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SMALL_DEMO(Need Testers) [UPDATE 18_OCTOBER]

Posted: Wed Oct 03, 2007 1:05 pm
by belfegor
For those of you who wants to skip further reading you can
download Demo here (about 11 mb):

18.OCTOBER version 0.1

http://belfegor.g0dsoft.com/demo.rar

Some screenshots
Image Image
Image Image

Image Image
Image

There is not much going on in the demo and maybie its to early
to release this but i wanted to know at very beggining if there is
some strange behaviors on different machines so i can resolve problems
at early stage (if any) and change code pattern if necesary.
It contains (half-finished) menu and small level.
Irrlicht 1.3.1 / compiled with DX june 2006.
Uses Newton for physics.
http://www.newtondynamics.com/forum/

Things that works:

You can skip intro screens by pressing lmb or escape key/button.

System menu FPS:
You can disable/enable FPS display and chang its position.
System menu resolutions:
It supports four resolutions to change (by my choosing 800x600, 1024x768, 1280x1024, 1600x1200
althought i could not test 1600x1200 because my monitor cant handle that).
It detects (from this four) supported resolutions and refresh rates and fill Combo boxes acordingly.
You must check "vsync" check box to use selected refresh rate for current resolution
(It might produce problem with multi-monitor system, if someone could taste this?)
System menu texture:
You can set "level" of texture textures used (low, medium and high)
System menu shaders:
Currently there is not much shaders and it only changes certain effects used:
low - solid/point light shader (currently 1 light at player position)
medium - simple bump map shader (currently 1 light at player position)
high - bump map shader with speculars (currently 1 light at player position)
System menu shadows:
Currently, high enables ShadowVolume effect end everything else disables it.
Everything can cast and receive (beside transparent objects) shadows but
i have disable shadow receiving for barrel and palette because it produce
artifacts.
System menu gamma:
You can set gamma.
System menu AA:
Currently not working correctly.

I am using DirectInput as input (i know its not recomended but i have
bypassed certain problems witch i have with windows input).

Control keys:
You can set almost everything based on camera movement.
You can not set mouse wheel anything but for switching weapons.
Screenshot works (it uses DX function D3DXSaveSurfaceToFile())
Jump not completed.
Interact key works.

In level:
It has half-completed character controler using newton physics
(character is cylinder and its moved using forces).
You can pick-up (with interact key) barrel, carry it and
throw it arround (just implement it few days back, still need lot of work)
i need small help with this:
i have line coming from camera position in camera target direction about
some small value from where i can pickup objects (150.0f).
for some reason test:

Code: Select all

// simplified version, half pseudo
if interact key pressed
   if(Barrel->getBoundingBox().intersectsWithLine(CameraRay) && !CarryingObject)
   {
           CarryingObject = true;
           PickUpObject();
   }
always return false (i am sure it intersects)??? so i have disabled this test for now.
So now whenever player position is and you press "interact key" the barrel is picked.

Currently i have not worked on sounds.

LINCENCE:
All models/arts are made by me.
Almost all texture are taken from:
http://www.cgtextures.com/
download some and make your own. and dont use mine. :wink:

Any questions/suggestions are welcome.

Belfegor.

Posted: Wed Oct 03, 2007 3:14 pm
by CuteAlien
You should not link to d3dx9d_30.dll. No one has that on hd except if he has the exact same DirectX-SDK installed. But I got it running by copying a newer dll and renaming it.

Beside that it did run. I jumped somewhat when entering the game and the camera seem to be rather high, so I guess you play a "big" guy in the game ;-). But all in all it seemed ok.

Good work so far :-)

Posted: Wed Oct 03, 2007 3:42 pm
by belfegor
Thanks for comments.

About "d3dx9d_30.dll", i need this because i dont use scene manager or
irrdriver for drawing my models.

Yes, i know about that jump when entering, i just left it until i fix that later.

I think the height of player is normal (just a little smaller then door frame height
as it should be like in real life) or it is just me, i have about 1.95 meters. :lol:

Belfegor.

Posted: Wed Oct 03, 2007 4:08 pm
by belfegor
Uhhh, just noticed that i have linked with debug version of DX libs. :oops:
Ill update above link next time i come back. :oops:

Posted: Wed Oct 03, 2007 5:11 pm
by Obeleh
I would advice you to pack your releases with WinRar. More people have winrar than uha (of wich I have never heard of :P) Its still quicker than winzip, compresses better and supports quite a lot of other formats than rar

Posted: Thu Oct 04, 2007 1:04 am
by BlindSide
How about some screenshots :D

Posted: Thu Oct 04, 2007 8:54 am
by rogerborg
Harsh but honest: I'm not going to download some weird Elbonian decompression tool just to test your app for you. Zip, rar, or forget it.

Posted: Thu Oct 04, 2007 11:18 am
by belfegor
Ok, sorry. Updated first post.

Now link with correct DX lib.
Fixed jump at the begging of level.

Screenshot next time. This machine that i am using for internet cant run demo so i cant take screenshots.

Posted: Thu Oct 04, 2007 12:19 pm
by rogerborg
Downloading now... should be done sometime in March 2008 at this rate. :(

Are you versioning the releases so that you know which version we're reporting bugs for?

Posted: Thu Oct 04, 2007 12:51 pm
by belfegor
Ok, i blessed it with number 0.1.
Next time when i update package ill add txt file with additions/fixes in
its own Zip file, so you can see what's changed and deicide if you wish to download or not.

Posted: Sat Oct 06, 2007 1:54 pm
by belfegor
Currently uploading demo (have some problems), will be avilable tonight.
Should have faster download speed now.

No new updates in this one, although i am modeling lower floor that will be conected with elevator and testing ledder code. Crouch and jump is finshed (in the next update avilable).

Posted: Sat Oct 06, 2007 6:40 pm
by andrei25ni
I played it and it looks interesting.
It reminds me of Penumbra. :D
I like the menu system.


Good work so far.

Posted: Sun Oct 07, 2007 1:17 am
by BlindSide
Don't mind me asking but... did you have to transfer this on a floppy disk to get it on the internet?

Posted: Mon Oct 08, 2007 9:24 am
by belfegor
Thanks for comments.
Don't mind me asking but... did you have to transfer this on a floppy disk to get it on the internet?
When i tried to upload as whole piece it frezes always at 60% (tried 4 times)
so i got this uploded by cutting it into pieces.

Fixed body picking:

Code: Select all

// pseudo
if(interactKey pressed &&     barrel->GetTransformedBB().intersectWithLine(camLine));
PickUp();


I still working on modeling so ill wont update until i have more interesting stuff going on.

Posted: Mon Oct 08, 2007 10:43 am
by sio2
When I click on one of the download links I get a blank page with just "404 - Not Found" on it. Are the file names correct and have you put them somewhere publicly accessible?

Also, if you're interested in free web hosting you could try g0dsoft.com. My website is with them and it seems fast and has lots of space.