Subversive Takedown (top-down voxel shooter)
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.
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
10se1ucgo wrote:Extended ReubenMcHawk's Authentic SMG
10se1ucgo wrote:Thanks.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
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.
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learn_more
Coder
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- Joined: Sun Mar 24, 2013 9:59 pm
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.
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?
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 :)
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 :)
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
matpow2 wrote:EDIT: In other news, I've made a Linux build for the x86-64 architecture: http://mp2.dk/st/builds/linux/build38.zipOh! I would but I am one of the rare types who only has an x86-32 CPU.
Let me know if it runs or not :)
Sonarpulse wrote:I still have a 32 bit CPU!matpow2 wrote:EDIT: In other news, I've made a Linux build for the x86-64 architecture: http://mp2.dk/st/builds/linux/build38.zipOh! I would but I am one of the rare types who only has an x86-32 CPU.
Let me know if it runs or not :)
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GreaseMonkey
Coder
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- Joined: Tue Oct 30, 2012 11:07 pm
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.
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.
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 :)
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 :)
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?
It's already been uploaded here, so please point to that link instead: http://www.youtube.com/watch?v=5FuU-6eZ-LY
\o/
\o/
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StopSignal
Build and Shoot's 1st Birthday
- Posts: 68
- Joined: Sat Dec 22, 2012 7:59 pm
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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?
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?
Build and Shoot Signature Generator
Behind you, whisphering "goodbye", before shooting...
Come and see my awesome Robot Pack! http://buildandshoot.com/viewtopic.php?f=12&t=2603
It would be nice if we had a few more people playing. It's no fun when I'm just playing with myself. :(
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