Page 7 of 8

Re: Torchlight

Posted: Sat Nov 07, 2009 9:04 am
by scarpelius
I have downloaded and installed the 1.2 demo and i got this:

OGRE EXCEPTION(3:RenderingAPIException): Cannot lock D3D9 vertex buffer: n/a in D3D9HardwareVertexBuffer::lock at C:\svn\Projects\ogre161\RenderSystems\Direct3D9\src\OgreD3D9HardwareVertexBuffer.cpp (line 88)

Running on Windows 7 64bit with latest nVidia drivers.
No matter what i do the game crashes my system in the beginning.

Re: Torchlight

Posted: Sun Nov 08, 2009 5:18 pm
by jamesL
blaenk wrote:I'm also interested in how exactly the editor interface with Ogre. I mean, I imagine there was a wrapper that was created? Any info that you can provide? Thanks I appreciate it :)
pulled this post from one of the devs off the main forum
doesn't give any details, but its all I could find
http://forums.runicgames.com/viewtopic. ... tor#p15535
Gbrown wrote:Yeap, the editor is C# sitting on top of a version of the C++ game code compiled into a DLL.

Re: Torchlight

Posted: Sun Nov 08, 2009 11:34 pm
by novaumas
Awesome game!

It's been a while since I've had real good fun when playing a game, but I just finished through the demo and felt the urge to make my first Steam purchase! :D

Re: Torchlight

Posted: Mon Nov 09, 2009 12:02 am
by FragCool
Waiting for the 1.2 Update on Steam right now...

Long Update List :D

Re: Torchlight

Posted: Tue Nov 10, 2009 1:14 am
by jacmoe
Steams latest obsession .. Torchlight
:D

Re: Torchlight

Posted: Tue Nov 10, 2009 5:53 pm
by SiENcE
scarpelius wrote:I have downloaded and installed the 1.2 demo and i got this:

OGRE EXCEPTION(3:RenderingAPIException): Cannot lock D3D9 vertex buffer: n/a in D3D9HardwareVertexBuffer::lock at C:\svn\Projects\ogre161\RenderSystems\Direct3D9\src\OgreD3D9HardwareVertexBuffer.cpp (line 88)

Running on Windows 7 64bit with latest nVidia drivers.
No matter what i do the game crashes my system in the beginning.
You can also run Torchlight with OpenGL Renderer. You just have to copy the plugins.cfg to -> plugins_opengl.cfg and edit this file to:

Code: Select all

#Plugin=RenderSystem_Direct3D9
Plugin=RenderSystem_GL
Then go into your User Directory c:\Documents and Settings\{Username}\Application Data\runic games\torchlight\ and search for the Torchlight settings_editor.txt and change the renderer (second line) to:

Code: Select all

OPENGL :1
Start Torchlight but do not click on load/save (it crashes there for unknown reason).

But new Game/continue/inGame works :-)

Re: Torchlight

Posted: Tue Nov 10, 2009 6:49 pm
by Brutal
Someone mentioned this in the Ogre3D chatroom, but I was curious to know as well. What method did you use to get this outline around the enemies? Someone linked to a blog entry from the zero-gear developer about creating rimlighting without shaders, but I was hoping you guys might share :)

Image

Re: Torchlight

Posted: Wed Nov 11, 2009 7:38 pm
by tbaldree
We basically do the same sort of thing that Zero Gear does - with a cubemap or spheremap.

Re: Torchlight

Posted: Wed Nov 11, 2009 11:53 pm
by SiENcE
@tbaldree: Why did you disabled OpenGL Renderer?

I like the tiled design and your Editor :).

I wish i had such Editor for Iris2.

Re: Torchlight

Posted: Wed Nov 18, 2009 7:15 pm
by masterfalcon
By the way: Torchlight is on GameSpot's Holiday Gift Guide
http://www.gamespot.com/holiday-guide/d ... index.html

UPDATE: Also a review on Kotaku! http://kotaku.com/5407427/torchlight-re ... iablocraft

Re: Torchlight

Posted: Thu Dec 03, 2009 12:58 am
by MiranT
Hey, just tried out the game and being a great fan of the diablo series i totally loved it. Im so buying this asap!
Ran great on my pretty old pc 1.5 gig ram, dual ati x550 128mb cards and intel 3.04gz processor.


Anyway how did you handle collision, did you use some physics lib?

Really Great Job, top 5 games

Posted: Tue Dec 08, 2009 7:30 am
by kariem2k

Re: Torchlight

Posted: Sat Dec 12, 2009 11:45 pm
by Baddcog
DLing right now. Looks pretty cool and have always heard good stuff about Diablo.

Re: Torchlight

Posted: Sun Dec 13, 2009 12:40 am
by telchar
Brutal wrote:Someone mentioned this in the Ogre3D chatroom, but I was curious to know as well. What method did you use to get this outline around the enemies? Someone linked to a blog entry from the zero-gear developer about creating rimlighting without shaders, but I was hoping you guys might share :)

Image
Yup, it was me. I managed to have a similar effect with the following declaration in the material:

Code: Select all

material some/random/material/with/rim/effect
{
	technique

	{

		pass

		{

			texture_unit

			{

				texture yourtexturehere.png

			}
			//rim lighting
			texture_unit
            		{
				cubic_texture rim.dds combinedUVW
				tex_address_mode clamp
				colour_op_ex add src_texture src_current
				colour_op_multipass_fallback one one
				env_map cubic_normal
			}

		}



	}
}
You can find the rim.dds image here: http://www.2shared.com/file/9938806/fc1b8d8e/rim.html

So far I uses it to handle the selection of an actor in my game. But i would like to uses it in order to notify the player of the ennemy's life. So i would like the effect to go from a green value to a red value for example. If someone comes up with an idea to do that, please feel free to share it with me :p
I'm afraid i'll have to mess with cg scripts, still.

Re: Torchlight

Posted: Sun Dec 13, 2009 12:44 am
by jacmoe
Wow, nice! :)
Do you mind if I put this in a wiki ?

Re: Torchlight

Posted: Sun Dec 13, 2009 12:45 am
by telchar
sure, no problem !

Re: Torchlight

Posted: Sun Dec 13, 2009 12:46 am
by jacmoe
Thanks a lot! :)

Re: Torchlight

Posted: Sun Dec 13, 2009 3:18 am
by Praetor
You could do it by adding another pass instead of just a texture_unit and adjusting the emissive or ambient color of the pass from green to red. Of course your rim light cubemap should be white in that case.

Re: Torchlight

Posted: Sun Dec 13, 2009 4:43 pm
by telchar
Thank for the tip, i'll try that in a few days.
The rim.dds texture provided in my previous post is white btw.

Re: Torchlight

Posted: Thu Jan 14, 2010 11:03 am
by jjp
Congratulations on getting reviewed by ZP. I haven't watched the review yet but the fact that he takes an interest in the game is great in any case. :)

Re: Torchlight

Posted: Tue Jan 19, 2010 7:34 pm
by dave2041
AAaannnnddddd theres a review in custompc magazine :)

Re: Torchlight

Posted: Wed Apr 06, 2011 6:43 pm
by Danoli3
Congrats on the XBLA release!
Interested in how you guys ported it over! ;)

OGRE got a mention in this article anyway:
“What we thought originally was going to be an out of house port ended up being a lot more collaborative than we expected. We worked with an external team to move the game over to the Xbox 360 because the [Ogre] engine Torchlight runs on, has an Xbox 360 version. That ensured it would be easy to convert and not result in the ‘worst console port ever’.”...
http://www.gamefront.com/exclusive-inte ... -schaefer/

Re: Torchlight

Posted: Fri Jul 15, 2011 8:22 pm
by Beauty
This month you can get the full version of Torchlight for 5.50 Euro in Germany (and perhaps some neighbour countries) as part of the game magazine "Computerbild Spiele GOLD edition" (8/2011).
The setup offers English, German and two other languages (french and spanish?).

Re: Torchlight

Posted: Sat Jul 30, 2011 3:40 pm
by Beauty
I played Torchlight for a few hours now. It's a great game :D

Unfortunatelly there seems to be a few little bugs (in version 1.15):
1) The TAB key doesn't work (on my German keyboard)
2) Some text was translated in a strange way. Sometimes I'm not shure about the meaning.
3) When I change the resolution, the mouse pointer get's an Y offset in the menu. So I have to point below a button to click it. (I think after a restart this bad effect is gone. Also when I leave the menu and return to play mode, the mouse pointer works correct.)

But don't worry - all in all I like the game very much !!

Re: Torchlight

Posted: Tue Aug 02, 2011 7:15 pm
by chaosavy
I wonder if for Torchlight 2 they will be using Ogre as well.