Shock Posted December 31, 2007 Report Posted December 31, 2007 Did you extract all the files before you ran it?
»CypherJF Posted December 31, 2007 Report Posted December 31, 2007 Ew, why is it keeping reference to exact file paths in the executable (see Polix's screenshot)...
rootbear75 Posted December 31, 2007 Report Posted December 31, 2007 Did you extract all the files before you ran it? that screenie doesnt say anything about not being able to locate a certain filei know java exceptions when they happen, (at least those look like java exceptions :/... with the .cs extension, im not sure if its c... but the String[] args thing is java.. or is it C too? hmmm) anyways... thats not a file not found exception Ew, why is it keeping reference to exact file paths in the executable (see Polix's screenshot)...and it could be because you didnt use a try/catch thing to report an error code for that specific error (maybe?)
rootbear75 Posted December 31, 2007 Report Posted December 31, 2007 .cs stands for c sharp (C#)how similar is C# to java?
PoLiX Posted January 1, 2008 Report Posted January 1, 2008 Did you extract all the files before you ran it? Yes, and that isn't even the dir the program is in... C:\Users\user\Downloads\ss2
»doc flabby Posted January 1, 2008 Author Report Posted January 1, 2008 Its because i gave you debugging versions of the exes... These link to the source code so you can step though them in the debugger.
»D1st0rt Posted January 1, 2008 Report Posted January 1, 2008 Spoiler! --Click here to view--SubSpace IIInit: GLFWDriver: NVIDIA CorporationVersion: 2.0.0FPS: 1474FPS: 1591FPS: 1585FPS: 1574FPS: 1586FPS: 1587FPS: 1592FPS: 1586FPS: 1559FPS: 1585FPS: 1591FPS: 1590FPS: 1585FPS: 1584FPS: 1587FPS: 1590FPS: 1565FPS: 1551FPS: 1587FPS: 1578FPS: 1583FPS: 1583FPS: 1567FPS: 1580FPS: 1582FPS: 1587FPS: 1583FPS: 1582FPS: 1584FPS: 1585FPS: 1582FPS: 1574FPS: 1550FPS: 1588FPS: 1549That's idling, it drops down to around 1000 when I spin, 800s if spinning from a very zoomed out viewI get the same error as Polix on maximizing (resolution is 1920x1200 if that matters)
»doc flabby Posted January 1, 2008 Author Report Posted January 1, 2008 LVL in 3D: http://www.subspace2.net/tw3d.JPG
L.C. Posted January 1, 2008 Report Posted January 1, 2008 Runs fine. Spoiler! --Click here to view--SubSpace IIInit: GLFWDriver: NVIDIA CorporationVersion: 2.1.2FPS: 672FPS: 710FPS: 857FPS: 834FPS: 809FPS: 747FPS: 638FPS: 419FPS: 527FPS: 631FPS: 646FPS: 646FPS: 852FPS: 488FPS: 511FPS: 510FPS: 529FPS: 543FPS: 546FPS: 616FPS: 520FPS: 510FPS: 571FPS: 663FPS: 657FPS: 617FPS: 564FPS: 485FPS: 576FPS: 575error: 1282Closed WindowTerminated.Press any key to continue . . .
rootbear75 Posted January 1, 2008 Report Posted January 1, 2008 LVL in 3D: http://www.subspace2.net/tw3d.JPGso is the basic gameplay going to be like continuum as it is now, but with a chase camera view instead of a top down view?
Samapico Posted January 1, 2008 Report Posted January 1, 2008 LVL in 3D: http://www.subspace2.net/tw3d.JPGso is the basic gameplay going to be like continuum as it is now, but with a chase camera view instead of a top down view?The view will still be top-down. 3D will add the possibility of some chase effects though... Just had an idea... some kind of sniping weapon. When using it, the camera would go in the !@#$%^&*pit and you could shoot people very far
tcsoccerman Posted January 1, 2008 Report Posted January 1, 2008 samapico, doc, do either of you have aim?
»doc flabby Posted January 2, 2008 Author Report Posted January 2, 2008 (edited) LVL in 3D: http://www.subspace2.net/tw3d.JPGso is the basic gameplay going to be like continuum as it is now, but with a chase camera view instead of a top down view?This is an example of the legacy loader (incomplete no lvz support). It designed to be backwards compatible in most respects.What you can't see in the screenshot is that you can change the angle and move freely around the level with the camera. I intend on creating a new level format (or maybe extend eLVL further) to take advantage of 3D level design. The game will have a number of camera views to choose from. These will be able to be restricted to the servers choosing. Edited January 2, 2008 by doc flabby
rootbear75 Posted January 3, 2008 Report Posted January 3, 2008 LVL in 3D: http://www.subspace2.net/tw3d.JPGso is the basic gameplay going to be like continuum as it is now, but with a chase camera view instead of a top down view?This is an example of the legacy loader (incomplete no lvz support). It designed to be backwards compatible in most respects.What you can't see in the screenshot is that you can change the angle and move freely around the level with the camera. I intend on creating a new level format (or maybe extend eLVL further) to take advantage of 3D level design. The game will have a number of camera views to choose from. These will be able to be restricted to the servers choosing.so what ur basically saying, is that the legacy loader, will take old LVL files (like the one you showed) and turn it into a flat 3D map with the tiles extending up and down forever (or add a ceiling & floor... w/e)??
»doc flabby Posted January 3, 2008 Author Report Posted January 3, 2008 so what ur basically saying, is that the legacy loader, will take old LVL files (like the one you showed) and turn it into a flat 3D map with the tiles extending up and down forever (or add a ceiling & floor... w/e)??I could do that. I was going to keep the lvl pretty much how they look in the screen shot. I will probably give them a little bit of hieght to allow for some lighting effects. Basically my intention with the legacy loader is to make it like the same, just make them look nicer. The whole level will be in a skybox. (rendered using the standard background imagaes maybe use new ones that look nicer?)
Samapico Posted January 3, 2008 Report Posted January 3, 2008 and the ships wouldnt be able to move in the Z axis (vertically) to go over/under walls
tcsoccerman Posted January 3, 2008 Report Posted January 3, 2008 What if the server had the option of not allowing the camera to look down at the map, only from the ship's perspective. thus making it look like a huge maze to the player.
Samapico Posted January 3, 2008 Report Posted January 3, 2008 Should be possible. Zones should be able to choose various available viewpoints. Could be isometric view, top-down, behind ship... Could be fixed (i.e. current top-down view) or could rotate with the ship (i.e. if you want the camera to stay behind the ship even if it turns)
rootbear75 Posted January 4, 2008 Report Posted January 4, 2008 imo, turning tw into 3d by making it a 1 block height might be cool..except for the fact that that one entrance into the flag room is going to be easy to get thru O.o
aquarius Posted January 5, 2008 Report Posted January 5, 2008 can you make this work with the latest version of .net?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now