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Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 15, 2013 10:30 pm
by matpow2
It seems to crash while setting the GLFW window callbacks. Maybe I'm not catching a GLFW error or something during context creation; I'll add some logging for the next build.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 15, 2013 10:35 pm
by 10se1ucgo
HoboHob wrote:
Please give a download link to skins. I like them so much.
Oh hey man, sorry I never got back to you.
http://www.mediafire.com/?1612585nocjtvio

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 16, 2013 12:38 am
by HoboHob
10se1ucgo wrote:
HoboHob wrote:
Please give a download link to skins. I like them so much.
Oh hey man, sorry I never got back to you.
http://www.mediafire.com/?1612585nocjtvio
Thanks.

EDIT:
Build 38 destroys performance on my computer. On Build 36 I wasn't getting any noticeable lag. But on Build 38 I get incredible lag.

Average FPS Build 38 - 7
Average FPS Build 36 - 28

I'm not sure what changed. I haven't tried Build 37, but I would assume it's the same as Build 38.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 16, 2013 4:47 pm
by learn_more
you fucked something up while packing :p
Image

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 16, 2013 6:30 pm
by matpow2
Ah! Thanks for noticing. That's probably why the ZIP file is so big. I'll package the Python stdlib properly on the next build.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 16, 2013 8:13 pm
by HoboHob
matpow2 wrote:
Ah! Thanks for noticing. That's probably why the ZIP file is so big. I'll package the Python stdlib properly on the next build.
Any idea why I might be getting crippling lag?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 16, 2013 9:24 pm
by matpow2
HoboHob, the map is quite a bit bigger now. I can probably optimize the rendering by frustum culling - I'll add that for the next build.

EDIT: In other news, I've made a Linux build for the x86-64 architecture: http://mp2.dk/st/builds/linux/build38.zip

Let me know if it runs or not :)

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 12:55 am
by Sonarpulse
matpow2 wrote:
EDIT: In other news, I've made a Linux build for the x86-64 architecture: http://mp2.dk/st/builds/linux/build38.zip
Let me know if it runs or not :)
Oh! I would but I am one of the rare types who only has an x86-32 CPU.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 3:19 am
by HoboHob
Sonarpulse wrote:
matpow2 wrote:
EDIT: In other news, I've made a Linux build for the x86-64 architecture: http://mp2.dk/st/builds/linux/build38.zip
Let me know if it runs or not :)
Oh! I would but I am one of the rare types who only has an x86-32 CPU.
I still have a 32 bit CPU!

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 6:36 am
by GreaseMonkey
Tested the 64-bit Linux build, and here are my notes:

To start it you need to do:
LD_LIBRARY_PATH="lib/" ./run_client.sh
Same deal with the server for that matter. I expect this to be fixed in the next build.

If you have an Intel GPU, go with low-quality graphics - high-quality makes it run like ass. (It looks pretty, though. But seriously, if you rank games by how pretty they look, get a better GPU - or alternatively, play CoD.)

-- And now for notes on the game itself:

I'm really not sure what to do after I've grabbed the intel...?

The scripting system looks promising :)

The map editor GUI *really* should shrink the fat-ass "New" button to suit heights that aren't 768. (I use dwm as my window manager.)

I think that's all I really need to say right now.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 9:52 pm
by matpow2
Thanks for the feedback GreaseMonkey. I thought I had set the RPATH of the client executable to something that would work, but I guess not.

You're supposed to return the intel to the tower near the enemy defense barrier.
Also, I haven't quite finished the map editor yet. The reason the "new" button is so big is because it just fills up the remaining space on the panel, but I'll be filling it up soon with properties and so on.

In other news, I made a trailer! Thanks to everyone who participated in the game today :)

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 9:55 pm
by HoboHob
matpow2 wrote:
In other news, I made a trailer! Thanks to everyone who participated in the game today :)
Mind if I upload to my youtube channel?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 10:20 pm
by matpow2
It's already been uploaded here, so please point to that link instead: http://www.youtube.com/watch?v=5FuU-6eZ-LY

\o/

Re: Subversive Takedown (top-down voxel shooter)

Posted: Wed Apr 17, 2013 11:28 pm
by StopSignal
Semi Off-topic: I can't go to the videos, it starts downloading them! Can someone pass me Matt's account?

By the way, this game, when finished, if it is ever finished, or it is always uploaded, is going to be (and already is) awesome. Wich type of program do you uso to make voxel-based games?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Apr 20, 2013 6:27 am
by Stuart98
It would be nice if we had a few more people playing. It's no fun when I'm just playing with myself. :( Green_Pistol2 Blue_Pistol