View Full Version : S2 test
Mark Levin
2003.05.28, 09:28 PM
Finally ready to show something :P This is not intended to be a game, or even to resemble any future game I may develop, it's just a test/tech demo.
http://homepage.mac.com/haveblue/mapeditor/S2test.app.hqx (1.3MB)
Controls:
forward: w
backward: s
turn left: a
turn right:d
move down: q
move up: e
fire rocket: space
drop robot (see below): r
show menu: m
The menu has buttons for video options, control options (configurable but not saved, ignore the message about the mouse because it doesn't work yet), and quit.
The camera has 2 "weapons": Space fires rockets, and r spawns a robot at your location. Robots "inherit" your speed and collide with each other. They can be killed with 3 rockets apiece. The gun turret in the starting room always aims at the robot which is present when the game is launched; this robot cannot be killed but it can be moved around by sliding other robots into it.
Frame rates and script tick rates are dumped to the system log every second.
Performance reports and feedback appreciated :) I'm particularly interested in performance on dual-processor systems; I don't have access to such a machine to test threading on. It takes up a LOT of video card fillrate right now, Rage 128s may be too slow even at 640x480.
igame3d
2003.05.28, 09:45 PM
Whoa, pretty neat. Good to finally mess with it after watching your diary.
Ok...naturally I didn't read your post before downloading and playing it so the keys confused me just a little (used to my own set up). I think R & F work better for up and down. It was odd that esc and/or command Q did not respond in your app.
Ran smooth 1280x1024 @75hz Dual G4 450 1.6Gig of Ram with Nvidia MX
Nice collission detection on the walls, very solid, can't wait until ours is fixed!
Drop those robots from behind, please, its very ...unnerving when something plops in front of you like they do. "Did I just hit a wall? oh its a bot!"
I'm posting a texutre demo of iGame3D in a moment..Carlos textures, you might want to use a few to replace your Marathon ones. :)
I'll go back to your game in a bit.
Anything else you need to know?
jamie
2003.05.28, 09:51 PM
Very cool, nice to see it in action after watching the dev. diary.
Ran it on my dual 1 gig, X 10.2.6, 1 gig ram. With my prefs set to 1280 x 1024.
It ran smooth, collisions seemed to work fine. The sky box that is an image of the initial room is very cool...
OneSadCookie
2003.05.28, 10:14 PM
Nice textures, where'd you get them?
What's going on in the tunnel where you can see out into the main room, but that tunnel isn't visible in the main room?
jamie
2003.05.28, 10:22 PM
What's going on in the tunnel where you can see out into the main room, but that tunnel isn't visible in the main room?
That is what I was referring too as the cool sky box... seems like he is somehow feeding an image of that room into a 'live skybox'?
Mark Levin
2003.05.28, 11:07 PM
The textures are from the Marathon Orphanage site ( http://marathon.bungie.org/orphanage ) ; I believe those in particular are by Shebob. I haven't fully explored their licensing, but I'm sure it's better to use them than to rip textures straight out of a commercial game like I had been doing until now :/ I looked at some of IDG's textures, but the ones I used were closer to the original look & feel of the map and I just wanted to do a quick swap in the editor.
ig3D/Jamie> Can you give me a frame rate number? Your system log should be full of them. On my Radeon 7500 at 1152x870 I get 60 in the turret room and 20-30 when looking at the skybox (I will definitely work on that part...)
Yes, the skybox works as jamie guessed, and pretty much like Unreal's: There is a point in the map selected as the landscape camera, and what it sees is drawn behind the main scene and visible through the windows. It's a huge performance cost because I do an extra Z clear every time a landscape surface is visible.
igame3d
2003.05.28, 11:16 PM
Where be these logs of which you speak?
Mark Levin
2003.05.28, 11:20 PM
The log that the Console utility displays.
igame3d
2003.05.28, 11:28 PM
Here's a sample :60 script loops per second.
44 renders per second.
60 script loops per second.
28 renders per second.
You ran into a rocket!
60 script loops per second.
28 renders per second.
You ran into a rocket!
60 script loops per second.
29 renders per second.
You ran into a rocket!
60 script loops per second.
28 renders per second.
You ran into a rocket!
You ran into a rocket!
31 renders per second.
60 script loops per second.
60 script loops per second.
29 renders per second.
35 renders per second.
60 script loops per second.
60 script loops per second.
56 renders per second.
You ran into a rocket!
Hey when I reset the R key, the robot making ability vanished from the key option list.
jamie
2003.05.28, 11:50 PM
Here is a sample of mine as well:
27 script loops per second.
26 renders per second.
61 renders per second.
60 script loops per second.
60 script loops per second.
62 renders per second.
60 script loops per second.
62 renders per second.
61 renders per second.
60 script loops per second.
60 script loops per second.
62 renders per second.
60 script loops per second.
61 renders per second.
60 script loops per second.
63 renders per second.
60 script loops per second.
64 renders per second.
60 script loops per second.
61 renders per second.
60 script loops per second.
55 renders per second.
51 renders per second.
60 script loops per second.
60 script loops per second.
49 renders per second.
60 script loops per second.
50 renders per second.
60 script loops per second.
55 renders per second.
60 script loops per second.
53 renders per second.
60 script loops per second.
50 renders per second.
60 script loops per second.
by far my favorite message in the log:
DON'T TOUCH IT! THAT'S THE HISTORY ERASER BUTTON, YOU FOOL!
if youd like the whole log let me know and i'll save it out as text or something...
codemattic
2003.05.29, 06:06 AM
Originally posted by Mark Levin
This is not intended to be a game, or even to resemble any future game I may develop, it's just a test/tech demo.
What are your plans for S2? Do you plan to make a game in-house with it - or license it out to other developers (like Dim3)?
Mark Levin
2003.05.29, 11:42 AM
I haven't decided against either option yet. (What a copout :P )
The only way to properly test game-making tools is to actually make a nontrivial game with them, so there will definitely be more content running on test versions in the future. I do plan to release the tools, at some point, but most of them require quite a lot of work (and documentation) before they are usable by someone other than me.
Bachus
2003.05.29, 01:26 PM
Nifty. Though there's a distinct lack of bouncing EVA-01 heads. EVA UNIT ONE LAUNCH!!!
I get around 30-40fps in normal rooms, and half that whenever I'm looking at the landscape. 1024x768x32, 867MHz G4, GF2mx32.
Mark Levin
2003.07.02, 05:36 PM
http://homepage.mac.com/haveblue/mapeditor/S2RTSDemo.hqx
Forwards: w
Backwards: s
Left: z
Right: x
Turn left: a
Turn right: d
Orbit left: q
Orbit right: e
Click the hangar, then click the command button (lower right) to spawn units. Click a unit, click the command button, then click either a location in the map to move him or another unit to attack.
Also, custom keys are stored in preferences now (and don't randomly disappear from the dialog any more), and cmd-Q quits immediately.
Ian Kerr
2003.07.02, 06:07 PM
They both crash on startup for me :(
gravity reset
2003-07-02 17:48:41.953 S2 Core[1441] Found displays: 1
2003-07-02 17:48:41.954 S2 Core[1441] Found displays: 1
2003-07-02 17:48:42.017 S2 Core[1441] got modes: 123
2003-07-02 17:48:42.018 S2 Core[1441] found refresh rate zero, allowing
2003-07-02 17:48:42.019 S2 Core[1441] *** Assertion failure in -[NSMenu itemAtIndex:], NSMenu.m:552
2003-07-02 17:48:42.019 S2 Core[1441] An uncaught exception was raised
2003-07-02 17:48:42.020 S2 Core[1441] Invalid parameter not satisfying: (index >= 0) && (index < (_itemArray ? CFArrayGetCount(_itemArray) : 0))
2003-07-02 17:48:42.020 S2 Core[1441] *** Uncaught exception: <NSInternalInconsistencyException> Invalid parameter not satisfying: (index >= 0) && (index < (_itemArray ? CFArrayGetCount(_itemArray) : 0))
I'm in 10.1.5, G4 350mhz, 512MB RAM, Rage 128.
Bachus
2003.07.02, 09:49 PM
No matter how hard I tried I couldn't get one unit to attack another unit. Also got a crash the second time I ran it when I was trying to move a unit:
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x3fa5555d
Thread 0 Crashed:
#0 0x90004bc8 in szone_malloc
#1 0x90004a44 in malloc_zone_malloc
#2 0x019802f0 in 0x19802f0
#3 0x0191b5c4 in 0x191b5c4
#4 0x0002a550 in -[S2Map renderFromLocation:Angle:] (S2Map.m:597)
#5 0x00029ba0 in -[S2Map render] (S2Map.m:445)
#6 0x000050b8 in -[S2CoreManager draw3DWorld] (S2CoreManager.m:197)
#7 0x00007fc8 in -[S2GLManager renderFromCoreManager:] (S2GLManager.m:413)
#8 0x0000556c in -[S2CoreManager render:] (S2CoreManager.m:288)
#9 0x97df4dd8 in __NSFireTimer
#10 0x90163230 in __CFRunLoopDoTimer
#11 0x90148d28 in __CFRunLoopRun
#12 0x90180f58 in CFRunLoopRunSpecific
#13 0x969a3b70 in RunCurrentEventLoopInMode
#14 0x969b3b00 in ReceiveNextEventCommon
#15 0x969dabbc in BlockUntilNextEventMatchingListInMode
#16 0x9308dedc in _DPSNextEvent
#17 0x930a0158 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:]
#18 0x930b1d88 in -[NSApplication run]
#19 0x9315fc58 in NSApplicationMain
#20 0x0000458c in main (main.m:14)
#21 0x000042d4 in _start (crt.c:267)
#22 0x00004154 in start
Thread 1:
#0 0x90014d08 in syscall_thread_switch
#1 0x900095c0 in szone_calloc
#2 0x90009494 in malloc_zone_calloc
#3 0x9068532c in object_getIndexedIvars
#4 0x97df1908 in NSAllocateObject
#5 0x97e052f8 in -[NSArray objectEnumerator]
#6 0x0002043c in -[S2InputManager performEventQueue] (S2InputManager.m:85)
#7 0x00005878 in -[S2CoreManager periodicScriptExecution:] (S2CoreManager.m:352)
#8 0x97df4dd8 in __NSFireTimer
#9 0x90163230 in __CFRunLoopDoTimer
#10 0x90148d28 in __CFRunLoopRun
#11 0x90180f58 in CFRunLoopRunSpecific
#12 0x97e05680 in -[NSRunLoop runMode:beforeDate:]
#13 0x97e19188 in -[NSRunLoop run]
#14 0x00005768 in -[S2CoreManager beginScriptExecution] (S2CoreManager.m:326)
#15 0x000045d8 in initScript (S2CoreManager.m:16)
#16 0x90020d28 in _pthread_body
PPC Thread State:
srr0: 0x90004bc8 srr1: 0x0000f030 vrsave: 0x00000000
xer: 0x00000000 lr: 0x90004b8c ctr: 0x9005e230 mq: 0x00000000
r0: 0x00000000 r1: 0xbfffe0e0 r2: 0x897c6abe r3: 0x00000001
r4: 0x00000001 r5: 0x00000000 r6: 0x01795a04 r7: 0x02b9ad00
r8: 0x0021a010 r9: 0xa0001054 r10: 0x00000000 r11: 0x3fa55555
r12: 0x9005e230 r13: 0x00000000 r14: 0x00000000 r15: 0x00000001
r16: 0x00000001 r17: 0x00000000 r18: 0x24002280 r19: 0x00000000
r20: 0x000055b7 r21: 0x00000000 r22: 0x0021b080 r23: 0x00000000
r24: 0x0021a25c r25: 0xbfffe120 r26: 0xa0004aac r27: 0x00000021
r28: 0x0021a010 r29: 0x0021a0e4 r30: 0x02b109e0 r31: 0x90004aac
Mark Levin
2003.07.02, 10:57 PM
Gah... Linked to the wrong version.
http://homepage.mac.com/haveblue/mapeditor/S2RTSDemo.hqx
See if that works better.
Ian Kerr
2003.07.02, 11:12 PM
Same problem for me...
Feanor
2003.07.02, 11:25 PM
Re-SPEC! That is a massIVE demo, mon. (Name that character.)
56 renders per second.
20 script loops per second.
242 renders per second.
60 script loops per second.
242 renders per second.
60 script loops per second.
243 renders per second.
60 script loops per second.
242 renders per second.
60 script loops per second.
242 renders per second.
60 script loops per second.
242 renders per second.
60 script loops per second.
243 renders per second.
60 script loops per second.
242 renders per second.
60 script loops per second.
166 renders per second.
60 script loops per second.
141 renders per second.
60 script loops per second.
140 renders per second.
dual g4-867 + GF4MX
runs OK but I will have to try out the robots later.
Nice skybox effect. Like looking through virtual windows or a 3D viewer inside a 3D viewer.
Bachus
2003.07.03, 09:03 AM
That version worked. Many stickmen were killed this morning. Though I had one that lost all his life, but didn't die. After that nobody else could target him, though he could still attack other men.
Johan
2003.07.03, 09:24 AM
Both versions worked fine for me, although I have the same problem as Bachus with the second version.
Keep up the good work.
.johan
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.