is almost non-existent, the setting is a scientific facility on lockdown. Quick Google search didn't reveal any gaming related uses for the name. What do you think about it?
I you have better name suggestions, they are welcome too
I you have better name suggestions, they are welcome too
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- Gnoblar
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Re: The Platform Shooter (public alpha)
Looks great!
I understand there is a time limit to complete a level, I came up with:
"No time to escape!" or "Time to escape!" different angles to this...
I understand there is a time limit to complete a level, I came up with:
"No time to escape!" or "Time to escape!" different angles to this...
- fractile
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Re: The Platform Shooter (public alpha)
There is actually no "hard" time limit for completing the levels, you only get better score, if you complete it fast. I have no plans to add time limits either, since I have never really liked games where you have to compete against time. Thanks for the suggestion though
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- Gnoblar
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Re: The Platform Shooter (public alpha)
Perhaps it becomes easier to find a catching name when the story is more clear.
You mentioned it is about a facility on lockdown. What is the reason to escape?
Why the rush to escape? Can the cause of the lockdown be taken away (by doing actions like throwing switches, or press button in time)?
Somewhere in the answers to these type of questions you probably find a story that is to your liking. Next the name would be easier to find.
Talk/write to others.
If for instance the player has to try and lockdown the facility asap and to achieve this has to perform specific actions (within limited time or at loss of bonus?).
In such a story the name would actually be very good.
Still, it looks awesome! I wish I had time to take on a project like this....
You mentioned it is about a facility on lockdown. What is the reason to escape?
Why the rush to escape? Can the cause of the lockdown be taken away (by doing actions like throwing switches, or press button in time)?
Somewhere in the answers to these type of questions you probably find a story that is to your liking. Next the name would be easier to find.
Talk/write to others.
If for instance the player has to try and lockdown the facility asap and to achieve this has to perform specific actions (within limited time or at loss of bonus?).
In such a story the name would actually be very good.
Still, it looks awesome! I wish I had time to take on a project like this....
- fractile
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Re: Lockdown Protocol (public alpha)
The game has now been renamed to Lockdown Protocol and new alpha version 0.11.0 has been released!
[youtube]u27PWPC-jUI[/youtube]
This release focuses mainly on visual improvements and reworked single player score calculation. Here's the full list of changes since 0.10.0 alpha version:
[youtube]u27PWPC-jUI[/youtube]
This release focuses mainly on visual improvements and reworked single player score calculation. Here's the full list of changes since 0.10.0 alpha version:
- Retextured all level blocks adding more details and shadowing.
- Tweaked some of the level block models to better fit together.
- Added simple blob shadows for human characters.
- Changed level score to be calculated on the fly.
- Implemented locally saved high scores for each level.
- Added new menu for viewing high scores for single player levels.
- Added floating text messages showing score gained from kills and picked up power cells.
- Added floating text showing level title at start of level.
- Replaced level completion page with floating texts.
- Made object interaction UI fade in and out smoothly.
- Optimized (reduced batches) name tag and other UI component rendering.
- Fixed ugly overlapping corners in UI rectangles.
- Added different skin texture for shotgun guard.
- Added camera nudge proportional to recoil when firing a weapon.
- Downscaled some way too high resolution textures for small objects.
- Moved controller type selection to player settings to be asked at first start-up.
- Kill streak and multiple kill detection for extra score.
- fractile
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Re: The Platform Shooter (public alpha)
Thanks for the feedback!makato2003 wrote:Perhaps it becomes easier to find a catching name when the story is more clear.
You mentioned it is about a facility on lockdown. What is the reason to escape?
Why the rush to escape? Can the cause of the lockdown be taken away (by doing actions like throwing switches, or press button in time)?
Somewhere in the answers to these type of questions you probably find a story that is to your liking. Next the name would be easier to find.
Talk/write to others.
If for instance the player has to try and lockdown the facility asap and to achieve this has to perform specific actions (within limited time or at loss of bonus?).
In such a story the name would actually be very good.
This game will not be very story-driven, it's more about completing single levels for best score. However the background story (currently not obvious to the player) is about scientific project gone bad and the company putting the whole facility on lockdown and sending armed forces to wipe out any evidence and witnesses. So the reason to escape is to survive
- fractile
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Re: Lockdown Protocol (public alpha)
New alpha version 0.12.0 has been released!
The most noticeable change in this release is removed line of sight visibility requirement. The enemies are now always visible like in most platformer games. This simple change makes the game much more enjoyable, since it removes the annoying unavoidable deaths when hidden enemy pops up right in front of you.
Here's full list of changes since 0.11.0 alpha version:
The most noticeable change in this release is removed line of sight visibility requirement. The enemies are now always visible like in most platformer games. This simple change makes the game much more enjoyable, since it removes the annoying unavoidable deaths when hidden enemy pops up right in front of you.
Here's full list of changes since 0.11.0 alpha version:
- Removed line of sight visibility tests so that enemies are always visible.
- Replaced all explosion sound effects with much beefier ones.
- Added separate stand pose to human animation for more natural standing position.
- Made damaged walk speed limitation fade in and out smoothly.
- Minor tweaking to human walk cycle animation.
- Fixed AI treating flying body parts and grenades as obstacles.
- Made AI react to door opening sounds.
- Guards now slowly aim at targets instead of instantly having perfect aim.
- Gave dragon AI ability to go around obstacles while attacking.
- Fixed reconfigure scripts that broke due to executable name change.
- Fixed dragon wing flap sounds not stopping when dragon dies.
- Fixed crash on match start after deleting and re-downloading the used level.
- fractile
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Re: Lockdown Protocol (public alpha)
Public alpha version 0.13.0 has been released!
[youtube]lJU0stFfMLA[/youtube]
Here's full list of changes since 0.12.0 alpha version:
[youtube]lJU0stFfMLA[/youtube]
Here's full list of changes since 0.12.0 alpha version:
- Added new enemy called "jellyfish".
- Added new weapon, the SMG.
- Added one more single player level.
- Humans can now be damaged and killed by falling objects.
- Added basic guard speech using speech bubbles.
- Added subtle ambient background sound to all levels.
- Added key card indicator in HUD.
- Fixed blinking player shadow on moving platforms.
- Made all lines in UI look a lot smoother.
- Show human character chat messages as speech bubbles.
- Switched from Newton Dynamics physics engine to Bullet Physics.
- Fixed long-standing physics bug that caused some doors to slide out of their place.
- Fixed a rare physics bug that allowed dragons to fly through walls and objects.
- Fixed "/save" chat command saving configuration to wrong directory.
- Fixed a few warnings in log.
- Fixed a potential crash at match restart.
- Fixed walk speed limitation due to damage not getting reset when player respawns.
- Fixed player aim cursor and laser sight getting left behind when player character dies.
- Fixed minor error in center aligned text positioning.
- Fixed all lab doors opening with red key card.
- Added refiner machinery prop.
- Fixed editor cursor and other UI components unintentionally occluding glow effect.
- Dragon and jellyfish AI now goes directly to "search mode" on nearby gun shot.
- Miscellaneous minor AI improvements.
- Apply damage to flying enemies too if they are being crushed by heavy objects.
- Fixed Unix-style line endings in some text files in Windows release package.
- Made heartbeat sound fade in and out smoothly while player is badly damaged.
- Fixed an error in glow effect shader making it a bit faster at high resolutions.
- fractile
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Re: Lockdown Protocol (public alpha)
I created a couple of gifs from a multiplayer test video (using alpha version 0.13.0):
- fractile
- Gremlin
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Re: Lockdown Protocol (public alpha)
A new public alpha version 0.14.0 has been released!
Here's full list of changes since 0.13.0 alpha version:
Here's full list of changes since 0.13.0 alpha version:
- Added initial gamepad controller support.
- Turned the first level into a tutorial with controller type dependent instructions.
- Updated menu system for slightly better looks and better performance.
- Added description texts to menu items.
- Added timestamps to high score tables.
- Fixed "network packet rate" option in system settings not getting saved.
- Fixed bad selection behavior in shared level browser when list content is updated.
- Scaled "console" size down to three lines with a bit smaller font.
- Created better looking "get full version" menu page.
- Fixed some text placement issues with 4:3 resolutions.
- Fixed random crashes when changing controller type while a game is in progress.
- Added a little bit more details to the background model.
- Some run-time errors previously only logged to console are now reported with an error pop-ups.
- mkultra333
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Re: Lockdown Protocol (public alpha)
I missed those gifs when they were posted, game looks fun and the camera works well.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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- Greenskin
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Re: Lockdown Protocol (public alpha)
I liked the game! I couldn't play it long but is it me or is there no option to run fast ? Latest demo version also worked well on my system which is pretty low-quality.
Also, I see that it took you a good 2-3 years to finish the project working from time to time and that scared me because I've recently started working on my grad project which I consider to implement as single player first with multiplayer in mind, would you say 1 year would be enough with the same technologies for not so hard-core project ?
Also, I see that it took you a good 2-3 years to finish the project working from time to time and that scared me because I've recently started working on my grad project which I consider to implement as single player first with multiplayer in mind, would you say 1 year would be enough with the same technologies for not so hard-core project ?