I have just added the line below in the JNLP file as cylab advised me:
<property name="sun.awt.noerasebackground" value="true"/>
I’m going to try this under Windows as soon as possible. I thank you for your patience and your help.
I have just added the line below in the JNLP file as cylab advised me:
<property name="sun.awt.noerasebackground" value="true"/>
I’m going to try this under Windows as soon as possible. I thank you for your patience and your help.
still works for me
but still bad and ugly omg
someone knows “Net Yaroze” ? It was a black Playstation 1 where you could develop your own games using C
reminds me of it
please:
wouldnt hurt if the ceiling wasnt as much down, feels like a basement
can confirm does work after cache clear.
I cannot change the level until the new portalizer is ready (I support only single-stair levels with orthogonal walls for the moment) and the first level is an homage to Vincent Stahl who created the ancestor of TUER, it won’t be changed, it will be used only as a tutorial. However, of course, I will use other textures for the other levels. The loading takes less than a minute at home for both versions whereas my computer is quite old, “3 hours” is exagerated.
The health is displayed in the previous version, it appears in the bottom right corner below the FPS counter but it is a bit small. kapta was speaking about the blueprint whereas you’re speaking about the previous version.
Ok that’s fine. The problem is solved for Linux. I have to ask someone else to test it under Windows now.
I’m guessing 3 hours is the time he thinks you should spend to make the menu look decent.
Still no luck on Vista, but it seems to work under XP(SP3, old laptop, 1.7GHz Dothan, 512MB, ATI mob9700). Loads near instantaneously. I assume we’re supposed to be able to move through the walls and floors?
The loading time is not only used to prepare the menu but to load all required files into the memory; therefore, when you select the menu item to play, it starts almost immediately (in the alpha version, the version that has a blue progress bar and that does not use JME 2). As I already said, I often (but not always) work alone on this project, the artist who helps me has begun working on TUER only today. Obviously TUER is not Doom 5
Thank you very much for testing. Yes, there is no collision system yet in this blueprint, this is the expected behavior. How do you find the gun? If I understand what you say, it works under Windows XP but not under Windows Vista. We will go on looking for a fix for Vista.
Can someone test under Mac OS X please?
[quote]Obviously TUER is not Doom 5
[/quote]
Call me when it reaches Doom 1 qualities.
I will look again in a couple of months ;]
Thank you for your repetitious negative feedbacks, one comment like “it’s bad and ugly” is enough, there is no need of repeating it, I already know your opinion. Call me when one of your projects reaches Doom 1 qualities. I often work alone on this project, it never goes fast enough on my view (I mean the progress is slow), I do what I can.
its not that i hate it. the reason im bashing is, because with 2 hours of work on graphics and audio you could really make a nice things out of this, but you wouldnt because “homage to Vincent Stahl”… whatever
i mean you could copy the level and then have 2, one good looking and one homage…
the reason why im bashing this is, this does have a lot of potential and nobody else is really trying something 3D around here
i only want the best for all of us x)
Julien, Cero was saying that he thinks it would take you only 3 hours to make the starting menu look good, not that the game takes 3 hours to load.
I agree entirely with Cero - there is a lot of potential here and you’ve really got the technical aspects down for the most part, but the graphics are just so poor that nobody sees that. Making decent looking menus is a quick and easy job, and then at least temporarily you could just lift textures from Google for your walls and floors. That would really help to get people interested in TUER, because it really does look terrible right now which completely clouds any subsequent opinions of its playability, unfortunately.
A lot of the people at JGO are not good artists for drawing characters, but have a bunch of experience making placeholder art, UI, and the like. You should ask around on here and see if anyone would be willing to make you a nice main menu if you cant’ do it yourself (which is totally acceptable, everyone has different skills).
[quote] You should ask around on here and see if anyone would be willing to make you a nice main menu if you cant’ do it yourself (which is totally acceptable, everyone has different skills).
[/quote]
@goussej: only to not see anymore those hugly texture… I can if you want… (this is absolutly not bashing, this is just because those are the worst texture you could have choosen) I can grab and work a little on at least some nice texture if you want… I am the worst artist I know but It is not that hard to make something look 100 times better graphically even by “googling” “ground texture” or such and make few adjustement. EDIT: and really this will make your project look a lot better without changing a single line of code
[quote]there is a lot of potential here and you’ve really got the technical aspects down for the most part
[/quote]
[quote]the reason why im bashing this is, this does have a lot of potential and nobody else is really trying something 3D around here
[/quote]
I dont really agree even on the technical part but this project can be great for educational purpose.
That is what I plan to do but I cannot add any new level now because the portalizer is not too much rudimentary to handle really complicated levels, adding another ugly simple level would be useless except for the tests.
Ok, I will try to improve it as soon as possible.
Tomorrow morning (French time), if the blue print works under Mac (did you test anew?), you will see the second pistol made by an artist who has accepted to help me for some months. In a few days, it is highly probable that the first 3D enemy will appear in TUER, a really pretty one
Sorry but what does mean “you’ve really got the technical aspects down for the most part”?
It is already great for educational purpose as TUER is used in a lesson at a university in Portugal:
http://www.inf.furb.br/gcg/disciplinas/cg/JoGL-JavaNet/
I have not created TUER only for this purpose and I would like to get something really playable and pleasant. When I disable the portal culling (that is still buggy), I get between 58 and 68 FPS and when I enable it, I get almost 75 FPS on my machine, glxgears does the same ;D Therefore, I still think that I will be able to go further and I don’t like anyone to restrict the interest of my project to only educational purpose. The mouse look is not completely satisfying, it requires more work. I estimate that the biggest technical work is behind me except for the portalizer. I have worked a lot on the spatial subdivisions and now, I harvest the benefits, plenty of robots located in a room not visible from the player won’t be drawn.
Does someone succeed in launching the blue print under Vista??
and what about the texture ? plz… update them and forget about “Vincent Stahl”, ask him, sure he will agree :persecutioncomplex:
I have thousands of nice textures, really, I will use them for the second level as Cero suggested. Vincent Stahl was happy to learn that I would keep his level in my game. How do you find the gun(s)?
very nice but it does not fit well with other graphics/objects : for example too realistic in comparaison of wall and ground
Julien needs an artist and a game designer to take over the art and game design and leave him to the programming problems.
Really though - you could have a GUI/menu/etc like the one in Droid Assault or any of our crappy games in a matter of a day or two’s work. It’s easy - you just need to let someone do it who knows what to do.
Cas
Julien, I can test it on Mac later tonight, probably, or some time soon.
Hi!
Ok I quote myself:
Ok that’s fine, thank you very much.
Give it a look, the second pistol has been added, I thank Maxime Comte for his good work ;D.
I plan to use GBUI or FengGUI for the menus, is it a good idea?
Yeah, you can do that, or you can simply make some nice PNGs and then draw those in the appropriate places and have bounding-box testing for mouse clicks. That’s typically what I do for games without Swing.
Ex.
See the toolbar on the left.
Or simply draw it in on part of the screen like the bottom of this one.
It’s really easy to do that and works for most menus.
Your menus are nice, especially the tool bar, but I want a 3D menu ;D GBUI seems bound to LWJGL therefore I plan to use FengGUI. I’m working on collisions and enemies too.