Torchlight

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scarpelius
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Re: Torchlight

Post by scarpelius » Sat Nov 07, 2009 9:04 am

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.
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Re: Torchlight

Post by jamesL » Sun Nov 08, 2009 5:18 pm

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.
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novaumas
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Re: Torchlight

Post by novaumas » Sun Nov 08, 2009 11:34 pm

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
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Re: Torchlight

Post by FragCool » Mon Nov 09, 2009 12:02 am

Waiting for the 1.2 Update on Steam right now...

Long Update List :D
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jacmoe
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Re: Torchlight

Post by jacmoe » Tue Nov 10, 2009 1:14 am

Steams latest obsession .. Torchlight
:D
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SiENcE
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Re: Torchlight

Post by SiENcE » Tue Nov 10, 2009 5:53 pm

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 :-)
Last edited by SiENcE on Wed Nov 11, 2009 11:52 pm, edited 3 times in total.
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Brutal
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Re: Torchlight

Post by Brutal » Tue Nov 10, 2009 6:49 pm

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
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tbaldree
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Re: Torchlight

Post by tbaldree » Wed Nov 11, 2009 7:38 pm

We basically do the same sort of thing that Zero Gear does - with a cubemap or spheremap.
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Re: Torchlight

Post by SiENcE » Wed Nov 11, 2009 11:53 pm

@tbaldree: Why did you disabled OpenGL Renderer?

I like the tiled design and your Editor :).

I wish i had such Editor for Iris2.
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Re: Torchlight

Post by masterfalcon » Wed Nov 18, 2009 7:15 pm

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
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MiranT
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Re: Torchlight

Post by MiranT » Thu Dec 03, 2009 12:58 am

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?
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Really Great Job, top 5 games

Post by kariem2k » Tue Dec 08, 2009 7:30 am

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Re: Torchlight

Post by Baddcog » Sat Dec 12, 2009 11:45 pm

DLing right now. Looks pretty cool and have always heard good stuff about Diablo.
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Re: Torchlight

Post by telchar » Sun Dec 13, 2009 12:40 am

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.
Last edited by telchar on Sun Dec 13, 2009 12:47 am, edited 1 time in total.
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Re: Torchlight

Post by jacmoe » Sun Dec 13, 2009 12:44 am

Wow, nice! :)
Do you mind if I put this in a wiki ?
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Re: Torchlight

Post by telchar » Sun Dec 13, 2009 12:45 am

sure, no problem !
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Re: Torchlight

Post by jacmoe » Sun Dec 13, 2009 12:46 am

Thanks a lot! :)
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Re: Torchlight

Post by Praetor » Sun Dec 13, 2009 3:18 am

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.
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telchar
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Re: Torchlight

Post by telchar » Sun Dec 13, 2009 4:43 pm

Thank for the tip, i'll try that in a few days.
The rim.dds texture provided in my previous post is white btw.
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Re: Torchlight

Post by jjp » Thu Jan 14, 2010 11:03 am

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. :)
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Re: Torchlight

Post by dave2041 » Tue Jan 19, 2010 7:34 pm

AAaannnnddddd theres a review in custompc magazine :)
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Re: Torchlight

Post by Danoli3 » Wed Apr 06, 2011 6:43 pm

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/
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Re: Torchlight

Post by Beauty » Fri Jul 15, 2011 8:22 pm

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?).
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Re: Torchlight

Post by Beauty » Sat Jul 30, 2011 3:40 pm

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 !!
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Re: Torchlight

Post by chaosavy » Tue Aug 02, 2011 7:15 pm

I wonder if for Torchlight 2 they will be using Ogre as well.
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