doesnt let me turn around…
Can you tell me if the mouse is correctly grabbed (mouse cursor should disappear when you click on the applet)? And what OS you’re using?
Thanks
EDIT: If anyone has the same problem, any relevant pieces of information is welcome
Just discovered this … Firstly, this is brilliant. Very well done.
BUT.
I’m stuck on Level 6! And I have been for so long Any hints?
jump onto platform, boost into air twice, going backwards
running backwards jump boost, turn in air and pull
jump and boost down into bottom corner
jump off and boost of floor twice, at a good angle to get the distance for the ledge infront on left (no need for the pad in the air)
jump to lava facing opposite pad, as ure falling double pull ureself up
I just corrected a bug that disabled lava glowing effect on AMD GPU
Enjoy !
How do you detect such bugs?! O_o
And how do you fix it?! o_O
Well, I own a nVidia GPU, and nVidia is really tolerant with GLSL. But AMD is not. I was only printing GLSL log file in error case, so I thought everything worked fine. Thanks to someone who told me he had a good AMD GPU and he had GLSL error in the log file, I searched why and decided to print GLSL log file in any case… And it turns out I had some warnings, which are actually errors with AMD.
GLSL is now warning free! (Which is normal )
Oh that’s pretty cool!
what a wonderful game!
P.S. I think people are cheating on your fastest times lol. 13 seconds for the third challenge. That’s how long it takes to walk to the first magnet box!
I’m getting these insanely strange errors when playing the game. They didn’t happen before, but they make the game virtually unplayable.
Graphics Card: ATI Mobility Radeon HD 4200 Series
Java Console Output:
Java Plug-in 10.7.2.11
Using JRE version 1.7.0_07-b11 Java HotSpot(TM) Client VM
User home directory = -SNIP-
----------------------------------------------------
c: clear console window
f: finalize objects on finalization queue
g: garbage collect
h: display this help message
l: dump classloader list
m: print memory usage
o: trigger logging
q: hide console
r: reload policy configuration
s: dump system and deployment properties
t: dump thread list
v: dump thread stack
x: clear classloader cache
0-5: set trace level to <n>
----------------------------------------------------
CacheEntry[http://overbind.comoj.com/lwjgl_util_applet.jar]: updateAvailable=true,lastModified=Fri Jun 15 16:13:54 EDT 2012,length=40191
CacheEntry[http://overbind.comoj.com/lzma.jar]: updateAvailable=true,lastModified=Fri Jun 15 16:13:56 EDT 2012,length=9296
jso loaded
user: Screemio
LevelSaved: 9
vertShader log:
Vertex shader was successfully compiled to run on hardware.
fragShader log:
Fragment shader was successfully compiled to run on hardware.
GetChalInfo
GetChalInfo
GetChalInfo
JESTERRRRRR
Mickelukas
mutsop
Milch
NateS
Exfridos
ra4king
Bert210
Tjstretchalot
Denis
Table score n°0 loaded
Denis
JESTERRRRRR
Mickelukas
Exfridos
timSpekler
QuicK
Herbherth
cupcakey
mööp
********
Table score n°2 loaded
JESTERRRRRR
Mickelukas
Cero
timSpekler
magdy
bigsexsy98
Tjstretchalot
cupcakey
Milch
********
Table score n°1 loaded
Slot loaded !
Slot loaded !
23.410007
jumpPlay
@cupcakey: you’re right, that’s… impossible… how do you do guys ? What’s the trick ? Timer bug, collision bug…?
@Screem: OMG ! :o I need to check this out right now !
Okay, so I updated the shader process to improve error detection (as I’m working on another project with more GLSL, I really needed to improve this part) and found the following error: GL_INVALID_ENUM
I was actually accessing uniform variables in the shader while it was not loaded.
I corrected this error, and was able to test the game on a ATI RADEON HD 2400… and it works! So i hope you don’t have the same error now. Please tell me if it 's okay now. In any case, thanks for your feedback ! ;D
I just want to say => GLSL error detection is a pain in the ***
Hmm… I still get the same problem. I think it might be that it’s not downloading the fixed version, I see the LWJGL screen “Checking for Updates” for about a second, then it goes straight to the game.
Just a heads up, I sold my laptop on eBay, so come Monday I won’t have it anymore which means I can’t test if it works or not.
Really hope this isn’t too hard to fix, Overbind is reeeally fun! Though if I may suggest something it would be to even out the spaces in the text. Some letters are almost overlapping others, and then some are really spread apart from the rest. Just a little suggestion, it’s the little things that make everything seem nicer sometimes.
Agreed ! When I have time, I’ll fix this character overlapping problem… don’t know when yet :clue:
For the bug, if LWJGL does not download the updated jar, of course there won’t be any change (I don’t have any idea why LWJGL is not downloading the new version though). But I can’t see where there could be any bug now with GLSL, I really checked every steps and every access. (yet I learnt one important thing with bugs: never say never :P)
Thanks for your support Screem ! Warn me of the result if you succeed in launching the update before tomorrow.
If someone find the same bug on latest version, please report it.
:point: :point:
- Starting a challenge by going through t… => fixed
- After repeating #1 many times, the timer simp… => should be fixed as it depends on previous glitch
- Story mode, after the above glitches, started… => fixed
- Footsteps aren’t stopped when going in menu => fixed
Of course, when I say fixed, I refer to what I tested… So there should be a way to get the timer behaving weirdly, but I don’t find it!
And if there were a glitch with the timer, why the best time would not be 0:00 or something really short ??? I don’t get it
I think it didn’t record the time because, although I was in the arena, the game wasn’t actually started so it wasn’t measuring anything
Also I found another bug: sometimes my character keeps jumping when I’m not hitting the spacebar. It seems to occur after I jump then right/left-click on those orange things. The spacebar boolean is not reset or something
I am not using any glitches to get to the times. If you just keep on trying and use the fact that you can click squares while in the air to get an extra boost all times (and even lower) is possible
Mike
:o impressive !