TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Try this: https://github.com/libgdx/packr
Then you just need NSIS to make a Windows installer. NSIS can be run on POSIX systems to compile a Windows installer.

Thank you very much Nate. Are those limitations still there, especially about Windows 32 bits? You’re probably right about NSIS:

I’m going to give it a try very soon, at least to create an .app file for Mac OS X. Which versions of Mac OS X does it support? Would you prefer creating RPMs and DEBs instead of ZIP archives for GNU Linux?

Big kudos for having created such a tool in a weekend ;D

Edit.: I get the expected files in the output directory but how to make a single .app file from them? Is an .app file just a ZIP archive with a different extension?

Hi

I’ve just written an article about the progress of my project:

Sorry, it isn’t very impressive but I don’t give up.

Try this: https://github.com/libgdx/packr
Then you just need NSIS to make a Windows installer. NSIS can be run on POSIX systems to compile a Windows installer.

Oh it’s Mario’s tool, not mine. :slight_smile: Limitations, yeah most likely. An .app is a directory structure. Not sure which OSX versions, likely all that matter (OSX users almost have to stay up to date). I like zip files for all OSes, but users don’t.

Thank you very much Nate. Are those limitations still there, especially about Windows 32 bits? You’re probably right about NSIS:

I’m going to give it a try very soon, at least to create an .app file for Mac OS X. Which versions of Mac OS X does it support? Would you prefer creating RPMs and DEBs instead of ZIP archives for GNU Linux?

Big kudos for having created such a tool in a weekend ;D

Edit.: I get the expected files in the output directory but how to make a single .app file from them? Is an .app file just a ZIP archive with a different extension?

Oh it’s Mario’s tool, not mine. :slight_smile: Limitations, yeah most likely. An .app is a directory structure. Not sure which OSX versions, likely all that matter (OSX users almost have to stay up to date). I like zip files for all OSes, but users don’t.

Ok, I’ll try the .app file under Mac OS X 10.6.8. I might need some help to test it with a more recent version of Mac.

Edit.: Result: ā€œYou can’t open the application out because the Classic environment is no longer supportedā€. I zipped the directory produced by PackR to create an .app file. It does nothing when I just copy the directory as is. I don’t know what I should do with this directory.

Edit.2: Actually, I have to rename the directory so that it ends with ā€œ.appā€ and then it runs. However, it crashes under Mac OS X 10.6.8.

Ok, I’ll try the .app file under Mac OS X 10.6.8. I might need some help to test it with a more recent version of Mac.

Edit.: Result: ā€œYou can’t open the application out because the Classic environment is no longer supportedā€. I zipped the directory produced by PackR to create an .app file. It does nothing when I just copy the directory as is. I don’t know what I should do with this directory.

Edit.2: Actually, I have to rename the directory so that it ends with ā€œ.appā€ and then it runs. However, it crashes under Mac OS X 10.6.8.

Hi

Please can some Mac OS X users give it a try?
http://tuer.sourceforge.net/very_experimental/tuer.app.zip

This is a zipped Mac OS X application bundle created with Packr. It should work with Mac OS X 10.7 and later. It crashes with Mac OS X 10.6.8. Sorry, it’s a bit big.

Edit.: jmaasing has just confirmed that the Mac application bundle is now working. It doesn’t work with OS X 10.6.8 but it should work with 10.7.3 and later which is better than nothing. I have no Apple ID, this bundle isn’t signed. I did the following mistake:

  • vmargs in Packr expects forward slashes instead of dots to delimit package names (dots are used inside the manifest)
  • the root directory ā€œtuer.appā€ must be kept with the ZIP archive (I use ā€œprefixā€ with zipfileset in the Ant script)
  • the launcher file must remain executable after putting it into a ZIP archive, I have to force the file permissions when creating the ZIP (I use ā€œfilemodeā€ with zipfileset to do it)
    I don’t need to buy a Mac ;D I reimplemented Packr with Ant, it still works, I only kept its native launchers :slight_smile: I’m going to add a nice picture to ā€œencourageā€ Mac users to run my game, I know some people here might dislike my sense of humor.

Hi

Please can some Mac OS X users give it a try?
http://tuer.sourceforge.net/very_experimental/tuer.app.zip

This is a zipped Mac OS X application bundle created with Packr. It should work with Mac OS X 10.7 and later. It crashes with Mac OS X 10.6.8. Sorry, it’s a bit big.

Edit.: jmaasing has just confirmed that the Mac application bundle is now working. It doesn’t work with OS X 10.6.8 but it should work with 10.7.3 and later which is better than nothing. I have no Apple ID, this bundle isn’t signed. I did the following mistake:

  • vmargs in Packr expects forward slashes instead of dots to delimit package names (dots are used inside the manifest)
  • the root directory ā€œtuer.appā€ must be kept with the ZIP archive (I use ā€œprefixā€ with zipfileset in the Ant script)
  • the launcher file must remain executable after putting it into a ZIP archive, I have to force the file permissions when creating the ZIP (I use ā€œfilemodeā€ with zipfileset to do it)
    I don’t need to buy a Mac ;D I reimplemented Packr with Ant, it still works, I only kept its native launchers :slight_smile: I’m going to add a nice picture to ā€œencourageā€ Mac users to run my game, I know some people here might dislike my sense of humor.

Hi

I’ve just written an article about the progress of my project (8 years ;D):

There is nothing really eye candy to show because I’m still working on a replacement of Java Webstart. I don’t give up.

Hi

I’ve just written an article about the progress of my project (8 years ;D):

There is nothing really eye candy to show because I’m still working on a replacement of Java Webstart. I don’t give up.

Out of curiosity, what do you still have on your to do list?

Out of curiosity, what do you still have on your to do list?

Sorry, maybe my article isn’t clear. All requests for enhancement are in the bug tracker except those about anti-portals and cells-and-portals subdivision. It reminds me that I have forgotten to enter a bug about the gun that stops working sometimes, it becomes impossible to reload.

The bug tracker is here:
http://sourceforge.net/p/tuer/tickets/

Thank you for your question. I’m going to rephrase one paragraph.

Edit.: The support of Java 1.7 was broken: Exception in thread ā€œmainā€ java.nio.file.FileSystemNotFoundException
I’ve just fixed it by using this tutorial about NIO 2: http://jakubstas.com/paths_in_nio_2/
The OS X APP file should work and I will try to make the GNU Linux packages work before the end of the month.

I like PackR a lot ;D

Edit.2: My first RPM works ;D PackR’s native launcher was crashing despite my effort to fix the file permissions. Therefore, I added an option into JNDT to replace it by a script. The main drawback is that I have to pass the path of the installed application when creating the script if I want to avoid any easily breakable solution working only with Bash like this one:


I’m going to upload the RPMs (i386 + x86_64) very soon.

Edit.3: The RPMs are available here (ARM RPM missing). Enter ā€œtuerā€ in command line after installing the RPM to run the game.

Edit.4: The RPMs add an item into the start menu, in the category ā€œGameā€ -> ā€œShooterā€. I just have to clean a few things and I’ll update them today.


JNDT (Java Native Deployment Toolkit) will be moved into a separate Ant build file tomorrow. You can already test the bundles that I created with it here: http://tuer.sourceforge.net/play.php

JNDT allows to create self-contained native application bundles and native application archives for any OS supporting JavaSE. When a bundle requires the administrator rights on the machine, an archive is provided as a fallback solution. The bundles are more straightforward to install than the programs in the archives. The native application bundles can be created on a different OS than the targeted OS thanks to PackR native launchers (whose binaries are included) and the launch scripts, you need to use the targeted OS only if you need to modify the native launcher. The window icons are partially supported. The packages for GNU Linux provide a good native integration in the desktop, an item is added in the start menu.

I need to move tons of hardcoded things into variables and attributes. I’ll let you know when it is ready.

09/11/2014: JNDT has been moved into a separate file except the Ant macro for GNU Linux: http://sourceforge.net/p/tuer/code/956/tree//pre_beta/jndt.xml

11/11/2014: JNDT is ready to be used, I just need to make a few minor improvements:http://sourceforge.net/p/tuer/code/961/tree//pre_beta/jndt.xml:

  • the management of the image format extension is still a bit poor but I have found no document about which ones are supported under GNU Linux (only .icns isn’t supported on my distro)
  • the .bat script used under Windows is unable to detect its own location unlike the bash script used under GNU Linux, Unix and Mac
  • the JRE is mostly used as is, it’s not minimized
  • all files in jre/bin should be kept when no minimization is requested
  • ARM isn’t supported yet

12/11/2014: All JARs used by JNDT are in lib/ant/ by default. You can change the default location of those libraries by setting ā€œjndtlibdirā€. I’m going to avoid making useless file copies when handling the documentation.

13/11/2014: I’ve used JNDT on my game, please can you test my application bundles? http://tuer.sourceforge.net/play.php I’ll test them under Windows tomorrow. I’ll do the same for Mac but the one someone gave me is so old :s

14/11/2014: The dependencies are now supported for RPM and Debian packages. I’ve just tested my Windows ZIP archive and it works, just double click on the .bat file. The problem is that the virus scanner takes some time in handling the archive.
The following platforms are supported:

  • GNU Linux (32-bit and 64-bit Intel and AMD): supported, tested (Mageia 4, Ubuntu 14.04 LTS), OK
  • GNU Linux (ARM): not supported yet, NOK
  • OS X 10.7.3 and later (universal): supported, tested (OS X 10.10), OK
  • Windows (32-bit and 64-bit Intel and AMD): supported, tested (Windows 7 64-bit), OK
    I don’t forget my todo list:
  • upload new Debian packages as the ā€œsectionā€ parameter was wrong
  • allow to choose the compression method (none -> plain tar, gzip, bzip2, zip)
  • use better filenames for the archives, indicate the target OS when it’s not obvious
  • replace the ā€œplatformā€ attribute by something closer to what Java Webstart uses, an attribute for the OS and an attribute for the architecture
  • improve the management of icons (use Antelope)
  • detect the location of the .bat script under Windows
  • create MSI packages for Windows
  • minimize the JRE (optionally)
  • write some documentation, put it into the article about JogAmp’s Ardor3D Continuation as JNDT will be its recommended deployment method

15/11/2014: ARM is supported, the ā€œplatformā€ attribute has been replaced by the ā€œosā€ and ā€œarchā€ attribute, the filenames contain the OS except for platform-dependent packages, it’s now possible to choose a compression method.
todo list:

  • fix a regression occurring when ā€œjdkā€ is set to ā€œā€ (it uses the system JRE, I shouldn’t try to use a packaged JRE then)
  • allow to put the distro name into the filename of GNU Linux packages (ā€œdistroā€ attribute, default value ā€œunknownā€)
  • upload some updated packages (it takes usually more than 2 hours :s I’ll do it in about 10 hours)
  • improve the management of icons (use Antelope)
  • detect the location of the .bat script under Windows
  • create MSI packages for Windows
  • minimize the JRE (optionally)
  • write some documentation, put it into the article about JogAmp’s Ardor3D Continuation as JNDT will be its recommended deployment method
    The number of downloads of my game has been multiplied by almost 30 this week, I thank you for your (silent) help, the archives and the packages are still here.

Edit.: Packages updated! ;D

16/11/2014: The regression has just been fixed. The icon names are correctly computed but the absence of icon file isn’t correctly handled yet. I won’t allow the use of the distro name.
todo list:

  • treat the absence of icon file
  • detect the location of the .bat script under Windows
  • create MSI packages for Windows
  • minimize the JRE (optionally)
  • write some documentation, put it into the article about JogAmp’s Ardor3D Continuation as JNDT will be its recommended deployment method

17/11/2014: Someone is going to test the Windows archive under Windows with no admin rights to confirm whether it works as expected. The number of weekly downloads of my game has been multiplied by almost 6070 in comparison with last month as you can see here, I thank you for your (silent) help again :smiley: I see it as an encouragement to improve the game itself.

Edit.: The game can be run without trouble without admin rights under Windows 7. Providing an icon is no longer mandatory. I will document my tool very soon but the other items of the todo list will be postponed so that I can improve my game.

19/11/2014: It’s possible to set the distribution both for the RPMs and the Debian packages. I’d like to publish the documentation before the end of the week.

Sorry, maybe my article isn’t clear. All requests for enhancement are in the bug tracker except those about anti-portals and cells-and-portals subdivision. It reminds me that I have forgotten to enter a bug about the gun that stops working sometimes, it becomes impossible to reload.

The bug tracker is here:
http://sourceforge.net/p/tuer/tickets/

Thank you for your question. I’m going to rephrase one paragraph.

Edit.: The support of Java 1.7 was broken: Exception in thread ā€œmainā€ java.nio.file.FileSystemNotFoundException
I’ve just fixed it by using this tutorial about NIO 2: http://jakubstas.com/paths_in_nio_2/
The OS X APP file should work and I will try to make the GNU Linux packages work before the end of the month.

I like PackR a lot ;D

Edit.2: My first RPM works ;D PackR’s native launcher was crashing despite my effort to fix the file permissions. Therefore, I added an option into JNDT to replace it by a script. The main drawback is that I have to pass the path of the installed application when creating the script if I want to avoid any easily breakable solution working only with Bash like this one:


I’m going to upload the RPMs (i386 + x86_64) very soon.

Edit.3: The RPMs are available here (ARM RPM missing). Enter ā€œtuerā€ in command line after installing the RPM to run the game.

Edit.4: The RPMs add an item into the start menu, in the category ā€œGameā€ -> ā€œShooterā€. I just have to clean a few things and I’ll update them today.


JNDT (Java Native Deployment Toolkit) will be moved into a separate Ant build file tomorrow. You can already test the bundles that I created with it here: http://tuer.sourceforge.net/play.php

JNDT allows to create self-contained native application bundles and native application archives for any OS supporting JavaSE. When a bundle requires the administrator rights on the machine, an archive is provided as a fallback solution. The bundles are more straightforward to install than the programs in the archives. The native application bundles can be created on a different OS than the targeted OS thanks to PackR native launchers (whose binaries are included) and the launch scripts, you need to use the targeted OS only if you need to modify the native launcher. The window icons are partially supported. The packages for GNU Linux provide a good native integration in the desktop, an item is added in the start menu.

I need to move tons of hardcoded things into variables and attributes. I’ll let you know when it is ready.

09/11/2014: JNDT has been moved into a separate file except the Ant macro for GNU Linux: http://sourceforge.net/p/tuer/code/956/tree//pre_beta/jndt.xml

11/11/2014: JNDT is ready to be used, I just need to make a few minor improvements:http://sourceforge.net/p/tuer/code/961/tree//pre_beta/jndt.xml:

  • the management of the image format extension is still a bit poor but I have found no document about which ones are supported under GNU Linux (only .icns isn’t supported on my distro)
  • the .bat script used under Windows is unable to detect its own location unlike the bash script used under GNU Linux, Unix and Mac
  • the JRE is mostly used as is, it’s not minimized
  • all files in jre/bin should be kept when no minimization is requested
  • ARM isn’t supported yet

12/11/2014: All JARs used by JNDT are in lib/ant/ by default. You can change the default location of those libraries by setting ā€œjndtlibdirā€. I’m going to avoid making useless file copies when handling the documentation.

13/11/2014: I’ve used JNDT on my game, please can you test my application bundles? http://tuer.sourceforge.net/play.php I’ll test them under Windows tomorrow. I’ll do the same for Mac but the one someone gave me is so old :s

14/11/2014: The dependencies are now supported for RPM and Debian packages. I’ve just tested my Windows ZIP archive and it works, just double click on the .bat file. The problem is that the virus scanner takes some time in handling the archive.
The following platforms are supported:

  • GNU Linux (32-bit and 64-bit Intel and AMD): supported, tested (Mageia 4, Ubuntu 14.04 LTS), OK
  • GNU Linux (ARM): not supported yet, NOK
  • OS X 10.7.3 and later (universal): supported, tested (OS X 10.10), OK
  • Windows (32-bit and 64-bit Intel and AMD): supported, tested (Windows 7 64-bit), OK
    I don’t forget my todo list:
  • upload new Debian packages as the ā€œsectionā€ parameter was wrong
  • allow to choose the compression method (none -> plain tar, gzip, bzip2, zip)
  • use better filenames for the archives, indicate the target OS when it’s not obvious
  • replace the ā€œplatformā€ attribute by something closer to what Java Webstart uses, an attribute for the OS and an attribute for the architecture
  • improve the management of icons (use Antelope)
  • detect the location of the .bat script under Windows
  • create MSI packages for Windows
  • minimize the JRE (optionally)
  • write some documentation, put it into the article about JogAmp’s Ardor3D Continuation as JNDT will be its recommended deployment method

15/11/2014: ARM is supported, the ā€œplatformā€ attribute has been replaced by the ā€œosā€ and ā€œarchā€ attribute, the filenames contain the OS except for platform-dependent packages, it’s now possible to choose a compression method.
todo list:

  • fix a regression occurring when ā€œjdkā€ is set to ā€œā€ (it uses the system JRE, I shouldn’t try to use a packaged JRE then)
  • allow to put the distro name into the filename of GNU Linux packages (ā€œdistroā€ attribute, default value ā€œunknownā€)
  • upload some updated packages (it takes usually more than 2 hours :s I’ll do it in about 10 hours)
  • improve the management of icons (use Antelope)
  • detect the location of the .bat script under Windows
  • create MSI packages for Windows
  • minimize the JRE (optionally)
  • write some documentation, put it into the article about JogAmp’s Ardor3D Continuation as JNDT will be its recommended deployment method
    The number of downloads of my game has been multiplied by almost 30 this week, I thank you for your (silent) help, the archives and the packages are still here.

Edit.: Packages updated! ;D

16/11/2014: The regression has just been fixed. The icon names are correctly computed but the absence of icon file isn’t correctly handled yet. I won’t allow the use of the distro name.
todo list:

  • treat the absence of icon file
  • detect the location of the .bat script under Windows
  • create MSI packages for Windows
  • minimize the JRE (optionally)
  • write some documentation, put it into the article about JogAmp’s Ardor3D Continuation as JNDT will be its recommended deployment method

17/11/2014: Someone is going to test the Windows archive under Windows with no admin rights to confirm whether it works as expected. The number of weekly downloads of my game has been multiplied by almost 6070 in comparison with last month as you can see here, I thank you for your (silent) help again :smiley: I see it as an encouragement to improve the game itself.

Edit.: The game can be run without trouble without admin rights under Windows 7. Providing an icon is no longer mandatory. I will document my tool very soon but the other items of the todo list will be postponed so that I can improve my game.

19/11/2014: It’s possible to set the distribution both for the RPMs and the Debian packages. I’d like to publish the documentation before the end of the week.

Hi

I’ve just published my tutorial about JogAmp’s Ardor3D Continuation:

I still have to explain better the basic concepts and the numerous (about 100) examples. I think that there is a huge lack of screen captures too as it is intended to show what a 3D engine can do :clue:

It contains some documentation for JNDT too. It will be improved very soon.

I will add some support of multiple JARs into JNDT, I will support the native libraries outside of the JARs too so that the developers can use it with lots of libraries that don’t extract and load them from their JARs. Moreover, the automated native library loading has a cost, it increases the startup time and it doesn’t work on some machines with very strict security policies.

Best regards.

Edit.: JNDT now supports multiple JARs ;D but please read carefully the documentation.

27/11/2014: It’s now possible to complete the two first missions ;D
28/11/2014: Now you have to unlock each level one by one. I have forgotten to put a teleporter to exit the level 2 :s I will update the bundles later.
02/12/2014: I’m going to implement the mission objectives very soon. My ā€œgameā€ is becoming a game (without double quotes :wink: ). The upload of the self-contained native application bundles takes several hours and my website on Sourceforge is sometimes down for a few minutes. I will have to host it myself next year on a low power server (about 20 W).
03/12/2014: The mission objectives have been implemented, they are shown at the beginning and at the end of the mission. I’d like to show them in the pause menu too. I have to clean the source code a bit and then I’ll improve the collision system.
04/12/2014: The mission objectives are shown in the pause menu and when an objective status changes, it is shown in the game too. It’s time to clean the code before adding any new feature because the class GameState is becoming very fat.
05/12/2014: When several objectives are updated at the same time, it is correctly handled in the game. I started cleaning my mess yesterday.
06/12/2014: I have just removed the useless server side code and I have ensured that there is a fallback for the single JavaScript function that I use on my website. As its structure has changed, lots of links are broken. You can find my game here: http://tuer.sourceforge.net/en/play
15/12/2014: I’m still cleaning my source code in order to ease the addition of new levels into the game. I’d like to improve the tutorial and drive the first level a lot harder. I have to update the bundles too, sorry.
22/12/2014: An East Ukrainian webmaster repackaged my game with several viruses and Trojan horses, his program is signed up with a (probably stolen) certificate of ā€œOOO IT Serviceā€, he uses a ā€œtrustedā€ certificate provided by Thawte. Please don’t install his crap, only use my official website to get it.
23/12/2014: The notice and take down procedure has been successful, the malware is no longer available online. I will allow nobody to use my game to make money and/or to harm end users.
24/12/2014: I’ve uploaded the updated self-contained native application bundles of my game, enjoy ;D

Hi

I’ve just published my tutorial about JogAmp’s Ardor3D Continuation:

I still have to explain better the basic concepts and the numerous (about 100) examples. I think that there is a huge lack of screen captures too as it is intended to show what a 3D engine can do :clue:

It contains some documentation for JNDT too. It will be improved very soon.

I will add some support of multiple JARs into JNDT, I will support the native libraries outside of the JARs too so that the developers can use it with lots of libraries that don’t extract and load them from their JARs. Moreover, the automated native library loading has a cost, it increases the startup time and it doesn’t work on some machines with very strict security policies.

Best regards.

Edit.: JNDT now supports multiple JARs ;D but please read carefully the documentation.

27/11/2014: It’s now possible to complete the two first missions ;D
28/11/2014: Now you have to unlock each level one by one. I have forgotten to put a teleporter to exit the level 2 :s I will update the bundles later.
02/12/2014: I’m going to implement the mission objectives very soon. My ā€œgameā€ is becoming a game (without double quotes :wink: ). The upload of the self-contained native application bundles takes several hours and my website on Sourceforge is sometimes down for a few minutes. I will have to host it myself next year on a low power server (about 20 W).
03/12/2014: The mission objectives have been implemented, they are shown at the beginning and at the end of the mission. I’d like to show them in the pause menu too. I have to clean the source code a bit and then I’ll improve the collision system.
04/12/2014: The mission objectives are shown in the pause menu and when an objective status changes, it is shown in the game too. It’s time to clean the code before adding any new feature because the class GameState is becoming very fat.
05/12/2014: When several objectives are updated at the same time, it is correctly handled in the game. I started cleaning my mess yesterday.
06/12/2014: I have just removed the useless server side code and I have ensured that there is a fallback for the single JavaScript function that I use on my website. As its structure has changed, lots of links are broken. You can find my game here: http://tuer.sourceforge.net/en/play
15/12/2014: I’m still cleaning my source code in order to ease the addition of new levels into the game. I’d like to improve the tutorial and drive the first level a lot harder. I have to update the bundles too, sorry.
22/12/2014: An East Ukrainian webmaster repackaged my game with several viruses and Trojan horses, his program is signed up with a (probably stolen) certificate of ā€œOOO IT Serviceā€, he uses a ā€œtrustedā€ certificate provided by Thawte. Please don’t install his crap, only use my official website to get it.
23/12/2014: The notice and take down procedure has been successful, the malware is no longer available online. I will allow nobody to use my game to make money and/or to harm end users.
24/12/2014: I’ve uploaded the updated self-contained native application bundles of my game, enjoy ;D

Hi

I will upload the updated self-contained native application bundles of my game before the end of the week, it contains a very few changes:

  • The correct version of JOGL is loaded even though an older version (< 2.3.1) is installed, it’s very useful under Mac
  • A subtitle is displayed during the introduction
  • The automated native library loading no longer fails in some particular cases under Windows

I have spent a lot of time in cleaning a part of the source code dealing with the factories. When it’s done, I will improve the system of collision detection in order to manage much more complicated levels. I’d like to improve JFPSM too in order to extract and put each key frame into a separate file. I still hesitate in using OpenGEX instead of Collada.