Alpha progress, bugs and discussion.
Alpha progress, bugs and discussion.
Now then! Let's get started. What's supposed to be able to be done in this alpha?
I notice pressing P drops my framerate down to 10. I assume this is the shaders toggle?
The lighting effects work fantastically.
What else has or hasn't been done yet?
Do we get to splatter blood like David showed us in the blog?
Oh, yes, before I forget, I'm running OG on my dad's machine:
2 x 2.66 GHz Dual core Intel Xeon
Mac os 10.5
EDIT:
P.s., I noticed the window bar said 'Lugaru 2'. =D
yey!
I notice pressing P drops my framerate down to 10. I assume this is the shaders toggle?
The lighting effects work fantastically.
What else has or hasn't been done yet?
Do we get to splatter blood like David showed us in the blog?
Oh, yes, before I forget, I'm running OG on my dad's machine:
2 x 2.66 GHz Dual core Intel Xeon
Mac os 10.5
EDIT:
P.s., I noticed the window bar said 'Lugaru 2'. =D
yey!
Re: Alpha progress, bugs and discussion.
Okay, am I supposed to see a toolbar of some kind? Because I don't.
Also, I noticed there are airplane lines in the skybox xD
I hope you're considering to edit those out later on, guys =p
Also, I noticed there are airplane lines in the skybox xD
I hope you're considering to edit those out later on, guys =p
Re: Alpha progress, bugs and discussion.
My initial load was very low framerate and had vertex warping on the terrain (will put a screen shot up soon). I reloaded and it seemed to fix both issues, so I moved the camera about exploring the terrain. After about 2 minutes the vertex warping happened again. Neither of the other meshes seem effected, and FPS remains high.
Notes: My GFX card is damaged and overheats easily. Its quite possible this is a hardware issue and not a software issue. I'll continue to test other things and see what else (if anything) effects the warping.
This has happened after approximately the same interval each time I load the program. It doesn't seem to matter what I'm doing. As the warping gets more extreme and causes more polygons to be visible and overlap the FPS drops off, but it seems to remain high until the terrain is completely messed up. Meshes remain uneffected.
I was running MSN and Opera in the background and occassionally switching to them. It doesn't seem to have an effect.
Notes: My GFX card is damaged and overheats easily. Its quite possible this is a hardware issue and not a software issue. I'll continue to test other things and see what else (if anything) effects the warping.
This has happened after approximately the same interval each time I load the program. It doesn't seem to matter what I'm doing. As the warping gets more extreme and causes more polygons to be visible and overlap the FPS drops off, but it seems to remain high until the terrain is completely messed up. Meshes remain uneffected.
I was running MSN and Opera in the background and occassionally switching to them. It doesn't seem to have an effect.
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Re: Alpha progress, bugs and discussion.
I can't run it.
I lounch the executable and then i wait and a DOS window comes up with the name of Lugaru 2 and then a grey window comes up with the title of Phoenix and nothing happens.
PS: I am running it on 1.83 Ghz 512 Ram Ati Radeon 9600
I lounch the executable and then i wait and a DOS window comes up with the name of Lugaru 2 and then a grey window comes up with the title of Phoenix and nothing happens.
PS: I am running it on 1.83 Ghz 512 Ram Ati Radeon 9600
Re: Alpha progress, bugs and discussion.
You're in the wrong topic for that one...TimeToRule wrote:I can't run it.
I lounch the executable and then i wait and a DOS window comes up with the name of Lugaru 2 and then a grey window comes up with the title of Phoenix and nothing happens.
PS: I am running it on 1.83 Ghz 512 Ram Ati Radeon 9600
Go into the other thread and also add what system you're running it on. Might help.
I couldn't say what's up with it, though.
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- Posts: 2
- Joined: Sat Nov 01, 2008 5:33 am
Re: Alpha progress, bugs and discussion.
Running fullscreen worked fine, but when I went to load a level I couldn't get it to gain focus again afterwards.
After opening the load level dialog, canceling had a windows error and then I could no longer hold the LMB and look around, unless I did it over the menu. Could not get this to happen again.
Runs at well over 150FPS on a C2D 2.13GHz 1GB RAM 8800GT 512mb.
The only menu option that works is Load Level, but the level doesn't load. Clicking the others does nothing. *Update* Oh, you have to select something first by double clicking. I was only single clicking.
After opening the load level dialog, canceling had a windows error and then I could no longer hold the LMB and look around, unless I did it over the menu. Could not get this to happen again.
Runs at well over 150FPS on a C2D 2.13GHz 1GB RAM 8800GT 512mb.
The only menu option that works is Load Level, but the level doesn't load. Clicking the others does nothing. *Update* Oh, you have to select something first by double clicking. I was only single clicking.
Last edited by seregrail7 on Sun Nov 02, 2008 7:01 am, edited 2 times in total.
Re: Alpha progress, bugs and discussion.
Also, theres a copyright logo in the bottom right corner >.>Glabbit wrote:Also, I noticed there are airplane lines in the skybox xD
Re: Alpha progress, bugs and discussion.
Well, it's been running relatively well for me, 60fps on my rather old computer and 30 after pressing p (which I assume turns off LOD). Here's some bugs/problems I've encountered:
-I'm having troubles pinpointing why it's happening, but after some time of roaming, I can't type in anything in the console anymore.
-Double clicking the toolbar where there is no button crashes the editor.
-Scaling is very hard to manage on anything other than blocks. Could use a 3d editor like plane lock of sorts. It also has a tendency to crash after going all over the place (or flattening an object).
-Rotating could also use some way to rotate only along a single plane. Also, I image it would be quite cumbersome when dealing with more complex objects due to how it only work when still pointing at the object (imagine trying to rotate a ring-like shape).
Running on: Windows XP Professional SP3, Pentium 4 2.4Ghz, 2GB RAM, GeForce 6800GT.
-I'm having troubles pinpointing why it's happening, but after some time of roaming, I can't type in anything in the console anymore.
-Double clicking the toolbar where there is no button crashes the editor.
-Scaling is very hard to manage on anything other than blocks. Could use a 3d editor like plane lock of sorts. It also has a tendency to crash after going all over the place (or flattening an object).
-Rotating could also use some way to rotate only along a single plane. Also, I image it would be quite cumbersome when dealing with more complex objects due to how it only work when still pointing at the object (imagine trying to rotate a ring-like shape).
Running on: Windows XP Professional SP3, Pentium 4 2.4Ghz, 2GB RAM, GeForce 6800GT.
Re: Alpha progress, bugs and discussion.
The view shakes if you try to interact with something while the camera is still moving.
1. Double-click an object to select it.
2. Choose translate, scale, or rotate.
3. Hold down A (or any other directional key).
4. Grab the thing you selected; the closer you are to it, the more pronounced the effect is.
5. Let go of the WASD key you hit. You should notice that the camera continues moving and resetting itself to whatever your position was when you clicked on the object.
BTW, OG runs great on my 9600GT w/2gb of RAM, XP SP3 32-bit. Granted, the most complicated visual effect on the screen is bump mapping, but I'm getting ~240 FPS with a variance of 10-15 FPS.
Can't wait to play-test the stuff mentioned on the blog.
1. Double-click an object to select it.
2. Choose translate, scale, or rotate.
3. Hold down A (or any other directional key).
4. Grab the thing you selected; the closer you are to it, the more pronounced the effect is.
5. Let go of the WASD key you hit. You should notice that the camera continues moving and resetting itself to whatever your position was when you clicked on the object.
BTW, OG runs great on my 9600GT w/2gb of RAM, XP SP3 32-bit. Granted, the most complicated visual effect on the screen is bump mapping, but I'm getting ~240 FPS with a variance of 10-15 FPS.
Can't wait to play-test the stuff mentioned on the blog.
Re: Alpha progress, bugs and discussion.
yeah, me too, I'm on a macbook running 10.5, and I don't see a toolbar either, I tried using the editor, and right now it seems to switch between tools for no reason, like, I'll select the object and start rotating it, then select it again, and it will scale to some unimaginable size...Glabbit wrote:Okay, am I supposed to see a toolbar of some kind? Because I don't.
I hope you're considering to edit those out later on, guys =p
P.S. how did you guys create your normal maps? I'm modeling some objects and I can't figure out how to do it in Maya 7...
Re: Alpha progress, bugs and discussion.
I have no toolbar, no tools, no objects, nothing besides a canyon.
Other than that I have no problems. It's amazing anyway, the shaders are amazing, and the reflection works well
Other than that I have no problems. It's amazing anyway, the shaders are amazing, and the reflection works well
Re: Alpha progress, bugs and discussion.
No objects? Not even the square box and the rock?
Re: Alpha progress, bugs and discussion.
I haven't been able to turn on reflections... probably because of my intel graphics chip... I hate those things....
Just for reference...
Model Name: MacBook
Model Identifier: MacBook2,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 4 MB
Memory: 1 GB
Bus Speed: 667 MHz
Boot ROM Version: MB21.00A5.B07
SMC Version: 1.13f3
Serial Number: 4H6501DBWGM
Sudden Motion Sensor:
State: Enabled
MEMORY:::
BANK 0/DIMM0:
Size: 512 MB
Type: DDR2 SDRAM
Speed: 667 MHz
Status: OK
Manufacturer: 0xCE00000000000000
Part Number: 0x4D342037305436353534435A332D43453620
Serial Number: 0xF46264AC
GRAPHICS:::
Intel GMA 950:
Chipset Model: GMA 950
Type: Display
Bus: Built-In
VRAM (Total): 64 MB of shared system memory
Vendor: Intel (0x8086)
Device ID: 0x27a2
Revision ID: 0x0003
Displays:
Color LCD:
Display Type: LCD
Resolution: 1280 x 800
Depth: 32-bit Color
Built-In: Yes
Core Image: Hardware Accelerated
Main Display: Yes
Mirror: Off
Online: Yes
Quartz Extreme: Supported
Display Connector:
Status: No display connected
Just for reference...
Model Name: MacBook
Model Identifier: MacBook2,1
Processor Name: Intel Core 2 Duo
Processor Speed: 2 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 4 MB
Memory: 1 GB
Bus Speed: 667 MHz
Boot ROM Version: MB21.00A5.B07
SMC Version: 1.13f3
Serial Number: 4H6501DBWGM
Sudden Motion Sensor:
State: Enabled
MEMORY:::
BANK 0/DIMM0:
Size: 512 MB
Type: DDR2 SDRAM
Speed: 667 MHz
Status: OK
Manufacturer: 0xCE00000000000000
Part Number: 0x4D342037305436353534435A332D43453620
Serial Number: 0xF46264AC
GRAPHICS:::
Intel GMA 950:
Chipset Model: GMA 950
Type: Display
Bus: Built-In
VRAM (Total): 64 MB of shared system memory
Vendor: Intel (0x8086)
Device ID: 0x27a2
Revision ID: 0x0003
Displays:
Color LCD:
Display Type: LCD
Resolution: 1280 x 800
Depth: 32-bit Color
Built-In: Yes
Core Image: Hardware Accelerated
Main Display: Yes
Mirror: Off
Online: Yes
Quartz Extreme: Supported
Display Connector:
Status: No display connected
Re: Alpha progress, bugs and discussion.
Considering the whole thing's built in Intel, I'd imagine an intel chip being the most compatible...
Re: Alpha progress, bugs and discussion.
Maya should have some capability for creating a UV texture that is the normal map. In Blender, you'd hit control-alt-b (after some setup nicely described here) and tell it to output normals, for example.
Note that OG will refuse to import models that don't have texture coordinates for every face. I don't know if this necessarily qualifies as a bug, but since you can easily insert a single texture coordinate and then refer every face to it, it's straightforward to make "untextured" models show up in OG. To wit:
However, when I tried texturing this bad boy, this is what I get:
He's all shiny! I've put the lizard OBJ file and the texture and normal maps up here if anyone wants to take a look. You'll have to insert him into the basic_blocks.xml file to get him to show up.
Note that OG will refuse to import models that don't have texture coordinates for every face. I don't know if this necessarily qualifies as a bug, but since you can easily insert a single texture coordinate and then refer every face to it, it's straightforward to make "untextured" models show up in OG. To wit:
However, when I tried texturing this bad boy, this is what I get:
He's all shiny! I've put the lizard OBJ file and the texture and normal maps up here if anyone wants to take a look. You'll have to insert him into the basic_blocks.xml file to get him to show up.