Survivor - first alpha!

It is the same issue, (large chunks of the same code). It seems to be to do with the use of texture by reference (i.e. GUI overlays) in Xith.

I’m afraid I never got a really good answer from the guys on this one. I reakon I’ll be updating Survivor with a bespoke overlay system after the contest submittal.

Cheers for the report as always SW,

Kev

I have the same issue with the menu’s being super slow, even though it shows high fps (and the game itself runs fine including the keyboard controls).

I haven’t read the whole thread. Hope this wasn’t mentioned before…

I had a problem with entering a new room. I was going into the new room and the name of the room was displayed as normal. But I didn’t go right into it and turned around into the opposit direction. So I could walk around the room I should be in and could walk through walls and stuff but could not get into the room the game thought I should be in.
Hope you understand my point.

I can’t get consistently smooth gameplay. It periodically speeds up by a factor of 2 and then slows down again. The frame rate never drops below 70fps, and occasionally goes as high as 120fps. I surmise therefore that it’s something to do with a hires timer going awry, or its dependent code.

Cas :slight_smile:

constant 270 FPS from JOGL, thats surprising. The sound did cause me trouble, it kept on cutting up every 2 minutes or so, with a very loud BANG!, then it goes away, 15 secs later its back to normal.

Blah^3, I have many ideas for harder levels, if you want, i could make some, just send me a message about where to download the editor from…etc and il send you the levels. How does that sound?

There is a bug when entering the ‘secret passage’ area - if you walk upward as soon you enter the area (back into the door), you can get outside the bounds of the level!

Duno if you can do it in other areas (or infact any area).

Sound is pretty terrible at the moment; sorry, but I was testing some new sounds. Not sure if we will use them or not yet. I suggest turning it off from the main menu :).

SWP: the OS X situation is miserable :(. But you know what our main alternative is :wink: (LWJGL)

Isn’t LWJGL broken on OSX?

Kev

exactly :stuck_out_tongue:

Only coz no bugger has helped us solve the webstart issue :frowning: (Swing grabs input from us)

Cas :slight_smile:

has anyone seen agency9’s entry? Its brilliant, multiplayer Quake III in java! its actually better than quake! If only you managed to hook it into GrexEngine! If only…

[quote] has anyone seen agency9’s entry? Its brilliant, multiplayer Quake III in java! its actually better than quake! If only you managed to hook it into GrexEngine! If only…
[/quote]
GrexEngine … they definitely need HeadQuarter!

Ack, they need webstart first! No idea if it’s suitable for GE because they only distribute a ZIP, which is more hassle than I can be bothered with :frowning:

lol, i wasn’t talking about GE with Agency9, i was talking about Survivor with GE. Should have made myself clearer I suppose. :slight_smile:

Sigh…this is getting pretty fun!! And I MUST stop playing it!!

Anyway, I am having a hard time figuring it out which type of player is more useful. Being fast is extremely important, but shooting fast is as much when there is a BIG crowd following you.

I was thinking, every “sort” of monster has the same AI for chasing the player? It appears so, since they all seem to chase after me, even with blocking wall and, sometimes, they do some kind of “dodge”. It might be fun, and harder, to have different kinds of behavior from the enemies. There might be some who go straight at you, others who tries to encricle, and so one. Of course, it might be a bit difficult to program this.

Oh, there are very minor bugs now and then. There are rare times when an enemy get out of the “playing field”.

I don’t like monsters with brains. It takes all the fun out of killing them.

For lessons in this kind of gameplay learn from the masters:

Robotron
Gauntlet
Doom
Crimsonland

All brain-dead! Brilliant.

Cas :slight_smile:

[quote]It might be fun, and harder, to have different kinds of behavior from the enemies. There might be some who go straight at you, others who tries to encricle, and so one. Of course, it might be a bit difficult to program this.
[/quote]
Each mob can have it’s own unique AI already (AI is scripted, so adding new ones is quite easy). At the moment, we only have 3 mob AI’s (which is pretty good considering that 48 hours ago we only had 1!), and one of them is a fair bit faster than the others, so Temple mixes all 3 freely to improve performance.

Temple needs some serious rebalancing - the new AI’s caught me somewhat on the hop, and the level balance has been broken (although I also haven’t had time to re-balance for the stuff we added to kill DP ;)).

If we taught monsters to encircle you any more effectively, then you would have a snowball’s chance in hell of completing the harder (not even the hardest) rooms. As it is I am using Dave’s latest mobscript sparingly: he occasionally nominates “champions” who get angry and decide to dodge the queue: they speed up, leave the crowd, and come after you with some serious attitude.

But…maybe once we add powerups we’ll need the better AI to keep it from getting too easy ;D/

On a second though, leave the AI as it is!! I am already having a hard time now. ;D

wow, spend a week moving to a new home and miss seven pages of chat on a new game!! dang! Will play when I get home!

I’ve put up a basic manual on the website; not much extra added, but will probably add more details to it over time.

DP: mail me on ceo @ grexengine.com if you’re serious about having a go with the editor; it’s not really ready for use yet, but if you’re brave I’ll try and get you started as an experiment.