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Work in Progress / Urban Renegade

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C0wbox
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Posted: 25th Jan 2009 00:30 Edited at: 26th Jan 2009 20:16
Before you read this WIP please be aware that this WIP is for the promotion of Soharix and this project may or may not be finished depending on the outcome and our other main project (which isn't going to be disclosed on TGC until it is nearly done.)


Urban Renegade

This project started out with me remodeling a street from Duke Nukem 3D (world 1, level 3).
In doing this, I also modeled the interior of a building, and a staircase leading to the roof. After getting up to the roof I made it possible to jump off and sneak behind one of the roadblocks I'd placed at either end of the street.
(In Duke Nukem 3D, both ends of the street just have huge metal walls across them, and I thought this looked fairly unrealistic, so I invented some roadblocks and stuck SWAT vans in amongst them.)
This is the street in Duke Nukem 3D:


Anyway, after doing this, I then proceeded to model the rest of the city, with alleyways and other sneaky ways to bypass the SWAT roadblocks.

I even made myself a little animated SWAT guy to shoot at you, and placed them all around the city:


Then I put a gun in, then 2 more guns, then ammo, then health kits, then doors then, then! then I needed a storyline... Hmm, well I guess you could say, the SWATs are taking over the world and you're the only guy with the gutts to rebel (you also happened to have 3 handy guns to help.)

---

So yeh the game is heavily based on the city levels of Duke Nukem 3D, whilest there are no aliens or doorkeys (yet) the SWATs do slightly resemble the bores from Duke Nukem 3D:


Here are some screenshots:












And here is a download link for version 0.01:

(Note, once you reach the big orange wall, that is the end of level 1.)

Please bare in mind, this project does not yet have:
A menu
A titlescreen
An indepth story
All the weapons
All the enemies
Any keycards
Any music

Also bare in mind I deliberately made every texture in Paint just so it looked old and cartoony.

Enjoy it for the fact it's about the only FPS Soharix has ever made that works exactly as it is supposed to.
AndrewT
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Posted: 25th Jan 2009 01:20
Haha, it's actually pretty cool! The graphics actually have this strange appeal to me, regardless of the fact that the texture look like (or ARE) 16x16 textures with like 4 different colors total. All in all in was pretty nice.

The enemy death animations could probably be improved a bit though.

C0wbox
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Posted: 25th Jan 2009 01:57
@ AndrewT
Haha, yeh the textures are all like 32x32 or somewhere around there.

And I haven't done the dieing animation, but I will soon.

(Thank you for playing it though, I was expecting insta-flame because this project isn't exactly the prettiest game on TGC.)
Violent Pigeon
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Posted: 25th Jan 2009 02:21
Its not about graphics, its all about gameplay. Fun to play, at first I didnt understand how to change weapons kept trying to scroll mouse wheel. But once I grasped it, it was good

Nice game

Svothe


dark coder
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Posted: 25th Jan 2009 03:53
I get a crash when I press 4, though I guess I shouldn't as there is no such weapon. Also the aiming was quite annoying, it went in quite big steps making accuracy at anything beyond 10M quite tedious. Anyway I got to some orange wall dead end so I assume that's the end of the map. It's not a bad start, the AI could be way better as at many points I could pick them off at a distance and they didn't even move. The levels could have more stuff in them, it seemed mainly liked textured boxes with the odd prop, but I suppose the style doesn't require that much.

C0wbox
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Posted: 25th Jan 2009 04:57 Edited at: 25th Jan 2009 04:59
@ Violent Pigeon
Yeh I forgot about the good old mousewheel. (I stopped using it in FPSs once I realised it was quicker to just press the number instead of fumbling through every single 1.) xD

@ dark coder
Heh, there is no 4th weapon, so naturally it breaks (as it's just automatically showing the weapon 300 above what key you press)

And yeh have you any ideas on how to make the mouse movement less, staggered? It's always been a problem of mine when making FPSs in DBP.

And you should be lucky there is "any" AI. xD I have no idea how to make an enemy know whether it can see you or not without drasticly slowing down the game.

This is a diagram of how the current "AI" is done:

The blue circles are SWAT dudes.
The yellow circle is the player.
Any SWATs within the green box are made to walk towards the player.
Any SWATs within the red box are made to stand still and shoot the player at random intervals. (when rnd(100)=1 to be precise)
So any SWATs outside the green box, just stand there and take it I'm afraid.

And, the levels will be more complex and interesting once I get things like keycards (and more enemies of course)

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dark coder
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Posted: 25th Jan 2009 06:09
There are several things you can do to make the AI better without much code. First off, you need to optimize the way the AI is activated, I assume currently every loop you run through every enemy and check if they are within this activation range. It would be better to check if they are within some large range every second or so, or perhaps a certain amount of enemies a frame so you process them all every second, if so you activate them.

When activated you then do some more complex checks, similarly to above you may wish to check every second or so if an enemy can see the player, either cast a ray between them or maybe you'd first check if the player is within the enemy's line of sight(assuming they have a direction). All of this should be computationally cheap, if your map contains thousands of enemies then it should still be fast, if you need extra speed then you can use an octree or split the map into grids to simplify the checks and see if the player is near the enemies rather than the inverse. To speed up the latter you could use a portal system so if a player is inside a building and the doors are all shut nothing outside can see the player and vice versa.

Of course that's all to do with how you activate the AI and not the actual path finding, for that you could use some grid styled A* or waypoint based, so if an enemy can see you then it finds a nearby waypoint it can directly walk to and follows that to the one nearest to you and so on. But I'm no AI expert, I'm sure you can find many papers on the subject that go into a lot of depth though.

prasoc
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Posted: 25th Jan 2009 12:26
How do you jump (as in the code, because in my fps, you press space and it increases a variable which is added to your y co-ord and when it reaches a certain number, it starts decreasing it until it reaches 0, but there is a problem when you go up stairs: the character jumps up the stairs in mid-air.. can you tell me how you did jumping ?
djchaos
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Posted: 25th Jan 2009 13:01
just something you might want to change, turn the filtering off all the textures, it will give you a far far more retro look & feel about it (set object filter objectnumber,0 will do it)

Your mod has been erased by the signature
C0wbox
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Posted: 25th Jan 2009 14:09 Edited at: 25th Jan 2009 14:11
@ dark coder
Well I hate to disapoint, but in my eyes, checking through every NPC would slow me down to a level I don't want so I just made it so that whatever the "box" is colliding with, it checks to see if it is an NPC and does the corresponding action to it. But I will take into account the ray casting idea, because I have that done to see if they can shoot you (otherwise they just stand there, or carry on walking (I can't remember which I coded them to do)) but I will see if I can get it to check for if the player is in their line of sight. (Although I'm not immediately sure how one does this without casting several rays for their viewcone.) :S

@ prasoc

That is the main body of the jump code^, besides that there are 3 spherecasts to check:
Whether the player's feet are touching the floor.
Whether the player's feet are touching a wall.
Whether the player's head is touching a ceiling.
(And I haven't yet worked out how to get it to detect if the player's head is touching a wall too (meaning you can walk under low objects and you're head will clip through).)

But this code has been passed down and adapted from the code Alquerian gave me for Marvin the Magician years ago so I'm not responsible for it's workings, thus not entirely sure how it works, but I think I've got it more or less sussed.

@ djchaos
Wow thanks man, I will try that right away.
JLMoondog
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Posted: 25th Jan 2009 14:15
Was pretty fun, and for some reason reminded me of Duke Nukem.

The only strange thing I encounter was finding those two swat members in a closed room together.
C0wbox
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Posted: 25th Jan 2009 14:18
@ Josh Mooney
Yeh was that in the hotel? - Because I don't get why they seem unresponsive either. :S

I'll look into it when I get a moment.

(And by the way, it's meant to remind you of Duke Nukem. xD)
Xenocythe
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Posted: 25th Jan 2009 18:10
Haha! I love your cartoony style. I always look forward to it in your games

It was great fun to play.


C0wbox
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Posted: 25th Jan 2009 18:18
@ Xenocythe
Haha, thanks man. (Although the cartoony style is usually down to the fact I can't make realistic games at all, because Soharix doesn't have the man power or the time, or the effort.)
DB PROgrammer
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Posted: 26th Jan 2009 00:32
I downloaded it today and played it. It's pretty good I have a two suggestions for now. When the player shoots an enemy it should automatically start moving to/attack the player and even though you want it to look old style I would still suggest giving the textures more detail.

Can't wait to see more updates!


DBPro, limited by the programmer.
C0wbox
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Posted: 26th Jan 2009 01:45
@ DB PROgrammer
Yeh I was considering adding being shot as a trigger to turn them round to face you and if you are in their line of sight, they walk towards you. (If I can actually code that kind of AI.)

And yeh textures like the tarmac of the road and some of the interior textures need beefing out a big, but yeh, they are meant to look unbelievabley unimaginative so as to not take up all my time when creating them in the first place.

This game took me virtually no time to get working because I spent so little time on the details of it, and just made all the mechanics work.

(By the way, what's going on with Pro Racer man, the WIP's slid off the first page.)
dark coder
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Posted: 26th Jan 2009 02:58
Quote: "Well I hate to disapoint, but in my eyes, checking through every NPC would slow me down to a level I don't want so I just made it so that whatever the "box" is colliding with, it checks to see if it is an NPC and does the corresponding action to it. But I will take into account the ray casting idea, because I have that done to see if they can shoot you (otherwise they just stand there, or carry on walking (I can't remember which I coded them to do)) but I will see if I can get it to check for if the player is in their line of sight. (Although I'm not immediately sure how one does this without casting several rays for their viewcone.) :S"


Did you read my full post? I covered several ways to optimize the whole thing, at no point unless all enemies are very close to you would you be updating every NPC every frame, and even then you wouldn't have to. As I said, you'd have all NPCs deactivated by default, then OVER a second or so you can loop through the NPCs, not every frame, so if you have 100 NPCs and you're running at 100FPS that 1 NPC check per frame. If this is too high then use the octree(or quadtree) method I mentioned above, this is a bit harder to implement but can cut down the computation drastically with a lot of NPCs, and again this doesn't need to be computed for every NPC every frame.

Once they are activated you DON'T move them toward the player as they haven't spotted the player yet, and again, OVER a second you check to see if they are within the player's line of sight. To do this you can just use vectors, get the unit vector between the enemy and player, then the unit vector that is the enemy direction, dot product them and values more than 0.8(36degree FOV) or something should be looking near enough at you. If this is true then do a ray-cast between the enemy and you, if this is slow then do this OVER a second, thus at no point are you doing thousands of computations a second.

C0wbox
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Posted: 26th Jan 2009 14:13 Edited at: 26th Jan 2009 16:17
@ dark coder
Haha, complete goof up by me, I thought I'd coded Urban Renegade to just check the type of any object colliding with the boxes around the player and act on that object accordingly. But yeh it is checking through all the NPCs (and there doesn't seem to be any slow down, so that's good) but yeh, I will need to make it check all the NPCs in sequence anyway if I'm to implement this NPC FOV check. (But I'll be using the NPC collision object for this as well to make sure only NPCs in the same part of the map the player is in are checked, meaning NPCs on the other side of the map aren't lowering your processing speed.)

I would probably use the following method to check the NPCs:
1. Draw a ray from the player to every NPC (every few frames or so)
2. If there is a clear path from the player to the NPC, check the NPC's angle.
3. If the player is within the NPC's angleY -15 and +15, activate the NPC (move it forwards)

But, it's step 3 I don't get how to calculate.
Sorry if you covered this when you mentioned [i]vectors, I just lose people whenever they say vectors because I don't understand how Dark BASIC Pro uses them (but I understand the mathematical concept of vectors.)[/i]

dark coder
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Posted: 26th Jan 2009 15:17
Quote: "(but I understand the mathematical concept of vectors."


Then you should understand what I said :p, and yes DBP's implementation of vectors is rather abysmal. Remember that checking for the line of sight cone will be cheaper than any ray-casting, so you should do that first. As it's not like the enemy will be able to see a player behind them unless you factor in being able to hear the player.

Anyway, as for getting the view cone, as I said you get the unit vectors between the enemy and player(enemy-player) and the enemy's view direction(sin(rotY),0,cos(rotY)) for just a horizontal view-plane, then just dot-product them and 1.0 will be directly looking at you, -1.0 directly away from you etc. If you don't like the DBPro vector command set then you can just do the computation manually.

C0wbox
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Posted: 26th Jan 2009 18:27 Edited at: 26th Jan 2009 19:02
Well I didn't understand how to do it using vectors, so I invented my own technique for doing it (it's probably slower, but I just wanted the technique working (and I confused myself trying to use vectors and trigonometry.)

There are still some problems with my technique in that only a handfull of the NPCs around the map work, the rest just stand there staring into space. But once I get them all working I'll just need to add a check to see if the player is behind a polygon and an NPC is facing you, and a check to turn the NPC around to face you if he gets shot.

Here is a screenshot of me sneaking up behind an NPC for proof:


Again, apologies, dark coder for not understanding this in terms of vectors, the Wikipedia descriptions are exceedingly long winded and not worded at all like the UK education system worded it. xD

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DB PROgrammer
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Posted: 26th Jan 2009 19:29 Edited at: 26th Jan 2009 19:30
Well, I was messing around with your game today and edited some of the textures. I decided I it would be a good idea to give an example of what I mean by more detail.



It only took about a minute to edit it and IMO it looks much better while still keeping with the semi-cartoon style. Really the only reason I even mentioned it is because I have been studying "Old" graphics lately. If you want to use the texture I can upload it, e-mail it, or you can copy and paste it from the example image.

PS: I'm going to start working on pro racer again soon. I went on it today and it has some strange bug that I don't remember being there


DBPro, limited by the programmer.

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C0wbox
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Posted: 26th Jan 2009 19:39 Edited at: 26th Jan 2009 19:54
@ DB PROgrammer
Hah, yeh it does look a lot better. Unfortunately... Soharix's pixel artist has decided to just disapear and not speak to me, so I just made some quick textures for the game.

And if you E-Mail me that new pavement/sidewalk texture I'll be sure to use it.

P.S. Yeh after stopping Vision all those months ago, I came back a month later and it just didn't work... (projects seem to do that randomly)

EDIT:
Thanks, your texture has been added to the Soharix library of textures and is number 319. (Not that anyone needs to know that.)
C0wbox
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Posted: 26th Jan 2009 21:21
Version 0.02
This is a, umm, well, better isn't really the word for it. (Seeing as I turned the texture filtering off.) This is a newer version of the game, with:
1. Better AI (courtesy of dark coder)
2. Worse graphics (courtesy of djchaos)
3. A new pavement/sidewalk texture (courtesy of DB PROgrammer)

(And by the way, the newer AI fixes the random unresponsive people in the hotel room.)



This download is for those of you who won't take my word for it, not a real update of content, as the map is exactly the same and all the people and items are in the same place.
And for those who don't believe my amazing attempt at AI works, you can rename MapTest.map to Map1.map in the Maps folder and run the game; you will be faced with 4 SWAT guys all facing different directions, and only 1 of them will walk towards you until you get into the others' view cones.
JLMoondog
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Posted: 26th Jan 2009 23:05
AI is a lot better. Though I did encounter one bug where a couple would stop firing at me if I turned my back to them. There also insane! Even after I died they were still pumping my body full of lead...
C0wbox
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Posted: 26th Jan 2009 23:26
@ Josh Mooney
Hah, well them not shooting you was probably a coinsidence, but they shoot you whenever a random number (which is generated every frame) is 1 (and it's got a range of 100) so maybe you just got lucky.

And yeh I thought it was cool the way they carry on shooting you once you're dead, so I left it in. xD
DB PROgrammer
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Posted: 27th Jan 2009 02:19
The AI is much better. One thing you could add to the AI is that if one enemy is attack any other enemy within a certain range(You could use a box like you do for the player) would also start to attack you. It would make it seem much smarter. Also you should turn on VSync(Set Display Mode Width,Height,Depth,VSync)


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C0wbox
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Posted: 27th Jan 2009 18:28 Edited at: 27th Jan 2009 19:14
@ DB PROgrammer
I may consider smarter AI some time, but I'm going to work on some other things now I've got it working properly

And I flatly refuse to ever turn on vsync again.

All it does is lower your FPS to 55-60. And as I have it off, but with the sync rate set to 60, it keeps it at a constant FPS of 64 on any computer worth its name.

Also, this game is designed to work on lots of computers (old and new) with vsync on, older computers just lag out and can't run it, but if it is off, the computer can put more time into actually processing the game.

You remember all those bugs with Vision and Marvin the Magician's speed? - That was all taken care of once I got rid of vsync and set the sync rate to 60.

Benjamin
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Posted: 27th Jan 2009 19:17
Quote: "All it does is lower your FPS to 55-60."

It caps it at your monitor's refresh rate, which is fine because having a higher FPS than your monitor can display is pointless.

C0wbox
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Posted: 27th Jan 2009 20:11
@ Benjamin
It still slows the program down though.

I tried running a DBP app, from my desktop PC that would run fine, on my laptop and with vsync on, I got only 30 FPS (and the refresh rate is "not" 30) but when I turned it off, it went up to around 70-90.

So I've left it off ever since.
DB PROgrammer
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Posted: 27th Jan 2009 23:05
I was thinking and it seems your game is missing a crouch button. I think it would make it a little more tactical.


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C0wbox
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Posted: 27th Jan 2009 23:55
@ DB PROgrammer
Haha, yeh that will come along shortly, but due to the collision engine, the only way it will be useful would be to duck behind objects so people can't see you, not to crouch in vents. Sorry to disapoint
C0wbox
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Posted: 30th Jan 2009 01:39 Edited at: 30th Jan 2009 02:01
Version 0.03

This update, unlike the last, is an update of content, rather than an improvement on the engine and it features the complete level 1 and most of level 2.



Screenshots:

(This one isn't specificly from this version, I just forgot to put it on the thread when I took it.)






(There will be windows in this bridge eventually.)


(If you reach this orange wall at the end of an alleyway, this is the end of the game so far.)

Version 0.04 should hopefully include a dieing animation for the SWATs and new textures.
Benjamin
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Posted: 30th Jan 2009 15:02
Quote: "I tried running a DBP app, from my desktop PC that would run fine, on my laptop and with vsync on, I got only 30 FPS (and the refresh rate is "not" 30) but when I turned it off, it went up to around 70-90."

Well yes, if the machine can't handle refreshing for every monitor refresh frame, it'll do it every other frame. Although your numbers suggest this shouldn't be case, I thought I'd tell you this anyway. Regardless, V-Sync isn't slowing down the application in this case, it's just limiting refreshing to 30fps.

JLMoondog
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Posted: 30th Jan 2009 18:32
Very kul! I liked the level transition, very seamless...except for the weapon switching.

Also, I favor the shotgun for it's lethal abilities. Seems you can sniper a swat member from across the map with the thing.

Really only thing that needs improvement is more things to shoot, and some more life in the levels.
C0wbox
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Posted: 30th Jan 2009 20:50
@ Josh Mooney
Yeh there'll be aliens eventually...
And I'll see what I can do about the shotgun.
Mr Kohlenstoff
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Posted: 31st Jan 2009 00:25
Such a cool game.. if I had some kind of good video capturing software I'd record a speedrun. This is just the uber-speedrun-game itself! Not sure why, but it just is.
I really like the style.. somehow I could easily identify with it (..and it reminds me of Vision). The AI seems to be working better than in the first version, but still very simple (even though that actually fits to the rest of the game well; not meant negative of course). Also there's some quite cool level-design, even if a bit repetitive.. you might think about other possibilities of blocking the players path than strange fences and SWAT-cars. However, good work all in all, I'm looking forward to the next version.

C0wbox
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Posted: 31st Jan 2009 00:40 Edited at: 14th Feb 2009 03:56
@ Mr Kohlenstoff
Thanks man, I was getting worried this WIP had already lost its interest amongst people.

And I'm GLaD you consider it so highly. (I too enjoy speed running level 1 just for the sake of testing level 2.)

Although I don't see how it can remind you of Vision, but I guess that isn't a bad thing, afterall, Vision seemed very popular (if rather buggy and badly made by my standards today.)

And as for the blocking of streets; this will become more interesting when nearing the aliens, as there will be more and more destruction in the levels. (You will all see my improvised storyline emerge eventually, I just want to get the basic level working before I start making more stuff for it.)

@ The guys under this post
This project is no longer being worked on, but I don't wish to bump it as it had its fame and died its death.
JLMoondog
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Posted: 11th Feb 2009 20:29
You still working on this?

Zdrok
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Posted: 14th Feb 2009 01:40
Quite a bump.

If he's still working on it, he'll tell us.

*Salute*
Deathead
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Posted: 15th Feb 2009 02:32
He is working on it, patience is a virtue after all.



White Fang 12
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Posted: 15th Feb 2009 02:41
um Deathhead he not he updated a post
Quote: "@ The guys under this post
This project is no longer being worked on, but I don't wish to bump it as it had its fame and died its death. "
Deathead
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Posted: 15th Feb 2009 02:50
That would explain his lack of not listening to Duke Nukem tracks.



AndrewT
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Posted: 15th Feb 2009 02:53 Edited at: 15th Feb 2009 02:54
EDITED, didn't see second page.

Caleb1994
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Posted: 15th Feb 2009 04:25
lol ya i agree updates take time guys hahahaha
Blobby 101
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Posted: 15th Feb 2009 12:04
i can officially say that he is not working on it. He's told me himself. It was only a quick 'motivational project' so that he didn't get bored of working on his main project.

NaGaCreMo:
Deathead
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Posted: 15th Feb 2009 19:44
Sorry guys, I never saw the post, nor was I told, judging by the date, I think I had a power-cut, because of our kettle and washing machine. So sorry guys, its over.



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Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 16th Feb 2009 09:02
I am getting "display not supported by avaliable hardware at line 0"

whats your setup?

dont hate people who rip you off,cheat and get away with it, learn from them
C0wbox
18
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 16th Feb 2009 14:20
@ PAGAN
What's my setup? - I also don't know what that error means.

@ Everyone else
The whole point of me not posting (thus bumping) this thread, was that it was dieing quietly. Seeing as I had to make this post anyway, I thought I'd undignifiabley tell you all, this WIP is no longer being worked on.

It may have been a good WIP, but I've got better projects to work on, and I just wondered what people would think of this motivational project.

No further posts are required from anyone, please just let it die. (As it was bound to, right from the very first sentence on the first post.)
PAGAN_old
18
Years of Service
User Offline
Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 16th Feb 2009 15:06
this error usually means that there is something with the resolution or color depth

maybe just my monitors res is too small or something, whats the resolution on your game?

dont hate people who rip you off,cheat and get away with it, learn from them
C0wbox
18
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 16th Feb 2009 21:56
@ PAGAN
The game is setup to use your maximum res, with 16 colour and vsync off.

This is the code for starting up the game:


(It is likely because you aren't running an opperating system that has 16bit colour any more. Windows Vista?)

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