Isotröma

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News report

Experimental demo (18/10/2015) :

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Hello,

I make a new topic of this game (following this one ) because, after 1 year of giving up, i took this project back a few mounths ago.
Since then i tried to upgrade the graphic quality from crappy to average ;D , without handicap too much the low configs.

So i did a new demo !

The basics are still the same : FPS, short maps, terrain destruction, gravity switch, changing character ingame :o .

A few screens ?

This demo is still a tech one, so the gaming time is short (15-20 mins) because it’s made of 7 micro-tutorials and a short wip level.
I must warn some elements are still…controversial (explosions, menu screens, …).
(if you finish a campaign, i think you may laugh…)

Technically, the requirements are :

  • OpenGL 2.0 and +
  • Java 1.6 and +

I haven’t tested on Linux and Mac (but it must be ok…).

nevertheless i count on you to sharply report each bug ! (especially collision ones, still my nightmare…)

And here is the download link :
http://tesseract-fps.sourceforge.net/isotroma/index.html

Thank you and good test ^^ !

@saucymeatman
Thank you, really sorry for not answering on old topic :’( .

Still nice, although i quit at the digging intro, its just so easy to not even find the hints.
Also… is there any good reason why you torture people by forcing them to move their WASD fingers one step to the right?

Thanks for the test ^^ .

[quote]i quit at the digging intro, its just so easy to not even find the hints.
[/quote]
Ha, yes, maybe really too enigmatic ::slight_smile: , Ok i’ll work at it.

[quote]is there any good reason why you torture people by forcing them to move their WASD fingers one step to the right?
[/quote]
What about that : in Europe keys positions are different (azerty) and esdf fits to both keyboards ;D .
I understand that can be annoying, but you can change keys in the options (in fact you can only do that :smiley: ).

Works great on my PC :slight_smile:
However on my mac there are quite a few bugs.

First and foremost, the resolutions don’t work properly for me in Fullscreen. I chose 1920x1200 FS, and when launching the game it seemed to only show me a quarter of that resolution stretched across my whole screen. When I relaunched in a lower res and not in fullscreen, the game ran fine.

However, it seems most of the BSP files of your maps do not load on my mac :frowning:

java.io.FileNotFoundException: data\map\unfinished_gen\f00a.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\f00b.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\f01.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\platform00a.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\platform00b.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\platform00c.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\platform00d.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\platform00e.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)
java.io.FileNotFoundException: data\map\unfinished_gen\lab00a.bsp (No such file or directory)
	at java.io.FileInputStream.open(Native Method)
	at java.io.FileInputStream.<init>(FileInputStream.java:131)
	at java.io.FileInputStream.<init>(FileInputStream.java:87)
	at editor.Util4Gen.readEntityBsp(Util4Gen.java:295)
	at world.MapReaderGame.readMap(MapReaderGame.java:344)
	at world.MapContainer.load(MapContainer.java:52)
	at loops.LoopLoading.init(LoopLoading.java:100)
	at jglgame.JGL_Loop.startLoop(JGL_Loop.java:103)
	at main.Main.main(Main.java:111)

Looks great in Windows 7, but I also saw the level loading and viewport problems mentioned above in OS X. Also, in OS X, for me the resolution listed in the resolution drop-down isn’t initially highlighted, which makes it white text on a white-ish background.

I will mention that although the tutorials ran fine on my Windows machine, the campaign level took a few minutes to load and ran slowly (~1 FPS). However, the machine I tested on is very slow and has some issues, so this may not be of any significance.

Great thanks to you for the complete tests ^^ .

@orange451
Hmm, this fullscreen problem dazzles me because this part of code only uses lwjgl standard functions…
Maybe i do something in the wrong order… i will inquire about that.

For the BSPs, absolutely, there was file path bugs on Linux/Mac, now it’s repaired ^^.
(I’m sorry, you have to download again the demo…)

@Jesse
Ok for the resolution menu, that’s true that can be annoying…

The very low fps doesn’t really surprises me, it’s certainly because of the large volume of 3D data in this level, and the loading/releasing operations it causes, i noticed the same thing on a little notebook.
In this case, it would be be even better that the game crashes ^^ .

Don’t draw all of us into this! :slight_smile:
Large parts of Europe, maybe more, also use QWERTZ.
Using ESDF seems just… wrong to me… maybe some toggle shortcut between both?..

[quote]Don’t draw all of us into this! Smiley
Large parts of Europe, maybe more, also use QWERTZ.
[/quote]
Ha ha, ok, sorry for the offense ;D .

[quote]Using ESDF seems just… wrong to me… maybe some toggle shortcut between both?..
[/quote]
Hmm, in theory you can change keys in the options (which is saved between the launches)… Maybe you have a bug, is this working ?

No, I was more talking about not having to change them all manually but to just click a “switch between” button or something to switch between WASD and ESDF, maybe even detect the layout on startup and set the default to that?..
Well, it would be nice if you could do something like this, but it isn’t that big of an issue.

Oh ok, yes it’s a good idea, kind of presets ^^ , i can do that.

I like the pentagram from the band Dimmu Borgir :wink:

Haha, yes i think i put it in almost all my projects :smiley: !

Hello,

I uploaded a new version trying to fix the reported problems :

  • bug fix on keys choice (mea culpa Drenius), and WASD as default
  • better setting of the player speed
  • modification of the incomprehensible tutorials
  • light modification of the “wip level with mountains”

The progress is light, i’ve been busy this w-e and i added an embyo of cut-scenes system which has been surprisingly a pain ;D .

Download link :
http://tesseract-fps.sourceforge.net/isotroma/index.html

Don’t hesitate to report me your impressions !
Next step : finish the wip level and add a few others i kept warm :slight_smile: .

Ps : for the Mac (fullscreen pb, …), i didn’t know but it seems OpenGL/Apple is a recurrent well-known big issue, i’m afraid there’s nothing to do…

Do you mean that OpenGL in OS X is a problem in general? Or just with the framework you’re using?

If the latter, what framework are you using? (Maybe you already mentioned it somewhere…)

Yes, it seems Apple, Amd, Nvidia simply don’t mind providing a decent Opengl support, since a long time…
Even the OsX maintener for Blender have informed he stops the Apple support ( here ).

I’m using LWJGL :wink: .

Said that, i just found a LWJGL flag to enable native fullscreen !
May i ask you a favor ?
Can you try this run script instead of the current one ?
http://tesseract-fps.sourceforge.net/isotroma/run_mac.sh

Fullscreen appears to be working now (and it actually seems to be working whether I use the new script or the old one). Also, the campaign level ran fine on my Mac (I’d mentioned previously that it ran poorly on my Windows machine, which is very slow).

Maybe others can comment on the Apple/OpenGL issue, but I’ll just say that although there are some issues there, I don’t think the situation is intractable by any means, at least for games. (For what it’s worth, a lot of OpenGL-based games are published for Mac.)

In any case, it does seem that the changes you made have addressed the fullscreen issue (here at least).

Ah great, thanks a lot ^^ .

For the gl issue, yes maybe it’s not so serious, i found this page , but it’s old and concerned specific features.
Actually, hard to have an idea of the current state…

Hello, a small post to give a few news of the project.

Finally, i started a try to increase again the visual level of the game, which drives me to make a deferred rendering pipeline.
Today the geometry pass and lights display are ok, and the shadow maps too. I currently work on ssao and cascaded shadow maps (which, i admit, is not easy to integrate).

I also started the model of a new level, which will be used both as the beginning of the campaign and as a testing zone of the visual improvements.
Here is a little view (still a bit empty ^^) :

My plan for a few time is to put this finished level online, then successive experimental versions following the visual progresses.
First versions should be :

  • cascaded shadow maps (maybe with ssao)
  • vegetation integration
  • water integration

Hope it won’t take too long ^^ …

Some AA would also go a long way :point:

This looks good, keep it up!

;D ;D !

Thank you ^^ .