Update 8 :
if as me you are afraid by spiders and hate them, you will love this version
http://demo.dzzd.net/FPSSample8/
tips: a spider is only dead when it dont move anymore
Update 8 :
if as me you are afraid by spiders and hate them, you will love this version
http://demo.dzzd.net/FPSSample8/
tips: a spider is only dead when it dont move anymore
The display gets frozen when I start walking
any console output ? browser is frosen ?? really strange can you give me anymore information ? it start fully software it should not froze anything
The walk sound loops continuously and the game doesn’t respond. Nothing special in the console, no Java exception. I’m going to try again.
On a computer under Debian Etch with no sound, the bug is not reproducible.
hum… maybe that : if you click outside the applet while you press a key to move (one of th arrows) it may cause such problem, isn’it that ?
No sorry. I have just tested a few minutes ago. I can play with your game only if I don’t move or it gets frozen.
Soild performance here, although switching between soft/hard mode seems a little bit slow(took me about ~7 secs and the applet went black).
I noticed the phong’s specular hightlight on your moving models, they look very nice. I also noticed when you switched to hardware mode,
the models become guround shaded. Does open gl not let you do phong’s shading easily?
[quote]No sorry. I have just tested a few minutes ago. I can play with your game only if I don’t move or it gets frozen.
[/quote]
too bad… only if you dont press any key ? but you can move mouse ?
[quote]Soild performance here, although switching between soft/hard mode seems a little bit slow(took me about ~7 secs and the applet went black).
[/quote]
hardware switch requiere some native libraries download and is doing while the game is running so this is not surprising me, but if you switch back to soft (S) and then to hardware (H) it should be immediate or a lot faster
[quote]I noticed the phong’s specular hightlight on your moving models, they look very nice. I also noticed when you switched to hardware mode,
the models become guround shaded. Does open gl not let you do phong’s shading easily?
[/quote]
not really rather I did not try to implement it yet (in software you got a lot more as phong, reflective map, normal) in hardware I only implement few thing as it was/is intended to be a fallback for now but will be improved in the futur, the opengl renderer is a very little class for now.
[quote]Quote
No sorry. I have just tested a few minutes ago. I can play with your game only if I don’t move or it gets frozen.
too bad… only if you dont press any key ? but you can move mouse ?
[/quote]
I have updated the API, not sure it will help but maybe you can give it another try ? it run fine here it pass the Microsoft 1.1 JVM test !
API updated for this one => http://demo.dzzd.net/FPSSample8/ (it is also a little faster)
NB:
Thijs is working on an extension to use the Robot class and than enable FPS control (same kind of extension than the jogl one)
I can only use the mouse to look around and to shoot, I can switch to hardware mode but I can’t go forward or backward.
I will test it when I’m back home at it is reproducible only on my home computer.
Not that average Joe would try to break the applet, but it seems to be very easy by reloading the page (outofmem, firefox, 1.6 update 10).
I think I managed to work around this in my own applet (yesterday! horay!) by:
edit: forget what I wrote, my applet is still breakable (but it is difficult). shit.
yup… there is not any java plugin with a good applet life cycle … I used to do the following in some Applet (this give good results but not perfect ):
in destroy :
this.getParent().remove(this); => resursivly
System.gc();
this do a better clean of your applet but nothing for the other applets loaded before
I watch this in JConsole:
Name: Thread-58
State: BLOCKED on java.lang.Object@1b94ea2 owned by: Direct Clip
Total blocked: 1 Total waited: 0
Stack trace:
com.sun.media.sound.DirectAudioDevice$DirectDL.flush(DirectAudioDevice.java:672)
com.sun.media.sound.JavaSoundAudioClip.stop(JavaSoundAudioClip.java:205)
- locked com.sun.media.sound.JavaSoundAudioClip@13dc4d5
sun.plugin.viewer.context.AppletAudioClip.stop(AppletAudioClipFactory.java:340)
- locked sun.plugin.viewer.context.AppletAudioClip@161def0
sun.plugin.viewer.context.PluginAudioClip.stop(AppletAudioClipFactory.java:181)
game.spiderExperiment.FPSSampleMain.playerControl(FPSSampleMain.java:789)
game.spiderExperiment.FPSSampleMain.doGameLogic(FPSSampleMain.java:521)
game.spiderExperiment.FPSSampleMain.render3DWorldSpace(FPSSampleMain.java:435)
net.dzzd.core.ap.render(Unknown Source)
net.dzzd.core.ap.run(Unknown Source)
java.lang.Thread.run(Thread.java:619)
Name: AWT-EventQueue-2
State: WAITING on java.awt.EventQueue@90ed81
Total blocked: 2 Total waited: 1 391
Stack trace:
java.lang.Object.wait(Native Method)
java.lang.Object.wait(Object.java:485)
java.awt.EventQueue.getNextEvent(EventQueue.java:479)
java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:245)
java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
java.awt.EventDispatchThread.run(EventDispatchThread.java:121)
java.io.FileNotFoundException: http://demo.dzzd.net/FPSSample8//LIB/gluegen-rt-natives-linux-i586.jar
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at sun.net.www.protocol.http.HttpURLConnection$6.run(HttpURLConnection.java:1296)
at java.security.AccessController.doPrivileged(Native Method)
at sun.net.www.protocol.http.HttpURLConnection.getChainedException(HttpURLConnection.java:1290)
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:944)
at net.dzzd.extension.jogl.JOGLLoader.a(Unknown Source)
at net.dzzd.extension.jogl.JOGLLoader.load(Unknown Source)
at net.dzzd.extension.loader.ExtensionLoader.loadExtension(Unknown Source)
at net.dzzd.DzzD.newRender3D(Unknown Source)
at net.dzzd.core.r.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.io.FileNotFoundException: http://demo.dzzd.net/FPSSample8//LIB/gluegen-rt-natives-linux-i586.jar
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1239)
at sun.net.www.protocol.http.HttpURLConnection.getHeaderField(HttpURLConnection.java:2052)
at java.net.URLConnection.getHeaderFieldInt(URLConnection.java:579)
at java.net.URLConnection.getContentLength(URLConnection.java:474)
... 6 more
After some minutes, the game is no more frozen but when I try to walk again, it gets frozen
I succeed in going forward when I press the right button on the mouse without releasing it. When I touch the floor, it gets frozen again.
Looks like the cause is the first exception; its a problem with the sounddriver… or your sounddriver and jvm not liking eachother. Can you play sound (using AudioClip) with other Java apps/applets on that config?
I’m not sure about the second, the stacktrace doesnt seem to trace back to the applet, it seems related to the first exception.
The last exception is because you tried to switch to hardware rendering, but we havent placed the necesary jar online for your jvm (gluegen-rt-natives-linux-i586.jar) :-X
The controlling is indeed bad and when i was trying to make a FPS-like game in Flash i had the same issue. I solved it by using WASD to move and turn around and using the mouse to aim. Here is an -unfinished- example of what i’m talking about.
I remind you that I worked on the Java Game Tome some months ago at the beginning of the project and I tested lots of games successfully (hundreds). My sound driver is fine, it works fine with TUER (webstart) and Tesseract (applet) that are both open source and use both AudioClip.
I don’t have to place it, it is up to the author to do it and I see that he copied some jars on my machine when I activate the hardware rendering.
Well, something seems to break down with the AudioClip, especially since you say it happens when you try to walk; Thats when the footstep audioclip is played. We’ll put a nosound version online to test.
I never said you’d have to, I said we forgot ???
Nice game! I just love these oldskool raycasted type of games. Those controls work very well for that type of game indeed, but I guess it’d work less intuitive in full 3d where 6dof mouselook is important. I’m working on a option that uses the robot class for mouselook, but it will require the user to accept a certificate when they chose that option. I guess it’s the same dilema as console gamers vs pc gamers. Maybe we can give the non robot-mouselook players a slight advantage using limited auto-aiming or something.
Add autosloping (camera that automatically has a look-at direction parallel to the surface the player is on) and auto aiming. With some clever level design this shouldn’t be a problem (although it is still a workaround for a silly limitation - Shockwave can lock the mouse and i see nobody that took advantage of this… also the runtime can always provide means to unlock the mouse - which shouldn’t exist and its the reason i use LWJGL in my Java project).
[quote]Add autosloping (camera that automatically has a look-at direction parallel to the surface the player is on) and auto aiming.
[/quote]
could be a good option especially for casual game, even if it will give less freedom (like shooting upper itself) but anyways as casual gamer like simple control… why not.