I'm probably an anomaly test case, but I tried running the demo through Cedega (Linux game emulation) and I was able to get to the selection screen, but I couldn't seem to move the cursor, or place an object (the mouse was always pushed back into the center), also clicking on Go led to a crash to desktop, but scrolling through the list of props was good though, some of them looked pretty wicked
Can't wait to see this once I boot in windows (once every long while)
thanks for the nice comments. I'm afraid I can't be of much help in the linux arena yet (I have debian on my system, but haven't setup Ogre or anything with it yet).
I didn't want to quit since I had built a cool stunt setup but no way of saving.
that reminds me. the final version will of course include the ability to save/load, and will come with a few pre-built setups for those that want to play immediately
It's really fun to play with. I hope you implement the loading/saving soon. Maybe you can release a second beta with only the loading/saving.
I also have some constructive critisism for you...
I have some comments about the suspension of the car. The car tends to roll on his side very quick. Maybe you can make the suspension a little bit harder.
Maybe it would be nice to have a restart key in the playing part, so you can easially restart the the playing part.
Vortex wrote:
I have some comments about the suspension of the car. The car tends to roll on his side very quick. Maybe you can make the suspension a little bit harder.
My thoughts exactly.
But other than that, amazing work indeed. Good job walaber Can't wait for the save/load feature it'd be nice to have a little site that allows people to share their saved maps
Wow, this is one of the neater tools I've ever seen!! Great job I guess we'll see you soon in some of the top-selling games' credits if you use this as a portfolio game
Actually I wasn't able to drive the car, because when the car falls to the ground it always ends up on the rear and I can't move it. A bit less bouncing would help here I guess. The track setup works very smoothly though.
thanks for the comments to far! I will definately tweak the vehicle suspension before the next demo. also the next demo will include about 5 cars to choose from, all with a different "feel".
if for some reason you want to fool around with the car's settings, just upen up and edit the "smart.xml" file in the "Media/Vehicles" directory. it should be pretty obvious.
Contratulations on this demo! It looks very promising.
I have some comments too. Like already said the suspension needs to be harder, but maybe also you need a lower center of mass? Because I think it's too easy to make the smart roll over when you make a turn.
The other thing is about the chase camera. I think it needs to update a little faster, maybe independently from the movement of the car. For example have an 'ideal' camera position behind the car, and then each frame update the camera position to get closer towards that position.
I get a random crash every so often, perhaps every 3 or 4 starts. Also the resources.cfg referenced a non-existent folder (../../Media/particle) and you should really delete ogre.cfg before distributing.
However, this is looking really nice. It has a good solid feel to it already. By the way, it would be worth mentioning that you rotate objects with the mouse wheel, it took me a little while to figure that out
thanks for the comments everyone! I have added a few new features already, and am currently working to isolate the various issues that have arrisen, most likely due to my amateur OOP code
I'll try and get a much more solid version ready for the next beta release!
Ogre.log wrote:21:14:18: Texture: ../../GUI/imagesets/props1.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
21:14:18: Texture: _cegui_ogre_0: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:14:18: Texture: _cegui_ogre_1: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:14:19: Texture: _cegui_ogre_2: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:14:19: Texture: _cegui_ogre_3: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
I found the problem... it is related to the dependancy libraries that CEGUI and OGRE share. as far as I can tell, I've fixed the problem on my own system, but I've also made several other changes to the game, and can't release a fixed version until I do a little more work.
hopefully sometime this weekend I'll have a new and improved "beta 2" for everyone!
Hi, the demo is really cool!
Had some random problems first. Crashes and sometimes it started without crash but there was no scenery at all. After two times of deleting all files (had to terminate the process with the task manager, because if you quit with alt-F4 the program still alive . With ESC->Quit it exits) had no problems anymore. Moreover I had to change damp to 0.5 and spring to 1.0, because of the same probs like tanis.
But now as it’s running I like it very much. Well done!
Maybe one more suggestion: how about a car reset (when it rolls over).
I found the crash issue, and it's fixed on my version at home. the next release should be much more stable, and also have a few new features to play around with, and definately improved vehicle physics.
- the physics are updated independant of the framerate, currently at a rate of 200 fps.
Here's an updated version of the game, that should fix many of the problems people had, and also adds some new stuff:
2 cars to choose from updated car physics ability to save/load arenas! automatic transmission added!
there are still some bugs, but it's much more stable than in the last relase. obviously the scale is off on some of the props, I'll get to work on that.