Squareheads

Squareheads is a first person shooter, that I’m working on in my spare time. It’s going to be multiplayer only game. Although I might try to make some boots.

A webstart demo can be found here:
http://home.halden.net/tombr/squareheads/squareheads.html

Ok, its a little basic atm, but I think its pretty ace! No hassle, no problems… just worked…

Keep it up!

Kev

Cool stuff 8)
I’m looking forward to seeing this progress!

Erik

Worked perfectly, Love the avatar! ;D

no problems, nice start

Doesn’t work for me. The window opens, everything is black and then it closes. That’s on a P4@3.2Ghz, Radeon9700pro (Catalyst 3.9 drivers), WinXP home SP1, Java 1.4.2

Edit: Deleted the JWS caches and tried it again and now it works fine.

Works great!

WinXP Pro, java 1.4.dontknow:), radeon 9700pro, athlon xp 2200, 1.5G Ram

Does not work on Mac OS X (1.4.2DP1)

The application silently disappears when launched - no logs.
I suspect there is an exception thrown that is being caught without actually doing anything to handle the error. tsk… tsk…

Thank you all for testing the game!!

For those of you who did not get it to run. Please try again. I’ve added an error dialog that is shown if it crashes. If it shows (fingers crossed), please post the error message here.

OS X

java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1491)
at java.lang.Runtime.loadLibrary0(Runtime.java:788)
at java.lang.System.loadLibrary(System.java:834)
at org.lwjgl.Sys.initialize(Unknown Source)
at org.lwjgl.Sys.(Unknown Source)
at org.lwjgl.opengl.Window.(Unknown Source)
at sh.SquareHeads.initLwjgl(SquareHeads.java:125)
at sh.SquareHeads.main(SquareHeads.java:857)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:324)
at com.sun.javaws.Launcher.executeApplication(Launcher.java:844)
at com.sun.javaws.Launcher.executeMainClass(Launcher.java:804)
at com.sun.javaws.Launcher.continueLaunch(Launcher.java:682)
at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:397)
at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:199)
at com.sun.javaws.Launcher.run(Launcher.java:167)
at java.lang.Thread.run(Thread.java:552)

Hi,

runs GREAT!!!

I’m looking forward to see the full game.

ciao torsten

swpalmer:
Looks like I made a copy and past mistake in the signing script. The windows dll was used instead of the osx jnilib :-[

I’ve corrected it now, if you wan’t to have another go. I think the game will work on a mac. Although, wasn’t there a problem with buffered keyboard input when using lwjgl on a mac?

Woo, works very well. =D

Kinda hard to actually get a kill in it though. =)

Ok launches now on Mac (had to delete the app and re-install since WebStart did not pick up an updated JAR)

Problems:

  • No mouse cursor… I had to watch for the hover highlighting to know when i was over a button.

  • Only uses built-in track pad of my powerbook, I have a USB mouse connected (impossible to play this style with a trackpad). AlienFlux does work with the external mouse so this shouldn’t be a limitation of LWJGL.

  • Couldn’t move, so I assume what you were saying about keyboard support on Mac in LWJGL might be true… I will have to fire up Alien Flux again to confirm that… i assumed it was fixed though since AF announced the Mac release.

I use the hardware mouse cursor in lwjgl. But I did implement this very quickly. So I don’t rescale the mouse cursor if it do not match the supported min/max size. So probably the cursor size on mac is not 32x32 and it fails. I do print it out though. So you could check it out, if you look at the java console. I’m going to fix this…eventally :wink:

Either that or hardware mouse cursor is not supported.

I don’t do anything special with the mouse except using the hardware cursor. Don’t know why it does not use your mouse.

w,a,s and d uses polling, so that should work. I only use buffered input on [space] and [esc].

Btw. I use lwjgl 8.0 that I downloaded a month ago. So there might be some fixes in cvs that I don’t have.

W,A,S,D did not work.
edit I didn’t see any print out about the cursor… but that may be an issue with my Web Start client.

A new version is out with the following changes:
-ai players
-jumps
-frag limit

very nice!!! Makes my CubeWars look sad. :slight_smile:

Keep it up!

To save time I’ve decided to use the q3bsp as the level file format. I’ve started on the viewer, but there will be some time before I can release a demo of it. But until then I’ve made some screenshots you can look at:
http://home.halden.net/tombr/q3/screenshots.html

Q3 shaders are for the most part implemented. This allows for effects like environment mapping, texture coord animation, vertex animation, misc blending etc.

I’ve not implemented fog nor collision detection agains bezier patches. Don’t know if I’ll bother putting it in.

The renderer is not optimized. I don’t use multitextureing, and I only use glVertex3f, glTexCoord etc. The only optimization I’ve done is to minimise texture binds. Quake is more than 4 times as fast as my viewer :’( Will be difficult to get close to that.

Works fine in Redhat 9.0