Samapico Posted June 30, 2007 Report Posted June 30, 2007 In software emulation, it worked... but everything is ugly. It was set to hardware acceleration... and I'm using a nVidia GeForce 7300 GT
MillenniumMan Posted June 30, 2007 Author Report Posted June 30, 2007 In software emulation, it worked... but everything is ugly. It was set to hardware acceleration... and I'm using a nVidia GeForce 7300 GT Ahh well, the new engine has less compatibility issues than the rad engine. Question to everyone, has anyone here tried a TCP/IP game yet?
L.C. Posted June 30, 2007 Report Posted June 30, 2007 (edited) This will also fix the staticy sounding soundtrack *stares back at LC*Regardless of that -- I have an nVidia chipset and a Geforce 6800XT, while no matter what hardware setting I run the alpha at continue to get choppy audio. And you say it is supposed to fix the choppy audio? How come it won't do it for me. I'm all nVidia hardware here with December version of the latest DirectX 9.0c! Question to everyone, has anyone here tried a TCP/IP game yet?Played it with JabJabJab. I ended up getting a BSOD after accidentally ALT Tabbing and trying to bring it back up. I don't think we could blow each other up. Either that or we didn't shoot at each other long enough. But I'm thinking instead of different keys for all those weapons, just one key to scroll through all the different ones in the arsenal like in GTA3/VC/SAI thought about scrolling, but decided against mentioning it because it just isn't Subspace when you get to that point. This is 3D though, so who knows how similar or different it would be (without scrolling) compared to Continuum. In Continuum, scrolling would take way too long. The traditional keyset is enough to quickly have access to pretty much everything in just one hotkey, rather than wasting precious decaseconds of time to select your arsenal and blow someone to smithereens. Perhaps, experimentally and for now, there should be the ability to do it traditionally and scrolling (by choice through configurations)? If Continuum were using the scrolling method, it would be a whole different perspective and gameplay. I think the two make some distinctive differences in how a game is played and such. :X Since I have no idea how the outcome would be, I think this is something that might be worth experimenting and observing. Edited June 30, 2007 by L.C.
Hakaku Posted June 30, 2007 Report Posted June 30, 2007 I tried the TCP/IP game, but had to host it since there's never anyone on it. But the alpha's got so many bugs in it, it's not really worth it. I can't switch ship, shooting is an impossible task, and flying stalls (as in the ship hits the breaks) every so often... oh, and I can fly through walls... But I know it's just an alpha, so I didn't care to comment.
MillenniumMan Posted July 2, 2007 Author Report Posted July 2, 2007 To LC: Dx9 and a geforce card are video, the audio settings are different than that. Alt-tabbing won't bring an IRC style client up like in SS/cont the game currently isn't like that. I've never actually had the bsod problem while alt-tabbing while getting screen caps, going to PSP and saving them, going back to CNL/TS and getting another one. Then again, I did my screen caps while in a pre-compile test mode rather than with the compiled exe. The health by default is set to 24000 and each L1 shot does 100 hit points of damage To Hakaku: The breaks are caused by the ship running into the collision model of the arena. for some reason, when creating a collision model with milkshape, 3ds files never compile properly and they do strange things in the game. That's also why you can fly through walls.
MillenniumMan Posted July 3, 2007 Author Report Posted July 3, 2007 (edited) oh wow benben are you so banned. dip!@#$%^&* has posted this crap in four other forums off topic. now reported.buhbuh benben Edited July 3, 2007 by MillenniumMan
»jabjabjab Posted July 3, 2007 Report Posted July 3, 2007 Bahahahahaaahahahahah.... ha.. um yeah ha. I see this as a more long term project now than ever because bugs ALWAYS take forever to fix. Im no programmer but Try to find other types of ways to Detect and adknolage a solid with another solid (Linking them.) I looked through help.. and theres manny ways to create collision detection through brain prgramming.. to collision maps. so yeh.
rootbear75 Posted July 4, 2007 Report Posted July 4, 2007 (edited) tried itclicked itcrashed my computer i saw the screen come up, then i clicked host, and got a black screen... i suspect the problem is my monitor as i cant see any of the POST text as my computer boots up, but on another monitor... it works... i'll have to get a new one anywaysss... or when i get my laptop in a few weeks or so, ill try it again.(i dont think this monitor likes DirectX too much )thought i did hear sound, i dunno what i was doing Edited July 4, 2007 by rootbear75
»jabjabjab Posted July 4, 2007 Report Posted July 4, 2007 Lol. For some reason I think we are doing MillenniumMan's dirty work. XD
rootbear75 Posted July 5, 2007 Report Posted July 5, 2007 (edited) yay! finally got SOMETHING! and all i can say is it looks promising. Edited July 5, 2007 by rootbear75
MillenniumMan Posted July 9, 2007 Author Report Posted July 9, 2007 (edited) Jab, if you mean that by seeing how many configurations the alpha works on and seeing what bugs there are then yeah you are doing my dirty work. But actual footwork and such by putting the game together.... nahhhh..... NEway, had some real major breakthroughs with the new engine, and in a couple of days either a bunch of new screens will be posted, or I will feel confident enough to post the 1.02 beta. Most of you will be happy to see the results either way, especialy in gameplay. There is a total of nine ships now, each re-rendered faithfuly as close as possible to the old VIE ships, but with as few polys as possible to run smoothly in the game. Available greens:RepsThorsPower drainingEMPL1-L4 gunsShieldsWarpAntiwarp missilesship repairStealth All are working, have full collision with the scenery and ships. Frontend has also been improved quite a bit as well. Requests to make the FE look more like good old VIE subspace were taken seriously. And don't worry Jab, F2 F3 and F4 have all been replaced by V, just one key. So now you have !@#$%^&*pit view, ortho view and rear view so you can see for a distance who's trying to shoot at you from behind. Edited July 9, 2007 by MillenniumMan
»jabjabjab Posted July 9, 2007 Report Posted July 9, 2007 HURRAY! IT'S THE COLLISION DETECTION PARTY!!! WOOOT
Animate Dreams Posted July 11, 2007 Report Posted July 11, 2007 You know, I have to wonder if this wouldn't work much better inside an enclosed space. I'm basically thinking a mix between SubSpace and Descent, I guess. But the best solution would probably be to allow for both. That way you could have 3D enclosed bases, and then free-roam when you're outside. That automatically allows for pretty much all of the gametypes currently used in SS. I personally like the idea of everything being enclosed, though. >_> And how is that going to work? Will there be a theoretical edge to space, an invisible wall? Or will it just kinda go on forever? And if so, how is that going to work? =\
L.C. Posted July 11, 2007 Report Posted July 11, 2007 you should relase a beta right nowThis is the part where we should see MillenniumMann grinningly holding tight onto the project from releasing it, only to continue and hunger your thirst ever so more. Then to release it at the right moment for a wholesome of deliciousness to also be released.
Smong Posted July 11, 2007 Report Posted July 11, 2007 Can you fly at any angle like in descent? Or is there always a downwards direction?
MillenniumMan Posted July 12, 2007 Author Report Posted July 12, 2007 There are enclosed maps like the 3D trenchwars map with an outside area that you can travel. However, there is a limit to how far one can travel until they get pulled back into the arena. Space in this case is not unlimited. No, I will not hold onto the beta forever, it will be released very soon (stares at shiny CD with the Terrier on the front) Yes, you can not only fly at any angle that you wish, but there are newtonian physics involved here. You'll keep drifting for a good long while after you stop using the thrust, you can use gravity to your advantage when strafing an enemy. ControlsForward: Up key or right mouse buttonBack thrust: down keyroll left: left keyRoll right: take a wild guess Special feature(repel and warp) RMissiles: tabFire: Space or Left mouse buttonView: V __Special__Enter/Get out of vehicle: enterCellphone: tabSolicit pros!@#$%^&*ute: Y/N Just kidding about those last three A couple other things of note, if you run into stuff: ships/asteroids/walls, it does damage to your ship, first draining the shields then damaging your hull. Fortuneately there are greens to fix this. The idea of a space station repair was ditched early on.
L.C. Posted July 12, 2007 Report Posted July 12, 2007 Those last three actually seemed a bit classical. Do ya' think VIE would do that? I think the cellphone part is an interesting idea, perhaps for a single-player mode (with campaigns)? Ultra simple 3rd/1st Person Shooting every once in a while? Nevermind. We can customize controls to our desires, right?
MillenniumMan Posted July 12, 2007 Author Report Posted July 12, 2007 Those last three actually seemed a bit classical. Do ya' think VIE would do that? I think the cellphone part is an interesting idea, perhaps for a single-player mode (with campaigns)? Ultra simple 3rd/1st Person Shooting every once in a while? Nevermind. We can customize controls to our desires, right? Yes, you can customize the controls at your own leisure. Not all the options functions are available yet. I realized that when setting up a profile in the client front end, when you hit OK it doesn't do anything. I have to fix that button.
tcsoccerman Posted July 12, 2007 Report Posted July 12, 2007 (edited) RELEASE THE BETA! Edited July 12, 2007 by tcsoccerman
»jabjabjab Posted July 12, 2007 Report Posted July 12, 2007 See... the cool thing about you MillenniumMan, is that you say so manny stupid things.. it gives us ideas for you. that walking outside the ship thing made me think more on the turret capibilities.. if you want to attach or dock to a ship and walk up to the shooting area ontop of the attached ship tha would seen intereting.. or an inside look into the ship.. to see the main control room of the ship with the 3d people controling it would just be astonishing. think about it.
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