TANK@WAR

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Which game mode you want to see next?

Capture the Flag
26
62%
King of the Hill
7
17%
Last man standing
9
21%
 
Total votes: 42

polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

That looks like a very crisp game!
Downside is that I cannot test / play it. Interestingly it seems to open the IrrlichtDevice twice which leads to the following error:

Code: Select all

Irrlicht Engine version 1.7.2
Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 6 22:37:55 CEST 2011 x86_64
Irrlicht Engine version 1.7.2
Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 6 22:37:55 CEST 2011 x86_64
Creating X window...
Starting vidmode fullscreen mode...
hdisplay: : 1024
vdisplay: : 768
No doublebuffering available.
Fatal error, could not get visual.
./start_client.sh: Zeile 5: 13040 Speicherzugriffsfehler  ./Client
Last line reads 'segmentation fault' btw.
OS is Arch Linux, 64bits obviously ;)
Am I just too stupid to see the obvious or is this something I can't do nothing about? Dunno how closed source this is, otherwise I'd be glad to help debugging.

p.
beer->setMotivationCallback(this);
Fireblade954
Posts: 4
Joined: Sun Jun 19, 2011 2:33 pm

Post by Fireblade954 »

polylux wrote:That looks like a very crisp game!
Downside is that I cannot test / play it. Interestingly it seems to open the IrrlichtDevice twice which leads to the following error:

Code: Select all

Irrlicht Engine version 1.7.2
Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 6 22:37:55 CEST 2011 x86_64
Irrlicht Engine version 1.7.2
Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 6 22:37:55 CEST 2011 x86_64
Creating X window...
Starting vidmode fullscreen mode...
hdisplay: : 1024
vdisplay: : 768
No doublebuffering available.
Fatal error, could not get visual.
./start_client.sh: Zeile 5: 13040 Speicherzugriffsfehler  ./Client
Last line reads 'segmentation fault' btw.
OS is Arch Linux, 64bits obviously ;)
Am I just too stupid to see the obvious or is this something I can't do nothing about? Dunno how closed source this is, otherwise I'd be glad to help debugging.

p.
That the irrlichtdevice pops up twice is not a error. We make a null device we use to read the ini file for settings after that we create the device with all set parameters.

I am not running linux so i cant debug / tell u whats wrong right now. But could u check the client.ini and make sure its not using directx as driver.

Maybe RdR can tell u whats wrong or he can help u debug as hes our guy developing on linux.
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

I see, thank you!

Wrong driver settings would have been my first guess but it's set to opengl. This is really strange as all my irrlicht projects run fine on that machine.
beer->setMotivationCallback(this);
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
Contact:

Post by RdR »

polylux wrote:That looks like a very crisp game!
Downside is that I cannot test / play it. Interestingly it seems to open the IrrlichtDevice twice which leads to the following error:

Code: Select all

Irrlicht Engine version 1.7.2
Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 6 22:37:55 CEST 2011 x86_64
Irrlicht Engine version 1.7.2
Linux 2.6.39-ARCH #1 SMP PREEMPT Mon Jun 6 22:37:55 CEST 2011 x86_64
Creating X window...
Starting vidmode fullscreen mode...
hdisplay: : 1024
vdisplay: : 768
No doublebuffering available.
Fatal error, could not get visual.
./start_client.sh: Zeile 5: 13040 Speicherzugriffsfehler  ./Client
Last line reads 'segmentation fault' btw.
OS is Arch Linux, 64bits obviously ;)
Am I just too stupid to see the obvious or is this something I can't do nothing about? Dunno how closed source this is, otherwise I'd be glad to help debugging.

p.
Hmm thats strange. Those other Irrlicht programs you can run, did you compile them yourself? Or also pre compiled like our TANK@WAR game?

Maybe its an architecture problem, I am compiling the Linux version on Ubuntu 10.10 with arch i686
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

Well apparently you ship all the required libs with TaW so it _should_ run then with your 32-libs smoothly.
I don't know for the others here in the forums, don't think I'm the only one using a 64bit system.
But of course, this could be the issue.
beer->setMotivationCallback(this);
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
Contact:

Post by RdR »

polylux wrote:Well apparently you ship all the required libs with TaW so it _should_ run then with your 32-libs smoothly.
I don't know for the others here in the forums, don't think I'm the only one using a 64bit system.
But of course, this could be the issue.
Their might be some libs missing I think.
Can you type "ldd Client" in your terminal and paste the output?

Edit
Can you remove libglut.so.3 from the shared_libs folder? And try again
Fireblade954
Posts: 4
Joined: Sun Jun 19, 2011 2:33 pm

Post by Fireblade954 »

polylux wrote:Well apparently you ship all the required libs with TaW so it _should_ run then with your 32-libs smoothly.
I don't know for the others here in the forums, don't think I'm the only one using a 64bit system.
But of course, this could be the issue.
have a look here.

https://wiki.archlinux.org/index.php/Ar ... _Arch64.3F

should give that a try.
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Post by polylux »

Thanks both of you for your help!

Of course I have multilib set up already so there's no need to go though the noob tutorials ;)

ldd states clearly that TaW tends to use the 32bit libs. Moreover, the exit with SIGSEGV rather not indicates a missing s.o.
Guess it boils down to the need of some debugging. Anyway, could as well try it on my other Ubuntu machine. :)

Cheers,
p.
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Burns
Posts: 26
Joined: Fri Jul 16, 2010 12:10 am
Contact:

Re: Tank@War

Post by Burns »

it look like a wonderful game but, i cant connect to the game server...
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
Contact:

Re: Tank@War

Post by RdR »

Burns wrote:it look like a wonderful game but, i cant connect to the game server...
Yeah, there is a problem when you try to connect/login to Server #3. But the other server should be up and running now.
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
Contact:

Re: Tank@War [http://tankatwar.com]

Post by RdR »

New release, version 1.1.0

Changes:
- Better projectile collision detection (multiple ray tests)
- New tank models
- Better looking environment
- Power ups
- New tank parts, choice of camouflage and more customization options
- New and improved HUD
- Several bug fixes

Image
Image
Image

Trailer: http://www.youtube.com/watch?v=tv1IEsWJDnA

Download from: http://tankatwar.com
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
Contact:

Re: TANK@WAR

Post by RdR »

New release 1.1.1 of TANK@WAR

Changes:
- Better tank collision
- Vegetation in world
- Better looking environment
- Small changes
- Several bug fixes

Image
Image
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Re: TANK@WAR

Post by Radikalizm »

This project is starting to look very polished, great job guys, keep it up! ;)

By the way, you're from Holland, right?
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
Contact:

Re: TANK@WAR

Post by RdR »

Radikalizm wrote:This project is starting to look very polished, great job guys, keep it up! ;)

By the way, you're from Holland, right?
Thanks! It started as a school project but we're still developing it, to create a better game.
But we need some more players :(
We might create bots in the next release so the server always have some players in it.

Yes, we're from Holland ^^ Why?


Any suggestions to improve our game?
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Re: TANK@WAR

Post by Radikalizm »

RdR wrote:Any suggestions to improve our game?
I'm more of a graphics guy myself, so I'd say add a layer of polish to the graphical aspects (especially the terrain)
Add some post-processing in there, experiment with different materials, create some nice shaders, etc.

Try to really make it shine ;)
Yes, we're from Holland ^^ Why?
Geen specifieke reden, gewoon te gek om te weten dat er nog nederlandstalige mensen met game development bezig zijn :D
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