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Work in Progress / New Game :- GraviKill

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Nicholas Thompson
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Posted: 8th Nov 2004 10:44 Edited at: 12th Nov 2004 10:15
LAST UPDATED - 12th November 2004 @ 02:15

First up - link:
http://www.thingy-ma-jig.co.uk/show_project.php?pid=11

Description... Simple 2 player game. Fire at each other from across the screen. HOWEVER there are attracting and repelling entities in the way to guide your missile in an unusual path.

Still WIP - Comments VERY welcome!! PLEASE!! Hehe..

Nick

EDIT: Screenshot attached for download. Will display if logged in..


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IBOL
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Posted: 8th Nov 2004 11:59
that does seem like an interesting idea, with the attractors.

it's probably the least of your concerns,
but that background is amazing. how did you do it?

i use several things for explosions:
several generic "parts" - 3D models that fly out from the center of the explosion, along with the expanding sphere you mentioned,
can also do a sprite animation (though i manually set the frames, instead of using play sprite), but i have seen some issues with using explosion sprites over 3d images.

also, if you rotate a particles object to face the camera, instead of shooting up, that can look ok.

good luck.
bob
FoxBlitzz
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Posted: 8th Nov 2004 12:13 Edited at: 8th Nov 2004 12:14
.....Wait. 1136 FPS!? What do you feed that machine? O.o I don't think any machine could ever reach 1000 when even drawing a 3D cube. Are you faking that screen FPS?

Anyways, the game sounds interesting. The backdrop is good but the 3D objects don't have enough detail. Think you can texture them?

HP Pavilion | Intel Pentium 4 CPU 2.40 GHz
512 MB Ram | NVIDIA GeForceFX 5600 AGP, with 256 MB Ram
Nicholas Thompson
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Posted: 8th Nov 2004 12:42 Edited at: 9th Nov 2004 09:59
Yeah they're gonna get detailed, but thing is they're so small!! Lol..

The background is "borrowed" from a website somwhere.. hubbletelescope.org I think...

As for the screenie, it is very real! I have an AMD Barton 3200+ (2500 overclocked to 3200), DDR 400 CL2 and a Radeon 9800XT. Thats all running on a Abit NF7S V2.0 mobo and the CPU and GFX are watercooled. A photo of it is attached when I took it to my uni's Underground LAN party

I'm currently working on a method of animation (ie slideshow of images) on a plane.. Should work ok for now.. Considered particles.. But the framerate is an issue (in terms of it'd be too fast)...



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Wiggett
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Posted: 8th Nov 2004 20:19
why do people so hardcore mod their pc's? i mean yeah it is cool to walk into a lan with a flat screen with two orange lights off the sides, but for jsut sitting at home it's not really that necessary, although i guess it's the equivalnet of a motorhead's car. Jock's supe up cars, nerds supe up pcs. another dawn of time question solved by me.

Nicholas Thompson
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Posted: 8th Nov 2004 21:32
You are right - its completely unecessary mostly.. But somethings are not. EG, the cable braiding not only looks good it makes cabling MUCH less hassle.

I'm considering modifying those devil like pointy things so I can control them with the PC more. I was gonna make a new base unit using a PIC processor and then I can feed it RGB values and times and it'll fade between them. The colours can be controlled using PWM. I can then make a program to modify the color based on CPU temp, if I die in a FPS, etc.

FoxBlitzz
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Posted: 9th Nov 2004 03:21
Quote: "As for the screenie, it is very real! I have an AMD Barton 3200+ (2500 overclocked to 3200), DDR 400 CL2 and a Radeon 9800XT. Thats all running on a Abit NF7S V2.0 mobo and the CPU and GFX are watercooled."


I still don't belive you. I don't think any PC in the world could ever reach that framerate in 3D space with at least one object.

HP Pavilion | Intel Pentium 4 CPU 2.40 GHz
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Nicholas Thompson
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Posted: 9th Nov 2004 03:47
Hehe.. Well it does!!

I have added some more stuff to it, will post in an hour or two about an update when its uploaded and stuff.

Its a nice setup.. Does me for all i want right now

Btw: Why would I bother fixing an fps debugging display?! Lol.. Its not like this is a benchmarking forum!! Lol

Nicholas Thompson
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Posted: 9th Nov 2004 09:46 Edited at: 9th Nov 2004 09:59
Okey dokey, another update...

Link: http://www.thingy-ma-jig.co.uk/show_project.php?pid=11

NEW FEATURES!! There is a placeholder on the left and right now for a HUD (life left, rocket status, etc).

Also there are collisions and explosions (no damage as yet)

The attracting and reppelling orbs are now textures and the texture is scrolled..

Screenie:


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FoxBlitzz
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Posted: 9th Nov 2004 10:08
The spheres look better but the ships still look a bit bare.

Anyways, I got 315 FPS in the game's native resolution (800x600) but 242 when running in my preferred resolution (1024x768). I don't have anyone living in my house that likes to play video games besides me so an option for a bot would be nice.

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Nicholas Thompson
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Posted: 9th Nov 2004 10:52
2 questions...

(1) how u change the resolution???? You got that EXE editor that someone made?

(2) I would like to implement AI, but I'm not sure what the AI should be in this!! Lol.. Might work out the maths to be able to place a rocket on the otherside taking gravity into account.. Not sure if its possible though (MUST BE!!).

Cheers for the comments. After the GUI on the left and right, ships are next to be done. I'll probably make a new, smoother model with better UV mapping (or even SOME UV mapping!!).

FoxBlitzz
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Posted: 9th Nov 2004 11:38
1. I only changed my actual resolution by using the nVidia Settings icon in my system tray. I don't know how to hack .exe's. Don't worry about it.

2. Yeah, that probably would be hard. It wouldn't be hard to make the bot dodge missiles but it would be hard calculating where it should go to shoot the missile. I'm not some math junkie.

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Nicholas Thompson
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Posted: 9th Nov 2004 11:52
Hehe.. Well on the most basic level, I could do a routine that picks a random number between 0 and 100..
0-45 = Move down
46-90 = Move Up
91-100 = Fire


The limits could then be dynamic so if you're closer to the bottom of the screen it could make it more likely to move up.. but keep the chance of firing constant at about 10%, maybe less chance if out of ammo Hmm.. Shouldn't be too hard.

Thing is, in this game its more of a laugh as there aint much point aiming!!

IBOL
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Posted: 9th Nov 2004 12:40 Edited at: 9th Nov 2004 13:30
on AI:
in something like this , the human player isn't going to have
much of an idea of exactly where to fire. yes, it is certainly possible to take into account the position, speed, pull, direction
of every sphere, and calculate the perfect shot thru them,
but that is beyond anything in video games. and even then, it could only calculate for where the player is at that moment.

just write something. it will work.

and hey, i just played your game.
i would like to see the spheres move some, if even only very slowly,
because they happened to be in a position where player 2 was unable to get a shot the whole way across the screen. they always looped back.
quite interesting though.

question about scrolling textures:
the info for that command says 'this effect is permanent'
so how do you keep it from running out?
does it depend on the size of the image you use to texture the object?
do floats and negative numbers work, so that i could scroll it using
a sin() ? hmm... let's see...

bob
Nicholas Thompson
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Posted: 9th Nov 2004 20:14
to scroll the texture, I simple do:

Quote: "scroll object texture i, 0, -frameTime# * 0.0005"


I like it - i think it look effective. I'm gonna work on AI today..

I know what you mean about the spheres sometimes being in positions so you cannot fire. Not entirely sure what to do about that..
The idea I DID have was do have the sphere's have a predefined "life" so each one would last for between 5 seconds and 15(?). It would then fade and a new one would fade back in to replace it. The new would be quite litterally be new (new size, type, etc).
How does that sound?

Nicholas Thompson
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Posted: 10th Nov 2004 12:24 Edited at: 10th Nov 2004 12:30
Game update alert!!

It is available from my website,
http://www.thingy-ma-jig.co.uk/show_project.php?pid=11

NEW FEATURES:
AI!! Simple, but actually plays quite well.. Beat me once or twice!!
Oh yeah, the ability now to be beaten. Yup thats it, Damaged has been implemented. Cheers to Mobiius for his idea to scroll the image for the health bar.
More missiles - now 8 not 5
Ability to set resultion and display type via a Settings.ini
Settings.ini also controls if human or AI opponent. Main menu will be in future developments..

Think thats it...

EDIT: Oh yeah;
New ship object and texture by request.. Problem is I think it still looks crappy.. Lol.. If anyone would like to make a new one for me It needs to have a bounding box of:
x: 5.6
y: 1.625
z: 6.0

I also use a limb in the center as a rocket launch holder.. tho I might change it to hard coded offset..

Attached a new screenshot:


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Scraggle
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Posted: 10th Nov 2004 17:10 Edited at: 10th Nov 2004 17:13
Have you tried using DoGA?

It would be perfect for you. It is a 3D modeller which uses a 'Lego Brick' approach. There are many spaceship parts which you simply put together to make your ship.

Here is the link to Download DoGA. Hope it helps

Nicholas Thompson
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Posted: 10th Nov 2004 20:13
I cant seem to download it, it just takes to a simtel page and I cant see a link for it...

jwurmz
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Posted: 11th Nov 2004 00:36 Edited at: 11th Nov 2004 00:39
yeah, downloading doga is definitely something you should look into. it has MANY MANY parts to use and it exports directX meshes.

your game is looking really nice so far. i tried playing the older version but there was no AI yet. it is a cool concept, keep up the good work.

p.s. try this for the doga download: http://www.doga.co.jp/english/download/index.html download the L3 version of doga.

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 11th Nov 2004 01:42
Cheers for trying again.. This time, I was forwarded to a "404 File not found" page.. LOL!! I hope their software is better than their website..

Tifu
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Posted: 11th Nov 2004 05:02
Whoo, pretty cool idea for a game

If I may make a suggestion-o... I know you can be killed by the enemy missiles or your own, but it would be nice to know who killed you... if the missiles were different colours methinks that could look pretty cool?
Nicholas Thompson
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Posted: 11th Nov 2004 06:07
Good idea - will implement it tonight as part of the next release.. cheers for the suggestion!!

Nicholas Thompson
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Posted: 11th Nov 2004 11:42 Edited at: 11th Nov 2004 11:45
UPDATE ALERT!!

New EXE released at my website,
http://www.thingy-ma-jig.co.uk/show_project.php?pid=11

New features:
Menu system, can now set players in main menu. Also returns to this after a game.
Missiles have been coloured yellow and cyan (suggestion by Tifu).


In the time I have spent debugging, I have been surprised by quite how good the AI is!! Hehe.. For simple AI that changes its mind 4 times a second and the result is pure chance between move up, move down, be still and fire.. Its beaten me a few times!

Anywho.. Same rules - Lemme know if you like it and ANY comments are welcome.. You never know, I might take them on board!!

Nick

[EDIT] May as well include a screeny Attached is a screeny of the new menu system.



[EDIT 2]
Hmm.. I might move the health bars down to the bottom for the next release.. That also give more room for more missiles!! MWUHAHAHAHAHA!!!

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DjCut
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Posted: 11th Nov 2004 16:14
Its a good game! CONTINUE
Scraggle
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Posted: 12th Nov 2004 02:12
Any joy with DoGA yet?

If you can't download it you might want to have a word with Zircher. I think he has something to do with it.

Nicholas Thompson
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Posted: 12th Nov 2004 02:25
Tried - still cant get it.. Lol.. Its strange how people can make good programs but websites fail them.. HTML AINT THAT HARD!! Lol..

Nicholas Thompson
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Posted: 12th Nov 2004 10:12 Edited at: 12th Nov 2004 10:15
UPDATE ALERT:

The game has been updated and is now available on my site at:
http://www.thingy-ma-jig.co.uk/show_project.php?pid=11

New things:
The Menu now works fully (as far as I know). By this I mean you can set players, resolution and chose between 3 control methods..
Thats right, you read correctly above, 3 control methods.. Thats ONE more than before!! Hehe.. I have implemented mouse control as one of the options. Lemme know what you think (ie too sluggish, etc). This also goes for other control types too.
MORE MISSILES!.. Hehe.. Yup, I shifted the health bar down and added two more missiles.. I could fit 12 in, but the gameplay got silly.
Resolution changing is fixed - you can now set it in the game AS WELL as in the settings.ini
At the end of a game, you are taken back to the main menu rather than having to hit Escape and reload.
Fixed some other minor transparency bugs, etc.

Anywho.. Thats about it.. Will post a screeny in a minute. Apart from that, its all down to you folks now to download and try it!!

PS: I need some sounds, so if anyone has anything they think would be good, PLEASE let me know.. I can code, but art and sound are not my strong points (hence the pretty naff looking ships).

PPS: I STIIIIL cannot get this DOGA thing.. Lol. If someone can find a direct working link, that'd be great!!

[EDIT] As promised, a screeny



[EDIT 2]
Btw: Main menu at 1280x1024 on my system does 315 FPS. Is everyone else's ok? I have a fairly high end system so I dont know if I'm making it OTT...

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MrModest
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Posted: 12th Nov 2004 12:12
Cool concept I really like the idea.

How about adding some powerups in the middle, like a pathfinding powerup.
Nicholas Thompson
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Posted: 12th Nov 2004 18:13
Hmmm.. powerups..

Not quite sure what you mean by pathfinding.. Its quite hard to control the ship and dodge missiles let alone fly the ship, dodge AND control a missle too..

Powerups do, however, sound like a good idea. Maybe a double damage powerup?!

Osiris
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Posted: 12th Nov 2004 19:51
apperently DOGA is in japanese and idk how to speak it so im gonna leave it alone

anyone can be a hero, but a soldier can be a hero five minuets longer....
jwurmz
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Posted: 13th Nov 2004 00:50
i don't know japanese either. but you're in luck, because the author realized that not everyone speaks japanese, and so he made an english version.

if you are looking for quick, effective models for ships, tanks, etc.. I HIGHLY RECOMMEND GETTING DOGA L3. like scraggle said, it uses a lego type approach and the number of parts you can add to a model is ridiculous - making it very easy and very effective!

i just tried the download link again, and went through the steps involved in downloading, but the final link to the installer still points to the nexus of my butthole i hope he gets the link fixed soon so you's guys can try it out.

nicholas: i think what he meant by pathfinding was a visual guide of where a missle might go if you were to fire it from your current position (sort of a cheat-sheet i guess).

as for other ideas for a powerups - maybe a powerup that made your missles bigger (increasing your damage area) or a powerup that gives you faster missles. maybe a powerup that splits your single missle into multiple missles by pressing a "secondary fire" button or something.

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 13th Nov 2004 01:10
Hmm.. All very interesting idea's.. I like the "cluster-missile".. Damage multipliers would be VERY easy..

Currently each hit takes off 10+(rnd(10)) health.. I'll look into those two idea's first I think.
Pathfinding would be VERY difficult. I'm not sure of the maths required to work out a path around n gravitational field, and I certainly doubt it is possible in real time especially without a severe framerate drop.. Again, needs research

Cheers for the comments guys, MUCH appreciated. Lemme know when DOGA L3 is finally available

Scraggle
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Posted: 13th Nov 2004 15:10
I tried to upload it to my web site for you but unfortunately I am out of web space, so I opened a new freeweb account but I can't upload more than 750k for the first 7 days!

If you still don't have it by friday I will upload it to my new freeweb account and you can download it from there. Unless you know of somewhere that I can upload a 27.5Mb file now, in which case I will be happy to do it ... consider it a favour returned for the 5.6 update

Nicholas Thompson
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Posted: 13th Nov 2004 19:24 Edited at: 13th Nov 2004 19:24
Well I have MSN and broadband, do we could meet on MSN later?

I could setup and FTP server on my PC and then you could send it directly to it.. Would that be ok?

I'm gonna be busy most of today, but will be abailable in the evening.

[EDIT] BTW: Cheers!! Is this a backup of the EXE you have or did you managed to find a working link?

Scraggle
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Posted: 13th Nov 2004 22:02
I doubt MSN would allow us to transfer 27.5 Mb but FTP should be OK.

I will be out from 6pm UK time until very late ... maybe tomorrow instead?

It isn't a working link that I have but the installable exe that I downloaded months ago.

jwurmz
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Posted: 13th Nov 2004 22:04
i'm going to bite the bullet and create a yahoo mail account, and then upload it there. (creating). done. i'm sure i'm breaking the law on more than one front by doing this, but why stop now?

directions
login to yahoo email -

login: dogadownload@yahoo.com
pw: breakingthelaw

download the attachments to all three messages -
doga1.rar - 9.72MB+yahoo overhead
doga2.rar - 9.73MB+yahoo overhead
doga3.rar - 4.77MB+yahoo overhead

extract all three big rar's to the same folder, resulting in about 20 small rars. then select all the small rars and extract to the same folder. that should be all. post here if you need help.

after it's all extracted, run partsasm.exe to use the parts assembler (duh?).

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 13th Nov 2004 23:17 Edited at: 13th Nov 2004 23:33
Lol.. That is a CUNNING plan!! Doing it now Cheers.

[EDIT] Err.. No EXE.. What do I do?! Lol...

jwurmz
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Posted: 14th Nov 2004 00:57 Edited at: 14th Nov 2004 07:31
it's compressed with winrar. you need this http://www.rarlabs.com/rar/wrar341.exe. extract the four big rar files (doga1, doga2, doga3, doga4) into their consituent parts (25 or so small rars). then extract those 25 small rars and you should have a folder containing everything you need. good luck

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 14th Nov 2004 01:28
I already have winrar..

I have extracted them.. It made a folder called:
"DOGACGA"

In that, there are 3 folder: "atr", "bg" & "common"..

Is this correct?

While extracting, WinRAR asked if files should be overwritten which is unusual as something like this should not need to do that!

jwurmz
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Posted: 14th Nov 2004 07:07 Edited at: 14th Nov 2004 07:21
hmmm, you should have more than just three folders. i just tried downloading it, and you're right... something is wrong. i'll try reuploading now. here is what the folder file layout should look like upon extraction:


"Creativity is knowing how to hide your sources" - Einstein

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Nicholas Thompson
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Posted: 14th Nov 2004 07:10
Hehe..

If you get this in time, I have a yahoo account too.. nj1982@yahoo.com.. I also have a gmail one too - doubt its any help.

Once I have it I can host it on my site as long as it doesn't start eatin all my precious bandwidth!! Hehe..

jwurmz
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Posted: 14th Nov 2004 07:25 Edited at: 14th Nov 2004 07:49
i really wouldn't host it if i were you, as we might be (nay, we are) stepping on other peeps toes doing this. however, it's up to you. i'm reuploading the rars onto the original yahoo account (sorry, too late) right now. there, now try downloading and extracting it.

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 14th Nov 2004 09:12
Will do. I'm not gonna host it in terms of piracy - just providing a mirror Hehe..

Nicholas Thompson
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Posted: 17th Nov 2004 21:27
Well I got it. And:
(1) Its in smegging Japanese..
(2) Its in smegging Japanese..
(3) Part 18 is corrupt "CRC failed in dogal3\rendopt.exe. The file is corrupt"

jwurmz
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Posted: 18th Nov 2004 00:20
hmmmm, you'd think with as much overhead as yahoo puts on attached files that some of it would be error checking (guess not).

the only part that you need really is the parts assembler. it should be named partasm.exe (i think) and the parts assembler isn't in
Quote: "smegging Japanese"
. the part that is japanese is the main menu (if you run the main program. all we're running is the parts assembler, not the main program. if the rar that contains partasm.exe is error-free, then you should be able to extract it and run it. there might be a dll along with it, maybe name partasm.dll or something.

if all else fails, you could always try emailing the webmaster to get the links fixxed. maybe when i get home i'll try to reupload it to yahoo or use torrent or ftp. until then, good luck

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 18th Nov 2004 01:01
Ah ha! I see, I was running the main.exe.. I'll check that out in a bit. My room currently looks like a bombs hit it as I'm in that interim stage of tidying.. It has to get worse before it can get better

jwurmz
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Posted: 18th Nov 2004 02:52
Quote: "It has to get worse before it can get better"

story of my life...

if you can't get it to work, i'll be home in about 6 hours so I'll be able to ftp it straight to ya!

i'll repost here when i get home with all the relevant info on my FTP server. later on

"Creativity is knowing how to hide your sources" - Einstein
Nicholas Thompson
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Posted: 18th Nov 2004 06:03
Have a feeling it may be a little corrupt.. See the screeny

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Nicholas Thompson
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Posted: 18th Nov 2004 23:20 Edited at: 18th Nov 2004 23:25
Ah ha!! Got it..

The INI file was set to "language=jpn" in the "dogae1.ini" in the EXE folder.. I changed it to "langiage=eng" and it in English!! Gonna try it now.. Cheers!

[EDIT] Ok, I cannot add parts.. There are a few in the Misc section, but I cant even add them. The other sections are empty.

I think that corrupt file may have been more important than we think..

[EDIT 2]

I think there are missing parts.. My parts folder only has "basic" in it.. The ini's seem to think there should be a "Mecha" one and others too..

Hate to say it, but did WinRAR pack it all ok this time?

jwurmz
21
Years of Service
User Offline
Joined: 6th Oct 2003
Location: Arizona, USA
Posted: 19th Nov 2004 01:10
i found another link for it (i think, the whole page is in "smegging japanese"):http://doga.jp/archive/021010/dl3_210.exe

woohoo! no more breaking the law!!!

good luck

"Creativity is knowing how to hide your sources" - Einstein

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