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Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 2:34 pm
by TB_
learn_more wrote:
TB_ wrote:
Ok, so just continue doing what makes you happy. Blue_BigSmile
The video was interesting as well, I can see you borrowed the menu style on the ace of spades openGL
you should consider borrowing a brain.
huh?
So mat mat made a subversive takedown prototype in 2009, with a cool menu. And he uses the same menu design on the ace of spades openGL version.

Did I get anything wrong?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 2:56 pm
by VladVP
TB_ wrote:
learn_more wrote:
TB_ wrote:
Ok, so just continue doing what makes you happy. Blue_BigSmile
The video was interesting as well, I can see you borrowed the menu style on the ace of spades openGL
you should consider borrowing a brain.
huh?
So mat mat made a subversive takedown prototype in 2009, with a cool menu. And he uses the same menu design on the ace of spades openGL version.

Did I get anything wrong?
Oh, well... it's just the fact that it's pretty hard to borrow something from anything, if it does not exist yet... -.-

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 4:54 pm
by HoboHob
VladVP wrote:
Oh, well... it's just the fact that it's pretty hard to borrow something from anything, if it does not exist yet... -.-
What? ST existed long before the OpenGL engine did.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 8:14 pm
by VladVP
HoboHob wrote:
VladVP wrote:
Oh, well... it's just the fact that it's pretty hard to borrow something from anything, if it does not exist yet... -.-
What? ST existed long before the OpenGL engine did.
Image

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 8:20 pm
by HoboHob
Well if someone would care to explain.

TB_ said that Mat borrowed the menu from ST in the OpenGL version of Ace of Spades.

What's wrong with this statement? As I see it, you guys are acting like morons.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 9:01 pm
by VladVP
HoboHob wrote:
Well if someone would care to explain.

TB_ said that Mat borrowed the menu from ST in the OpenGL version of Ace of Spades.

What's wrong with this statement? As I see it, you guys are acting like morons.
No, he said that Mat borrowed the menu in ST from OpengGL AoS.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 9:05 pm
by TB_
VladVP wrote:
HoboHob wrote:
Well if someone would care to explain.

TB_ said that Mat borrowed the menu from ST in the OpenGL version of Ace of Spades.

What's wrong with this statement? As I see it, you guys are acting like morons.
No, he said that Mat borrowed the menu in ST from OpengGL AoS.


This is what I said:
I can see you borrowed the menu style on the ace of spades openGL
If I claimed he borrowed the menu in ST from OpenGL, this is what I would have said:
I can see you borrowed the menu style from the ace of spades openGL

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 10:05 pm
by VladVP
Uhh... I'm not sure if "on" is the correct prepostion to use...
Men sådan er nordmænd. XD

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Apr 12, 2013 10:34 pm
by HoboHob
VladVP wrote:
Uhh... I'm not sure if "on" is the correct prepostion to use...
Men sådan er nordmænd. XD
Regardless, you all are wrong and I am right ha TAKE THAT YOU NUBS Green_BigSmile

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 13, 2013 12:19 pm
by matpow2
Wow, this topic is getting derailed. If possible, stay on topic, please

I'm nearly done with the new map. There's still some polishing to do, but I may release a new build soon.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 13, 2013 2:53 pm
by VladVP
matpow2 wrote:
Wow, this topic is getting derailed. If possible, stay on topic, please
Hey, blame the "View your posts" button at the top... >_>

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 13, 2013 9:45 pm
by GreaseMonkey
Besides, Mat wrote the code, so it's technically his and he can do whatever he wants with it other than sue Jagex for using it (as he gave explicit permission).

END OF THAT TRAIN OF THOUGHT.

Remind me to idle on #buildandshoot more and I should be ready for when you post the next update, as that's when we tend to get the most players.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 13, 2013 9:48 pm
by Handles
Cool, can't wait to play on your new map mat^2!

Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 15, 2013 6:26 pm
by matpow2
Build 37 is out!
Code: Select all
Build 37
* Added a lot of new scripting features (see republic.py). This includes the
  ability to manipulate entities and map scripting.
* Added rotation around the X axis
* Added zoom
* Added transparency when e.g. a building is blocking the view between the
  character and camera eye
* Added first "real" map, Republic of Bataac. Still WIP.
* Added train entity
* Added minimal spectator mode
* Added ability to change teams
* Fixed problems with npot textures on integrated cards
* Added new config options (music and vsync)
* Added map duration
* Added crates
* Added RPG
* Other changes I don't remember
Download is in first post.

EDIT: Build 38 is out - it's a bugfix release.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 15, 2013 10:20 pm
by GreaseMonkey
Crashes after a complete bullshit error (I have an Intel 3000HD, it definitely supports shaders thank you very much):

OpenGL extension 'GL_ARB_vertex_shader' not supported.
Not all OpenGL extensions supported. Setting graphics level to minimum
wine: Unhandled page fault on write access to 0x000001e4 at address 0x456b26 (thread 0009), starting debugger...

winedbg
Code: Select all
   0x00456b00:  cmp    BYTE PTR ds:0x55d78c,0x0
   0x00456b07:  jne    0x456b1e
   0x00456b09:  mov    DWORD PTR [esp+0x8],0x0
   0x00456b11:  mov    DWORD PTR [esp+0x4],0x70001
   0x00456b19:  jmp    0x457ce0
   0x00456b1e:  mov    eax,DWORD PTR [esp+0x8]
   0x00456b22:  mov    ecx,DWORD PTR [esp+0x4]
=> 0x00456b26:  mov    DWORD PTR [ecx+0x1e4],eax
   0x00456b2c:  ret    
objconv
Code: Select all
; Filling space: 3H
; Filler type: INT 3 Debug breakpoint
;       db 0CCH, 0CCH, 0CCH

ALIGN   8
?_10513:cmp     byte [?_34035], 0                       ; 00456B00 _ 80. 3D, 0055D78C(d), 00
        jnz     ?_10514                                 ; 00456B07 _ 75, 15
        mov     dword [esp+8H], 0                       ; 00456B09 _ C7. 44 24, 08, 00000000
        mov     dword [esp+4H], 458753                  ; 00456B11 _ C7. 44 24, 04, 00070001
        jmp     ?_10701                                 ; 00456B19 _ E9, 000011C2

?_10514:mov     eax, dword [esp+8H]                     ; 00456B1E _ 8B. 44 24, 08
        mov     ecx, dword [esp+4H]                     ; 00456B22 _ 8B. 4C 24, 04
        mov     dword [ecx+1E4H], eax                   ; 00456B26 _ 89. 81, 000001E4
        ret                                             ; 00456B2C _ C3
called by
Code: Select all
        call    ebx                                     ; 00417BC7 _ FF. D3
        push    515                                     ; 00417BC9 _ 68, 00000203
        call    near [imp_glDepthFunc]                  ; 00417BCE _ FF. 15, 00512468(d)
        push    2929                                    ; 00417BD4 _ 68, 00000B71
        call    near [imp_glDisable]                    ; 00417BD9 _ FF. 15, 00512394(d)
        push    2884                                    ; 00417BDF _ 68, 00000B44
        call    edi                                     ; 00417BE4 _ FF. D7
        fld1                                            ; 00417BE6 _ D9. E8
        sub     esp, 8                                  ; 00417BE8 _ 83. EC, 08
        fstp    qword [esp]                             ; 00417BEB _ DD. 1C 24
        call    near [imp_glClearDepth]                 ; 00417BEE _ FF. 15, 0051246C(d)
        push    771                                     ; 00417BF4 _ 68, 00000303
        push    770                                     ; 00417BF9 _ 68, 00000302
        call    ebx                                     ; 00417BFE _ FF. D3
        fld     dword [?_25135]                         ; 00417C00 _ D9. 05, 005149F0(d)
        push    ecx                                     ; 00417C06 _ 51
        fstp    dword [esp]                             ; 00417C07 _ D9. 1C 24
        push    8704                                    ; 00417C0A _ 68, 00002200
        push    8960                                    ; 00417C0F _ 68, 00002300
        call    near [imp_glTexEnvf]                    ; 00417C14 _ FF. 15, 00512470(d)
        push    2848                                    ; 00417C1A _ 68, 00000B20
        call    edi                                     ; 00417C1F _ FF. D7
        push    7424                                    ; 00417C21 _ 68, 00001D00
        call    near [imp_glShadeModel]                 ; 00417C26 _ FF. 15, 00512474(d)
        push    2977                                    ; 00417C2C _ 68, 00000BA1
        call    edi                                     ; 00417C31 _ FF. D7
        push    16384                                   ; 00417C33 _ 68, 00004000
        call    edi                                     ; 00417C38 _ FF. D7
        push    16385                                   ; 00417C3A _ 68, 00004001
        call    edi                                     ; 00417C3F _ FF. D7
        push    2903                                    ; 00417C41 _ 68, 00000B57
        call    edi                                     ; 00417C46 _ FF. D7
        push    5634                                    ; 00417C48 _ 68, 00001602
        push    1032                                    ; 00417C4D _ 68, 00000408
        call    near [imp_glColorMaterial]              ; 00417C52 _ FF. 15, 00512478(d)
        call    ?_08898                                 ; 00417C58 _ E8, 00028263
        call    ?_02066                                 ; 00417C5D _ E8, FFFFFBEE
        test    al, al                                  ; 00417C62 _ 84. C0
        jnz     ?_02086                                 ; 00417C64 _ 75, 28
        mov     edx, dword [imp_?endl@std@@YAAAV?$basic_ostream@DU?$char_traits@D@std@@@1@AAV21@@Z]; 00417C66 _ 8B. 15, 00512174(d)
        mov     eax, dword [imp_?cout@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A]; 00417C6C _ A1, 00512164(d)
        push    edx                                     ; 00417C71 _ 52
        push    ?_25134                                 ; 00417C72 _ 68, 005149A8(d)
        push    eax                                     ; 00417C77 _ 50
        call    ?_00025                                 ; 00417C78 _ E8, FFFE9743
        add     esp, 8                                  ; 00417C7D _ 83. C4, 08
        mov     ecx, eax                                ; 00417C80 _ 8B. C8
        call    near [imp_??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@P6AAAV01@AAV01@@Z@Z]; 00417C82 _ FF. 15, 0051217C(d)
        mov     ecx, dword [esi+60H]                    ; 00417C88 _ 8B. 4E, 60
        mov     dword [ecx+48H], ebp                    ; 00417C8B _ 89. 69, 48
?_02086:mov     edx, dword [esi+54H]                    ; 00417C8E _ 8B. 56, 54
        push    ?_02054                                 ; 00417C91 _ 68, 00417620(d)
        push    edx                                     ; 00417C96 _ 52
==>     call    ?_10513                                 ; 00417C97 _ E8, 0003EE64
        mov     eax, dword [esi+54H]                    ; 00417C9C _ 8B. 46, 54
        push    ?_02055                                 ; 00417C9F _ 68, 00417650(d)
        push    eax                                     ; 00417CA4 _ 50
        call    ?_10515                                 ; 00417CA5 _ E8, 0003EE86
        mov     ecx, dword [esi+54H]                    ; 00417CAA _ 8B. 4E, 54
        push    ?_02056                                 ; 00417CAD _ 68, 004176A0(d)
        push    ecx                                     ; 00417CB2 _ 51
        call    ?_10509                                 ; 00417CB3 _ E8, 0003EDE8
        mov     edx, dword [esi+54H]                    ; 00417CB8 _ 8B. 56, 54
        push    ?_02077                                 ; 00417CBB _ 68, 004179F0(d)
        push    edx                                     ; 00417CC0 _ 52
        call    ?_10511                                 ; 00417CC1 _ E8, 0003EE0A
        mov     eax, dword [esi+54H]                    ; 00417CC6 _ 8B. 46, 54
        push    ?_02060                                 ; 00417CC9 _ 68, 00417710(d)
        push    eax                                     ; 00417CCE _ 50
        call    ?_10517                                 ; 00417CCF _ E8, 0003EE8C
        mov     ecx, dword [esi+54H]                    ; 00417CD4 _ 8B. 4E, 54
        push    ?_02061                                 ; 00417CD7 _ 68, 00417740(d)
I don't know what esi is set to at this point, sorry, but that might give you an idea as to where the bug actually is. I actually knew what it was when I posted this, sorry - it's set to some structure allocated on the stack of the function that called this function.