It is a pistol in full 3D ;D It is composed of 395 vertices. The texture is very good. This pistol uses normal mapping to increase the impression of details (without requiring a lot more vertices). It has been made with 3DSMAX.
Took a while to load but once loaded it worked flawlessly,fast movement but hard to control with my laptop synaptics pointing device.
I got to fire 2 shots 1 hit the wall and the other missed and then i got killed.Would it be possible to take energy off gradually rather than in 1 hit ?
Other than that great game ;D
Hi!
I think that several robots shot you. I improved the artificial intelligence, sometimes the player undergoes the regression :(, sometimes it works and the robots are able to shoot you from a very important distance. One hit decreases your health of 20%. In some rooms there are more than 6 enemies, you can die very very quickly.
Thanks
I think that some enemies in the next version will make less damages to let the players some time to play lol.
Hi!
The NVIDIA 8400 M graphics card was not working very good with TUER because of a driver bug under Windows, please update your driver if you own this graphics card in order to get an excellent frame rate ;D instead of 2 FPS.
Iām currently implementing something that allows to detect the cells containing an object to ease the addition and the move of objects in TUER (experimental version under JME 2). The bug fixes for Windows are going to be ready, I will use them from Monday. Stay tuned.
Hi!
Lol I like doing several things at the same time but it is hard to finish one particular thingā¦
I will try to include some animated models in TUER in some days, this one for example :
http://www.3dxtras.com/upload/272/pics/big_creature13ds.jpg
I think I have found a good way to generalize my algorithm to split the scenegraph into cells and portals, I will become usable with any kind of map :-o and the public API is simple :
Spatial arena = (Spatial)BinaryImporter.getInstance().load(this.getClass().getResource("/jbin/arena.jbin"));
Level level = new Portalizer( arena ).portalize();
The Level instance inherits from Node, the only big difference is that it is not allowed to add your own nodes into the list of children as it has to contain only internal instances that handle the networks. Instead of doing this:
node.attachChild(childNode);
you have to do this:
level.attachNonStructuralObject(childNode);
For the moment, renaming internal nodes used in a level except non structural objects is not advised but I will remove this limitation as soon as possible.
I have to check how the serialization of JME works as it would be fine to be able to write such nodes into a file. Then, you could pre-compute your whole geometry with an external program, save the result in a single file and load it later in the game instead of using the portalizer during the game which would be expensive in time and memory use.
The main drawback of my portalizer is the performance. There is neither BSP nor octal tree in JME 2, I donāt have enough time to implement both cells-and-portals algorithm and such trees. Then, I donāt sort polygons, my program can spend a very long time to create a forest of networks.
I have read on some other threads that people have spoken of implementing BSP, quad trees, octal trees, portalsā¦ Please avoid wasting your time in implementing the same thing. If youāre working on portals, we should work together to make it faster instead of working separately on 2 similar implementations of the same algorithm.
Finally, the bug fixes of the JOGL renderer are almost all ready except one. Now, I can use StandardGame, it works fine JOGL inside JME 2 is becoming slowly but surely a quite reliable option.
Edit.: Riven pointed out a spelling mistake, Iām too tired to write correctly.
for showcase purposes: just look at quake 3 for example replace your ground and wall textures with dark ones, get the ceiling higher (its like a basement)
then include nasty and good looking enemy, even better if you manage it in 3d
my point is: many people including me say this is bad or boring/uninspired so far
but only what it lacks is atmosphere, and that you can do with almost no change in the codeā¦
When the next implementation of the cells-and-portals algorithm is ready, I will ask my artist who creates the computer graphics to create a new arena. The first one wonāt change as it is an homage to Vincent Stahl (the guy who made the ancestor of TUER). The main problem is that I know JME 2 only a little bit and reimplementing all existing features (collisions, explosions, ā¦) with it requires more time than I thought. Iām not surprised about the critics about the graphics and I find them ugly too. However, I donāt want to use dark textures because I donāt like dark FPS, I prefer very bright FPS, it is only a matter of taste, I dislike wasting some time because I donāt see where I go and I get tired in such situations. You point out the lack of atmosphere, I agree with you. I may have to recruit some people to succeed.
Hi!
Please try my blueprint, it contains some fixes for the AWT input system and the JOGL renderer. There are still some strange blockings but the mouse should work better now (no more need to keep pressing a button):
http://download.tuxfamily.org/tuer/tuer.jnlp
All iām getting is a white screen, but no exceptions in the console or something (Windows Vista Ultimate, Core2 Quad@3.2Ghz, ATI HD 4870 512MB, Cat 9.5).
Iām just getting an all-white screen with this version. I can see the menu screen for a fraction of a second when alt-tabbingā¦
Pretty much the same specs as Egon.
white screen.
when pressing ALT+TAB, I see the menu for a split second.
Thank you very much for testing.
When you select the first menu item, you have to wait for several seconds without pressing ALT+TAB. If it does not work, I will have to investigate. Maybe the problem comes from the fact that the JNLP file points to JOGL 1.1.1a whereas I use JOGL 1.1.1 to compile.
Thereā¦ is nooooooo menuā¦
Ok it is worse than I thought.
Please empty the cache of Java Webstart. Iām going to make another build with JOGL 1.1.1a this time. Using IzPack instead of Java Webstart may become more useful than I estimated.
I have deployed another build with JOGL 1.1.1a and I have added the following parameter in the JNLP file:
java-vm-args="-XX:MaxDirectMemorySize=64M"
Sorry to bother you. If someone wants to try, please empty your Java Webstart cache even with the brutal way (rm -fr *). I have only Linux at home, Iām going to ask a developer to test tomorrow under Windows Seven and Fedora Linux 11 both with Java Webstart and locally.
fails here with the error below, iām on Linux 64bit
Java Web Start 1.6.0_13
Using JRE version 1.6.0_13 Java HotSpot(TM) 64-Bit Server VM
User home directory = /home/user
----------------------------------------------------
c: clear console window
f: finalize objects on finalization queue
g: garbage collect
h: display this help message
m: print memory usage
o: trigger logging
p: reload proxy configuration
q: hide console
r: reload policy configuration
s: dump system and deployment properties
t: dump thread list
v: dump thread stack
0-5: set trace level to <n>
----------------------------------------------------
21-Jun-2009 21:26:03 java.util.prefs.FileSystemPreferences$7 run
WARNING: Prefs file removed in background /home/user/.java/.userPrefs/prefs.xml
21-Jun-2009 21:26:03 com.jme.input.joystick.DummyJoystickInput <init>
INFO: Joystick support is disabled
21-Jun-2009 21:26:03 com.jmex.game.DefaultUncaughtExceptionHandler uncaughtException
SEVERE: Main game loop broken by uncaught exception
java.lang.UnsatisfiedLinkError: no gluegen-rt in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1709)
at java.lang.Runtime.loadLibrary0(Runtime.java:823)
at java.lang.System.loadLibrary(System.java:1030)
at com.sun.gluegen.runtime.NativeLibLoader.loadLibraryInternal(NativeLibLoader.java:102)
at com.sun.gluegen.runtime.NativeLibLoader.access$000(NativeLibLoader.java:51)
at com.sun.gluegen.runtime.NativeLibLoader$1.run(NativeLibLoader.java:70)
at java.security.AccessController.doPrivileged(Native Method)
at com.sun.gluegen.runtime.NativeLibLoader.loadGlueGenRT(NativeLibLoader.java:68)
at com.sun.gluegen.runtime.NativeLibrary.ensureNativeLibLoaded(NativeLibrary.java:399)
at com.sun.gluegen.runtime.NativeLibrary.open(NativeLibrary.java:163)
at com.sun.gluegen.runtime.NativeLibrary.open(NativeLibrary.java:129)
at com.sun.opengl.impl.x11.DRIHack.begin(DRIHack.java:109)
at com.sun.opengl.impl.x11.X11GLDrawableFactory.<clinit>(X11GLDrawableFactory.java:99)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:169)
at javax.media.opengl.GLDrawableFactory.getFactory(GLDrawableFactory.java:111)
at javax.media.opengl.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:520)
at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:131)
at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:90)
at com.jmex.awt.jogl.JOGLAWTCanvas.<init>(JOGLAWTCanvas.java:92)
at com.jme.system.jogl.JOGLDisplaySystem.createGLCanvas(JOGLDisplaySystem.java:385)
at com.jme.system.jogl.JOGLDisplaySystem.createWindow(JOGLDisplaySystem.java:146)
at com.jmex.game.StandardGame.initSystem(StandardGame.java:296)
at com.jmex.game.StandardGame.run(StandardGame.java:210)
at java.lang.Thread.run(Thread.java:619)
Hi!
Thank you for testing. It should work if you empty the Java Webstart cache. Your error message says that there is no gluegen-rt in the path whereas you can check in the cache viewer that you have libgluegen-rt.so. It works fine under Mandriva Linux 2007 with the JDK 1.6 update 11 (32 bits JVM).
I could get into the game (using alt-tab in the menue and pressing enter). At least I could see the floor for 0.5 sec before going white screen. Alt-tabbing lets me see the floor for 0.5 sec again (repeatable).
Hi!
Thank you for testing and for your indications. For the moment, I donāt succeed in reproducing it. Someone tested under Windows Seven and it is even worse, there is nothing in the console.
Ok I reproduced the problem that Kapta noticed under Debian Linux Etch and cleaning the cache fixed it. For the moment, the blueprint works correctly only under Linux, I succeeded in making it work here with Debian Linux Etch, Intel Pentium D, ATI Radeon XPress 200, 2 GB RAM.
Under Windows Seven, the game behaves like a service, it is in background, it has no graphical display. Iām still investigating. There is a Windows machine on my left, Iām going to try on it discreetly if possible.
Nobody has tested under Mac OS X and Solaris.