Subliminal Demo Testing
Hey All.
I have a demo thati've been working on in my spare time.
Its an FPS, using OpenGL, OpenAL, Cg and Newton Game Dynamics.
But, i want to test it for compatablility between graphics cards, as well as take any comments you might have.
So please, download the demo here SBML.zip (its about ~7.5mb) and tell me if it works, or if it doesnt, and your system...and any other comments you feel like sharing.
It has a Config file, 'SBMLcfg.txt', that has flags for:
Y-Axis mouse flipping.
Locking the mouse to a point on the screen.
Screen window sizes.
and Level of Detail for the map (it has 4 levels of detail: Bump Mapping, bump+parallax mapping, bump+relief mapping and bump+self-shadowing relief mapping).
It also has 4 guns (select with keys 1,2,3):
1. Steyr Aug (LMS fire gun)
2. Grav Gun (LMS 'pushes' an object, RMB 'Grabs' one)
3. Pulse Rifle (LMS to fire)
Thanks for any help.
-Twixn-
LOL, just straight HTML...fair enough
Yeah, i wouldnt be surprised it dosnet work...it needs at least an ARB_fp card (NV GF 5200+ or ATI 9500+ i think anyway, just going from glView's database).
But still, thanks.
-Twixn-
[EDIT] Ok, your post dissappeared as soon as i replied...??? [/EDIT]
Yeah, i wouldnt be surprised it dosnet work...it needs at least an ARB_fp card (NV GF 5200+ or ATI 9500+ i think anyway, just going from glView's database).
But still, thanks.
-Twixn-
[EDIT] Ok, your post dissappeared as soon as i replied...??? [/EDIT]
The app runs fine on an Athlon XP 2500+, 1024MB RAM, Radeon 9600XT (Catalyst 5.1), Windows XP Pro SP2, but the shadows are all wrong:
A still shot does not tell the whole story; the shadows move around with the camera.
jfl.
A still shot does not tell the whole story; the shadows move around with the camera.
jfl.
Quote:Original post by jflanglois
A still shot does not tell the whole story; the shadows move around with the camera.
jfl.
OK, its probably the matrix being passed to the shader...are the level shadows and the ragdoll shadow doing the same thing?
-Twixn-
PS, SBML has had known problems with ATI hardware...its progressed alot, it actually RUNs semi-properly now, but as you spotted, some ATI bugs still need ironing out.
Here try this:
SBMLfix.zip
its a ~50k patch with a readme telling you where the files go (theres only 2 files and a readme).
Subliminal used to be inconsistant with passing the float4 light position to the shader, (passing 4 floats, then 3)...so i replaced the shader to usea float3 for the light pos, and adjusted the uniform passing to give only 3 floats.
-Twixn-
SBMLfix.zip
its a ~50k patch with a readme telling you where the files go (theres only 2 files and a readme).
Subliminal used to be inconsistant with passing the float4 light position to the shader, (passing 4 floats, then 3)...so i replaced the shader to usea float3 for the light pos, and adjusted the uniform passing to give only 3 floats.
-Twixn-
Hi, just tested the demo with the new patch, on my ati 9800.
The world, the ragdoll and the huge wood crates shadows are fine, but the small crates shadows are all messed up , like jflanglois says, the move around with the camera, it seems theres a mission popmatrix on or something like that..
The world, the ragdoll and the huge wood crates shadows are fine, but the small crates shadows are all messed up , like jflanglois says, the move around with the camera, it seems theres a mission popmatrix on or something like that..
Well, the patch fixed the map and ragdoll shadows...and seeing as those dont have matricies.
The level is in global space, but so is the ragdoll as Newton (the physics engine) gives me the bone matricies in global space...so it looks like it IS the matrix.
I'll post a new fix in a few mins.
-Twixn-
[EDIT] Ok there is a new patch
SBMLfix.zip
again only 50k, and works fine with the original ~7.5mb download.
Im not too sure if this will do anything...its just a test.
Im pretty sure the stack is fine, GLIntercept gives me no errors.[/EDIT]
[Edited by - Twixn on May 6, 2005 7:05:43 PM]
The level is in global space, but so is the ragdoll as Newton (the physics engine) gives me the bone matricies in global space...so it looks like it IS the matrix.
I'll post a new fix in a few mins.
-Twixn-
[EDIT] Ok there is a new patch
SBMLfix.zip
again only 50k, and works fine with the original ~7.5mb download.
Im not too sure if this will do anything...its just a test.
Im pretty sure the stack is fine, GLIntercept gives me no errors.[/EDIT]
[Edited by - Twixn on May 6, 2005 7:05:43 PM]
Works well for me, good job, only problem i have is that it acts kinda wierd if you try and jump while moving on top of a box (im sure this is Newton's fault) im sure theres a way to deal with that
cheers
-Dan
cheers
-Dan
Ok, good...what card do you have?
And naah, its my fault...i allow the player to jump when they're vertical velocity is within a certain thresh-hold...the thing is that the player has a 'softness' level to interact with the boxes better, but while standing on then it makes the player near-constantly just outside the jump thresh-hold...its a bug i will fix soon
-Twixn-
And naah, its my fault...i allow the player to jump when they're vertical velocity is within a certain thresh-hold...the thing is that the player has a 'softness' level to interact with the boxes better, but while standing on then it makes the player near-constantly just outside the jump thresh-hold...its a bug i will fix soon
-Twixn-
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