Warning There is a new bug. The object seems to disappear, I don’t know why.
NEW UPDATE
Bug fixes :
- no more crash when you switch between the 2 modes
- the objects appear correctly now with the chipset SiS 661 FX and many old chipsets which don’t support alpha blending
Addition :
- a small menu
- a small improvement in the download procedure (it might be quicker)
The last point will be fully ready in a few hours, I’m still modifying the config files.
Coming soon :
- the computation of all the normals to prepare the insertion of a new lighting system
- the collision detection system based on bounding volumes
Does someone have a good tutorial to learn how to use Pixel Buffer Objects?
It doesn’t do anything for me. At first, a menu came up but whatever i selected, it always exited. After clearing the cache and redownloading, not even the menu shows up… ???
Were you still under Vista? I modified the file anew a few minutes ago. I don’t know where the problem comes from. One of my neighbours uses Vista, I will perform some tests.
I’m adding the support for sparcv9 and sparc. Now, the crashs seem to happen often under multi-thread architecture. Classically, when you use a GLEventListener, you define an “init” method and a “display” method. In my code, sometimes the “display” method is called before the end of the call of the “init” method. Then, under Vista, the screen becomes black. I’m sorry, don’t forget that Microsoft Vista is less reliable than Microsoft Windows XP and currently, my game works without crash under Microsoft NT 2000 and under Microsoft Windows XP.
But you can’t blame Vista for your code not being thread safe. Vista in daily work is not less realible. In fact, i haven’t got a single crash of the OS or a blue screen since i’m using it.
I’m installing internet in my university residence for 180 people. All Vista users except one want to remove Vista to reinstall Windows XP. They have had many problems in their daily use, even for reading a movie on a DVD. They complain about UAC, I told them that they can disactivate it. No, other OS use threads and work with my game without crashing. The behaviour I described almost happen only under Vista. I will only use synchronized blocs to work around it.
Warning!
High maintenance tonight. The game might crash because I will try to modify the config files to solve the problems under Vista Ultimate.
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If an application crashes because it works multi-threaded but isn’t thread safe in the sections where it counts, it’s unarguably the application’s fault, not the OS’. In your case, synchronizing the methods/blocks alone may not help, because display can still be called before init then. Just flag that init has run and prevent display from doing anything before that happened and you should be done, if i understood the problem correctly.
That may be just a lucky incident. Thread problems like race conditions depend on a lot of things. You have to carefully plan when setting up multi-threading or you end up with a complete mess and unmaintainable software. Code blocks have to be synchronized if there is the tinyest chance that it theoretically could be executed in parallel and is writing to (and sometimes even for reading from) shared (read nonlocal) variables. Multicore CPUs makes this even more fragile.
may be you should modify your first post for every new version as it is quite hard to found the lastest link to the game in this hot topic.
enfin je pense…
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Sorry you’re right. The game has a lot of problems. FileZilla uploaded my java archive with an error, I need to upload it anew. The bug under Vista has been corrected in the next version which will be updated before the end of the week if it is possible. I hope it’s only a problem of synchronization and “NullPointerException”. When you use my game, it is better to empty all the caches used by java webstart, even the applicative cache. If Java WebStart uses any old config files to launch my game, it will crash. I still have no internet at home, I have some technical problems.
Finally, the second session of tests under Vista begins tonight. I want to solve this problem definitively. I’m very tired. The only new feature in the next version is the crosshair to help you to shoot the robots. As Egon suggested, I will add a JProgressBar next week.
Couldn’t get it to run on the Old Tappan Public Libraries:
General:
Exception:
Wrapped Exception:
Must be their security software is preventing me from running any web start games. I can run runescape fine though.
Thanks for the details. When it happens, launch the game a second time by using the java web start interface and it works. I’m updating the game right now! It works good. The tests under Vista don’t give any good results but it works under the other operating system.
Works very fine for me on hardware mode with a 1.6ghz CPU & ati x200 GC about 50/70 fps, unable to move in software about 0 fps :(.
I have looked for monster but cant find them, i think they was afraid
ps.: to be honest i dislike the color of graphics
Lol, in the experimental mode, the monsters are not visible. I dislike the color too. This level will be only a special level in the next version. The first true level of the game will be a jailhouse with many guards (MD3 models). You will begin without weapon and you will have to find your equipment before killing the main guards.
Test under Microsoft Windows XP Professionnal OK ;D
I don’t know why it is so slow to load the data.
Coming soon :
- new collision systems for the experimental mode
- maybe a power-up
Do you mean through the start menu?
No. Go to “Start”->“Execute” and enter “javaws -viewer” if you’re under Windows. If you use Linux, Unix or Mac, open a terminal and enter “javaws -viewer”. Then, look at my game in the application list, select it and click on the green button to launch it again.
Wow i am bad, i never knew i could do that! ???