TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Can you not get this space on java.net? You can host your source there too.

Cas :slight_smile:

Yes! Good idea! I will check if there is enough room to do it.

[quote]I didnā€™t pay for it. These chipsets are on all our computers at work. Thank you for admitting that this chipset has a mediocre driver. Hansdampf said that this chipset works fine with all the games he played with (even though I get 8 times more FPS than him with an older graphics card with the game ā€œHexxagonā€) and Orangy Tang said that it is not a driver problem.
[/quote]
Yes, my graphics card rules!
I can play UT2004, HOMM, Warlords3 and Defender of the Crown. I donā€™t think you have more fun with Hexxagon in 400 fps than with 63 (I guess capped).

Your graphics card rules with DirectX, there is something wrong with OpenGL even under Windows :

I donā€™t have more fun with Hexxagon in 449 FPS than with 63 but you have no fun with TUER in 1 FPS whereas you should get at least 8 FPS and it doesnā€™t come from my game, it comes from the driver of your graphics card. Before suggesting me to reduce the resolution and to check what is supported by the graphics card, before criticizing my ā€œgameā€, you should rather check if something is wrong with you own graphics card. If you test your games with Quake 4, the result might be disappointing.

Finally, I will go to www.tuxfamily.org. There is more space and the servers are quicker. TUER will be easier to launch. The map of cells is almost corrected. It will be ready in a few days.

GOOD NEWS : TUER can now be launched very quickly : less than 1 minute at home here (100 Mbit / second). The new link is :
http://tuer.tuxfamily.org/tuer.php

Unfortunately, Iā€™m still working on the cells-and-portals algorithm. One cell is still invalid on the network composed of 183 cells. There are many ā€œspecialā€ cases to treat and the implementation requires much time that the amount of time I planned a few months ago.

The source code has been updated and moved at :
http://download.tuxfamily.org/tuer/tuer.zip

http://tuer.tuxfamily.org/screenshots/screenshot_nvidia8800gtx.jpg

TUER under NVIDIA 8800 GTX with SLI (2 graphics cards linked together) has disappointing and unstable performance. The FPS is between 210 and 400 FPS, the width of the zbuffer is limited somewhere else (it doesnā€™t respect the limit set in my code, it sets a smaller one) as you can see some white void. Iā€™m going to ask my tester to precise which kind of driver has been used.

Iā€™m trying to draw a rocket launcher. The result is temporarily ugly. I will try to draw something better. The MD3 loader is not compatible with the other components of TUER. Thatā€™s why I could draw this under Blender, I would have had nothing to load it into the game. Then, I wrote a program to compute the vertices to get this :

http://tuer.tuxfamily.org/screenshots/snapshot_rocketLauncher.png

UPDATE OF THE GAME :

  • now you can see your rocket launcher

This weapon is ugly, I spent only 3 days to draw it without modeling software because I have no loader fully compatible with TUER, my MD3 loader requires some modifications to become compatible. Of course, the rocket launcher wonā€™t stay as ugly as it is. When the loader is compatible, I will try to ask someone to draw a prettier one.

Iā€™m going to add a ANT script because some people canā€™t use my makefile. As ANT is included in some famous IDE like Eclipse, it will allow many users to compile the source code easily.
Iā€™m going to reactivate the system which handles the impacts but I will modify it to allow a more accurate positioning of the dirty black marks on the walls. If you have any suggestions, check at first if they have been added here :
http://tuer.tuxfamily.org/project.html
At the bottom of the page whose link is given above, the list of the change requests appears. It sums up all the change requests suggested by people from everywhere and my own change requests planned for some months only if they havenā€™t been rejected.

Now the ANT script called build.xml is ready. Could someone test my game with an NVIDIA graphics card? There is still a sort of big white void especially with these cards (tested with Geforce 6600, Geforce 8800 and Geforce 4 MX). I need to know the cause of this problem to find an efficient workaround.

Couldnā€™t see any graphics problems on a 4MX - framerate massively improved ~20fps - but aiming still a real problem as a tiny mouse move gives a huge (& it looks like a linear) change in the aim direction. Try (without moving about) aiming at the lamp to the far left of the start, the crosshair jumps from one side of it to the other of it! It doesnā€™t feel like you can aim accurately, though you can still destroy the lamp by firing to either side of itā€¦

Thank you very much for this test, SimonH. I tested my game under windows with a Geforce 4 MX, I got 8 FPS and I succeeded in aiming but I get accustomed to use some very very highly sensitive mouses. erikd and you have some difficulties to aim, it seems to be important to allow users to configure the sensitivity of the mouse to allow them to have a better experience. This change request is already present in the list of the change requests. I may plan to add temporarily an external program to modify these settings. I canā€™t add any other menus using AWT and SWING as it causes some flickering.

Good news :

  • some students might join the team in the next semester to program some major features in the game
  • some tests will be done under Microsoft Vista

Iā€™m going to update the game tonight. I had to remove the slow mode because it was incompatible with the design of the application (MVC mostly) and it requires too much memory. The game now uses between 16 and 32 MB instead of between 57 and 63 MB before. Iā€™m still working on the system that handles the impacts.

The update will be delayed to improve the performance.

Hello,

First off, nice work, its good to see a project like this making lots of progress.

The only thing I have to comment on at the moment, is that you definitely should add a loading bar to the loading screen. I thought the game had froze and i started trying to alt tab out of it.

Which brings me to a problem i experienced while trying to play. When the game was up and it said click the mouse button to play, i couldnt alt tab away from the screen. My desktop would flicker while i was pressing the keys, and then the window would be back up. But it didnt have focus so i could not click for the menu until i had alt tabbed back to the window (watching very carefully through the flickers for the java icon of the game :P)

But yea, other than that its sweet (Y)

Thanks for your interest and for your compliments.

The next version will have a shorter loading time (as I removed the images loaded for the slow mode) but a progress bar would be useful. The flickering will disappear when I remove the SWING and AWT components used for the menus. I will add the suggestion of the progress bar tomorrow in the list of change requests. This progress bar will be rewritten because I should avoid using a JProgressBar to avoid flickering. Avoid using alt tab at all. Clicking only allows to make the menu appear (again).

My new 3D card (ATI X1950 Pro) doesnā€™t work properly. I have some problems. My computer becomes very hot when I use it. Therefore, the development of the next features is delayed.

I have forgiven the Powercolor ATI RADEON X1950 Pro 512 MB GDDR3. A curious bug appears only with the ā€œ512 MBā€ model, some textures of artwork are torn or completely stretched. All the features that require occlusion culling and pixelshading are delayed. Iā€™m sorry.