TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Hi!

I still have no Internet connection at home because a worker cut the wire somewhere. Internet at work is so restricted that I cannot even nor come here neither use SFTP neither SVN in order to update the game. I hope all these problems will be solved in September because TUER is on my view one of the last thing that makes me love computer programming. Thank you for your interest.

I will ask some help to my best friend to send the updated files to those who use TUER for their own projects and maybe commit my modifications.

Best regards

Hi!

The activity of my project has been very low since June mainly because of personal problems. Moreover, I’m fed up with spending much time in tinkering several engines rather than in my game itself, I can’t bear this situation anymore. I have decided to suspend the development of my game for some months in order to take some time to find a better way of reaching my aims.

I have less time and more money. Therefore, I will find a solution that fits into my needs and my abilities. I think that I will pay someone to make a small blueprint of the next version of TUER. This blueprint will look like the current one but it will benefit of the portal culling (a fully working implementation), JOGL 2.0, more than 40 FPS even on low end machines, a minimal system to handle the collisions, it will work reliably even under Windows Vista and maybe it will use another engine (JME 3 or Ardor3D). If you’re interested in this mission, let me know as soon as possible.

I will invest my time in developing TUER anew when this blueprint is ready. Maybe I will participate to some other projects until I come back to this. Best regards.

I’m not up for it (I don’t know portal culling at all) but good luck.

sad to here that your game is taking a tole on you.

I find a fresh approach always brings good ideas with it. So maybe a rest is a good idea.

do you plan on making any mini-games/demos in the mean time?

Thank you.

The problem is that it is necessary for my mental health, I must have a rest, I should program less because it has had some bad consequences in my social life. At first, I wanted to create a mod of “Alien Blood Bath 2” (Android game, shoot’em up, side scroller) but I couldn’t install the whole game under Eclipse, there is something wrong and the author does not answer my questions :frowning: (it displays the following error message: “device not found” whereas I created an AVD).

Then, I give a chance to Ardor3D in order to be sure to work around the “gray screen under Vista” bug but I don’t succeed in converting my models (OBJ, MD2, 3DS, …) into the COLLADA format, Blender complains :frowning: An artist gave me some interesting 3D artworks for my arenas, I would like to use them too. If someone knows a good way to convert models files into the COLLADA format, please let me know.

Hi!

cylab found the bug in the blueprint that uses JMonkeyEngine 2.0, I’m silly, I had put the line that disables DirectDraw into the wrong section in the JNLP file. Please can someone under Microsoft Windows Vista give it a try?
http://tuer.sourceforge.net/experimental/tuer.jnlp

Tried it on Linux and noticed a bug/annoying thing. If you look down or up and move you move down or up, and since the ground/sky has no collision you just move right past it, and into darkness. The main menu looked very sexy though. :slight_smile:

The blueprint that uses JMonkeyEngine 2 doesn’t have any collision detection. I only use it currently in order to fix some bugs in the JOGL renderer of JMonkeyEngine 2.

However, I will implement the collision detection in the blueprint that uses Ardor3D.

I know the 4 versions of TUER (D3caster, TUER engine, JMonkeyEngine 2.0.1, Ardor3D 0.6) work under Linux as the support of my game on this operating system is my priority but can someone test it under Vista please?

I tried the experimental version on Vista. Looks good, the character and gun models look very nice. Not sure if there was anything else you wanted to be tried out, or if it was just a test to see if things were working on Vista in general?

It was just a test as you said ;D Now it is my turn to give it a try under Vista.

JFPSM was born some weeks ago:

http://e6.img.v4.skyrock.net/e60/gouessej/pics/2646213524_small_1.png

The French article about it is here.

I’m going to translate this (quite long) article as soon as possible. I slept a little bit, I have just waken up at half past seven, I have forgotten to wash myself :s

Ok it is time to translate:

My artist left the project some months ago and I need a RAD tool for FPS, an all-in-one software to build FPS. This tool has to be simple enough in order to be used by game designers and even developers. It has to be interoperable to become fully integrated in the set of softwares of an artist. However, my software is not only for them as they already have better tools. I decided to export the map in OBJ format and maybe in DAE (Collada) format to allow them to improve the models with their usual modeling softwares like Blender, Maya, Art Of Illusion, 3DSMax, Virtools, Cinema4D, Milkshape, Bryce4D… Then, JFPSM is mainly a tool used to make a blueprint of FPS as fast as possible.

It is quite rudimentary now. It is between FPSCreator (without the bugs lol) and Duke Nukem Build (a colleague spoke to me about it). However, JFPSM will be one of the only tool of this kind that works on several families of operating system. It is not only a map editor, it will contain a kind of meta-engine. You will be able to build easily a deployable and executable game. I will suggest 2 installation modes:

  • Java Webstart
  • IzPack
    Applets are not planned for the moment, it might change. Java Webstart is better fitted for small blueprints whereas IzPack is more professional, better for more advanced projects targeting real players. The meta-engine will rely on an existing engine. Currently only Ardor3D is supported but feel free to implement the necessary interfaces for JME 3, Xith3D, 3DzzD if you want.

JFPSM has a tree organization. A project contains a floor set and a tile set. A tile handles a “motif” that can be applied on a voxel. Each tile contains textures, coordinates, materials and a color code that is used as an identifier in the 2D view. In this view, a floor has several layers:

  • the container map (walls, doors, …)
  • a light map
  • a content map
  • some path maps
    In this view, the color codes of the tiles are displayed in the maps above. I plan to implement a 3D view too, I wonder whether I will allow editing in this view, it seems a bit difficult to implement but useful for final users, think about Duke Nukem Build.

The projects JFPSM are zipped. A zipped file contains a file “project.xml” that contains the biggest part of the information and a directory “floorset” with the maps. As I have not finished to implement this software, there are some things to add.
The games will be composed of JARs and a JNLP file (Java Webstart) or an XML file (IzPack).

I started this project 2 weeks ago. It is under GNU GPL. The source code will be put into my SVN repository in a few days with the blueprint that uses Ardor3D in the pre-beta branch. I have to point out something: I spoke a bit about FPSCreator but I think I won’t create its next concurrent. I’m alone, I do my best. It will be a nice small tool, that’s all. Some features only require to do some refactoring of the source code of some pre-computation programs used in TUER. I don’t use neither Netbeans RCP nor Eclipse RCP because I think it is too much for my objectives. However, if I realize I’m reinventing some existing features, I will use one of them.

Best regards.

Hi!

“Release early, release often” ;D

The early alpha version of JFPSM is available here :
http://tuer.sourceforge.net/very_experimental/jfpsm.jnlp

It is not fully functional.

Hi!

This is a screen capture of the animation of the menu :

The map goes forth, gets closer to the player. The continent becomes red step by step.

TUER is 3 years old ;D I don’t give up.

Hi!

The whole source code that uses Ardor3D is on the SVN repository too. Enjoy! ;D I’m close to my first aim that consists in displaying some simple geometries generated by JFPSM in Ardor3D. I will deploy a working demo with Java Webstart in some weeks ::slight_smile: Stay tuned comrades!

:frowning: My new blue print crashes:
http://tuer.sourceforge.net/very_experimental/tuer.jnlp

[quote]31 oct. 2009 00:02:13 com.google.common.base.internal.Finalizer getInheritableThreadLocalsField
INFO: Couldn’t access Thread.inheritableThreadLocals. Reference finalizer threads will inherit thread local values.

Java Web Start Error:

null

[/quote]
My efforts are ruined once more.

It is half past midnight in France, I have to go to bed. Good night.

I am asuming by the regularity of your posts, that your internet is better?

Hi!

Good catch, you’re right.

My demo no more crashes, you can give it a try ;D :
http://tuer.sourceforge.net/very_experimental/tuer.jnlp

umm… I couldnt even gt to the game :P.

It was stuck at the map thing for a while,a nd then it just went black when I pressed enter.

This is the expected behavior, this blueprint is very very small, JFPSM is close to be ready to produce real maps for TUER, don’t worry ;D How do you find this introduction scene (the map, etc…)? Is it a bit better than the previous versions of TUER?

I’m going to improve the build process of TUER in order to avoid relying on the “dirty” way (copying JARs into /jre/lib/ext). As a first step, I’m going to do it with ANT and when I have much time, maybe I will switch to Maven. Ideally I would like to allow a programmer to download the whole source code without having to manually install all external libraries.