Could you inform me too 'bout that testcase? i have an old pc with a matrox card that has trouble with that, too
Krypto (and anyone else who keeps getting red textures)…
Could you try the contents of:
http://www.cokeandcode.com/astroprime/test/JoglModeTest.zip
You’ll be presented with the list of modes jogl thinks you support. Select one that seems good and try it… you should get a “Jogl Test” message on the screen. Keep hold of the standard output, it’ll list the mode that was request, the mode jogl would have normally chosen and will display the mode you’re selecting…
Let me know if any of the modes actually get you normal text on your graphics card…
Thanks for any help,
Kev
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Shouldn’t we move the Thread? I think it doesn’t belong in Game Play
?!
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I tried your stuff, but all I get is a strange Jogl exception. I tried to fix it, but I didn’t get a solution to it:
--------------------------
Target was:
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
--------------------------
Would have chosen:
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
--------------------------
net.java.games.jogl.GLException: Error swapping buffers
at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.swapBuffers(WindowsOnscreenGLContext.java:140)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:193)
at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:119)
at java.awt.Component.setBounds(Unknown Source)
at java.awt.BorderLayout.layoutContainer(Unknown Source)
at java.awt.Container.layout(Unknown Source)
at java.awt.Container.doLayout(Unknown Source)
at java.awt.Container.validateTree(Unknown Source)
at java.awt.Container.validate(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "main" net.java.games.jogl.GLException: Error swapping buffers
at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.swapBuffers(WindowsOnscreenGLContext.java:140)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:193)
at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:119)
at java.awt.Component.setBounds(Unknown Source)
at java.awt.BorderLayout.layoutContainer(Unknown Source)
at java.awt.Container.layout(Unknown Source)
at java.awt.Container.doLayout(Unknown Source)
at java.awt.Container.validateTree(Unknown Source)
at java.awt.Container.validate(Unknown Source)
at java.awt.Window.show(Unknown Source)
at JoglTest.<init>(JoglTest.java:41)
at JoglTest.main(JoglTest.java:139)
I used to get that with an old driver, its just a shutdown problem…
Did you try using any of the modes?
Kev
The problem is not a shutdown problem. i don’t get a list of available modes. it crashes direct at start. the text is everything i get
Erg,
sorry to have assumed, I’ll look at it as soon as I get back from work.
Kev
[quote]It doesn’t run for me any more. =( I just get a white screen. Fullscreen.
[/quote]
Just tried it and got the same thing… windowed mode worked …
Then for some reason I couldn’t shoot anymore, after 2 shots. I may have hit alt or something t take the focus away for a second… but it was back, cause I could still steer the ship.
There’s a comms issue that I’m working on. Frankly, my network code appears to be a bit pap… rewriting as we speak (the flying bit is controlled client side, so you could still fly but not shoot).
Kev
Sorry to revive an old thread, but having just seen Herk’s JPilot prototype I’ve decided to air a thought I’ve been having on Astroprime and hopefully solicit some feedback.
I’ve been wondering about removing the flying bit altogether and making it literally a space trading game, i.e. no control over ship over and above a few strategic decisions and course plotting. Although I’ve already gone down the track of supporting multiplayer flying within the universe I’m wondering whether I really need this. The main reason I’ve come down to this is 2D. If I’m going to allow players to fly in 2D do they really care about the flying bit at all. I mean, if it were 3D and totally immersive I can imagine people wanting to fly the ship.
I enjoy flying the ship in 2D or at least what I’ve played already, but I’m simply wondering whether its worth including for the masse of players? This is also currently leading me to want to jump to another project (yet again).
The current web site is: http://www.newdawnsoftware.com/astroprime
Any thoughts, feedback or slating appreciated…
Kev
I personally don’t like pure strategy games, so I would prefer the flying around stayed.
E.g. I would play Elite or Frontier… but without the interactive direct control, you might as well have a text only game.
I love flying in 2D. And I don’t say that only because I develop the 2d stuff with you . I love playing the old-style games.
And it’s easier to create a good lookin 2d game than a 3d game. If you go 3d, you have to go with all the latest effects, more work for you :).
troggan